LEADER 04440nam 22006255 450 001 9910254837703321 005 20251113191435.0 010 $a3-319-54081-5 024 7 $a10.1007/978-3-319-54081-8 035 $a(CKB)3710000001094936 035 $a(DE-He213)978-3-319-54081-8 035 $a(MiAaPQ)EBC4819646 035 $a(PPN)199768102 035 $a(EXLCZ)993710000001094936 100 $a20170307d2017 u| 0 101 0 $aeng 135 $aurnn#008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aResearch and Development in the Academy, Creative Industries and Applications /$fby Rae Earnshaw 205 $a1st ed. 2017. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2017. 215 $a1 online resource (XIV, 104 p. 24 illus., 23 illus. in color.) 225 1 $aSpringerBriefs in Computer Science,$x2191-5776 311 08$a3-319-54080-7 320 $aIncludes bibliographical references at the end of each chapters. 327 $aForeword -- 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. 330 $aThis book examines how creativity feeds through into typical application areas, and the lessons that can be learned from this. A number of Case Studies in creative and general application domains are included which illustrate how the academy and industry can collaborate to mutual benefit and advantage. It also examines the pros and cons of the collaboration, and what lessons can be learned from successes or failures in aspects of the implementation and delivery. The academy has played a key role in the past in the research and development of key ideas and patents that have been migrated into successful industrial products and services and continues to do so. A variety of models of interaction between the academy and industry have been developed depending on the circumstances of the institution, its mission, its values, its expertise, and its relationship to the local and cultural environment in which it is situated. These models are reviewed and evaluated. The process of initial idea through to design and successful implementation is a pipeline. If this process requires the involvement of technology (as is more often the case ? as creative applications are increasingly dependent on technology) then there is need to understand how this can efficiently and optimally be done. A number of factors tend to be generic and permeate many application areas (such as bandwidth requirements, use of colour, interaction methods) whilst others are more customized with specialist hardware and software (e.g. shared virtual environments, augmented reality). 410 0$aSpringerBriefs in Computer Science,$x2191-5776 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aApplication software 606 $aInteractive multimedia 606 $aMultimedia systems 606 $aUser Interfaces and Human Computer Interaction 606 $aComputer and Information Systems Applications 606 $aMedia Design 615 0$aUser interfaces (Computer systems). 615 0$aHuman-computer interaction. 615 0$aApplication software. 615 0$aInteractive multimedia. 615 0$aMultimedia systems. 615 14$aUser Interfaces and Human Computer Interaction. 615 24$aComputer and Information Systems Applications. 615 24$aMedia Design. 676 $a378 700 $aEarnshaw$b Rae A.$f1944-$4aut$4http://id.loc.gov/vocabulary/relators/aut$0772220 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910254837703321 996 $aResearch and Development in the Academy, Creative Industries and Applications$93398645 997 $aUNINA