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Research and development in the acad...
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Earnshaw, Rae.
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Research and development in the academy, creative industries and applications
Record Type:
Electronic resources : Monograph/item
Title/Author:
Research and development in the academy, creative industries and applications/ by Rae Earnshaw.
Author:
Earnshaw, Rae.
Published:
Cham :Springer International Publishing : : 2017.,
Description:
xiv, 104 p. :ill. (some col.), digital ;24 cm.
[NT 15003449]:
Foreword -- Preface -- History and Background: The Development of the Academy and Industry -- Models of Interaction between the Academy and Industry -- Technology Transfer for the Creative Industries and Wider Industrial Applications -- The Entrepreneurial Academician and the Collaborating Industrialist -- Case Studies: Shared Virtual and Augmented Environments for Creative Applications -- Digital Holography as a Creative Medium to Display and Re-interpret Museum Artefacts, Applied to Chinese Porcelain Masterpieces -- Improving the Physical Properties of Materials by Collaboration between Industry and the Academy -- Conclusions and Review of the Case Studies.
Contained By:
Springer eBooks
Subject:
Technology transfer. -
Online resource:
http://dx.doi.org/10.1007/978-3-319-54081-8
ISBN:
9783319540818
Research and development in the academy, creative industries and applications
Earnshaw, Rae.
Research and development in the academy, creative industries and applications
[electronic resource] /by Rae Earnshaw. - Cham :Springer International Publishing :2017. - xiv, 104 p. :ill. (some col.), digital ;24 cm. - SpringerBriefs in computer science,2191-5768. - SpringerBriefs in computer science..
Foreword -- Preface -- History and Background: The Development of the Academy and Industry -- Models of Interaction between the Academy and Industry -- Technology Transfer for the Creative Industries and Wider Industrial Applications -- The Entrepreneurial Academician and the Collaborating Industrialist -- Case Studies: Shared Virtual and Augmented Environments for Creative Applications -- Digital Holography as a Creative Medium to Display and Re-interpret Museum Artefacts, Applied to Chinese Porcelain Masterpieces -- Improving the Physical Properties of Materials by Collaboration between Industry and the Academy -- Conclusions and Review of the Case Studies.
This book examines how creativity feeds through into typical application areas, and the lessons that can be learned from this. A number of Case Studies in creative and general application domains are included which illustrate how the academy and industry can collaborate to mutual benefit and advantage. It also examines the pros and cons of the collaboration, and what lessons can be learned from successes or failures in aspects of the implementation and delivery. The academy has played a key role in the past in the research and development of key ideas and patents that have been migrated into successful industrial products and services and continues to do so. A variety of models of interaction between the academy and industry have been developed depending on the circumstances of the institution, its mission, its values, its expertise, and its relationship to the local and cultural environment in which it is situated. These models are reviewed and evaluated. The process of initial idea through to design and successful implementation is a pipeline. If this process requires the involvement of technology (as is more often the case - as creative applications are increasingly dependent on technology) then there is need to understand how this can efficiently and optimally be done. A number of factors tend to be generic and permeate many application areas (such as bandwidth requirements, use of colour, interaction methods) whilst others are more customized with specialist hardware and software (e.g. shared virtual environments, augmented reality)
ISBN: 9783319540818
Standard No.: 10.1007/978-3-319-54081-8doiSubjects--Topical Terms:
526217
Technology transfer.
LC Class. No.: T174.3
Dewey Class. No.: 378.1035
Research and development in the academy, creative industries and applications
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Foreword -- Preface -- History and Background: The Development of the Academy and Industry -- Models of Interaction between the Academy and Industry -- Technology Transfer for the Creative Industries and Wider Industrial Applications -- The Entrepreneurial Academician and the Collaborating Industrialist -- Case Studies: Shared Virtual and Augmented Environments for Creative Applications -- Digital Holography as a Creative Medium to Display and Re-interpret Museum Artefacts, Applied to Chinese Porcelain Masterpieces -- Improving the Physical Properties of Materials by Collaboration between Industry and the Academy -- Conclusions and Review of the Case Studies.
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This book examines how creativity feeds through into typical application areas, and the lessons that can be learned from this. A number of Case Studies in creative and general application domains are included which illustrate how the academy and industry can collaborate to mutual benefit and advantage. It also examines the pros and cons of the collaboration, and what lessons can be learned from successes or failures in aspects of the implementation and delivery. The academy has played a key role in the past in the research and development of key ideas and patents that have been migrated into successful industrial products and services and continues to do so. A variety of models of interaction between the academy and industry have been developed depending on the circumstances of the institution, its mission, its values, its expertise, and its relationship to the local and cultural environment in which it is situated. These models are reviewed and evaluated. The process of initial idea through to design and successful implementation is a pipeline. If this process requires the involvement of technology (as is more often the case - as creative applications are increasingly dependent on technology) then there is need to understand how this can efficiently and optimally be done. A number of factors tend to be generic and permeate many application areas (such as bandwidth requirements, use of colour, interaction methods) whilst others are more customized with specialist hardware and software (e.g. shared virtual environments, augmented reality)
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based on 0 review(s)
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EB T174.3
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