The Creative Sector in Georgia: Situation, Potential and Policy Issues
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Service Power Warranty Claims Management
A Special SFGSM Analyst’s Take Ensuring Quality Customer Service Performance in the Global Insurance Segment Written by Bill Pollock ServicePower.com Enabling InsurTech Organizations to Enhance your Customer’s Experience and Boost their Bottom Line August 2018 Bill Pollock Putting Things Forward from the Perspective President & Principal of the Global Insurance Industry Consulting Analyst Strategies For GrowthSM / The results from research analyst firm, Strategies for PollockOnService Growth’s 2018 Warranty Chain Management Benchmark Survey clearly reveal that insurance organizations that have either implemented a new warranty management solution or, at the very least, upgraded their existing solution, are now experiencing an average of up to 10% improvement in warranty claims processing times, as well as commensurate upticks in customer satisfaction and the overall customer Westtown, Pennsylvania USA experience. +1 610-399-9717 As many of these implementations are now supported by [email protected] state-of-the-art Artificial Intelligence (AI) technology, those www.PollockOnService.com organizations that have taken this path benefit twice – from both the improved functionality of their “new” warranty management systems, as well as the introduction of AI technology into their business operations. A SPECIAL SFGSM ANALYST’S TAKE 1 “The insurance segment will continue to be highly dependent on the introduction of new technology into their business operations and, as a result, will be searching for vendors and solutions that will ease their -
لینک دانلود کتاب ERP for Textiles and Apparel Industry.Pdf
ERP for Textiles and Apparel Industry © 2016 by Woodhead Publishing India Pvt. Ltd. © 2016 by Woodhead Publishing India Pvt. Ltd. ERP for Textiles and Apparel Industry R. Surjit, R. Rathinamoorthy and K. J. Vishnu Vardhini WOODHEAD PUBLISHING INDIA PVT LTD New Delhi © 2016 by Woodhead Publishing India Pvt. Ltd. CRC Press Woodhead Publishing India Pvt. Ltd. Taylor & Francis Group 303, Vardaan House, 7/28, Ansari Road 6000 Broken Sound Parkway NW, Suite 300 Daryaganj, New Delhi – 110002, India Boca Raton, FL 33487-2742 © 2016 by Woodhead Publishing India Pvt. Ltd. Exclusive worldwide distribution by CRC Press an imprint of Taylor & Francis Group, an Informa business No claim to original U.S. Government works Version Date: 20160217 International Standard Book Number-13: 978-93-85059-59-9 (eBook - PDF) This book contains information obtained from authentic and highly regarded sources. Reason- able efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers. -
Managing In-House Agency Creative Content and Legal Concerns
MANAGING IN-HOUSE AGENCY CREATIVE CONTENT AND LEGAL CONCERNS J U LY 2 019 TABLE OF CONTENTS BACKGROUND AND METHODOLOGY ........................................... 3 KEY FINDINGS ............................................................................. 4 1. CREATIVE CONTENT CONCERNS ........................................ 4 2. LEGAL CONCERNS .............................................................10 CONCLUSIONS .......................................................................... 13 ABOUT THE STUDY PARTNERS ..................................................14 2 | Managing In-House Agency Creative Content and Legal Concerns BACKGROUND AND METHODOLOGY The 2018 ANA report, “The Continued Rise of the In-House Agency,” found that in-house agency penetration is rising and workloads are increasing. • 78 percent of ANA members have an in-house agency in 2018, versus 58 percent in 2013 and 42 percent in 2008. • For 90 percent of respondents, the workload of their in-house agency has increased in the past year, including 65 percent for whom the workload has increased “a lot.” As advertisers continue to expand bringing advertising services in-house, it is important for them to understand and deploy best-in-class practices to manage in-house agency creative content and legal concerns. The ANA partnered with the Boston Consulting Group and Reed Smith on this initiative. The findings are informed by qualitative interviews with ANA members and industry experts (conducted in first quarter 2019) and a quantitative survey of ANA members (fielded in March 2019). There were 111 survey respondents, and their demographics consist of companies with in-house agencies of various sizes and budgets: • Staff Size: 40 percent of survey respondents have staffs of 25 people or less, 36 percent between 26 and 100 people, and 24 percent greater than 100 people. • In-House Agency Budget: 50 percent of survey respondents work at organizations which had an 2018 annual U.S. -
Technology in Apparel Design – What Is Being Used? Melanie Carrico University of North Carolina at Greensboro, [email protected]
International Textile and Apparel Association 2013: Regeneration, Building a Forward Vision (ITAA) Annual Conference Proceedings Jan 1st, 12:00 AM Technology in apparel design – what is being used? Melanie Carrico University of North Carolina at Greensboro, [email protected] Sojin Jung Universtiy of North Carolina Thomas Turner University of North Carolina at Greensboro Linda Ohrn-McDaniel Kent State University, [email protected] Follow this and additional works at: https://lib.dr.iastate.edu/itaa_proceedings Part of the Fashion Business Commons, and the Fashion Design Commons Carrico, Melanie; Jung, Sojin; Turner, Thomas; and Ohrn-McDaniel, Linda, "Technology in apparel design – what is being used?" (2013). International Textile and Apparel Association (ITAA) Annual Conference Proceedings. 207. https://lib.dr.iastate.edu/itaa_proceedings/2013/presentations/207 This Event is brought to you for free and open access by the Conferences and Symposia at Iowa State University Digital Repository. It has been accepted for inclusion in International Textile and Apparel Association (ITAA) Annual Conference Proceedings by an authorized administrator of Iowa State University Digital Repository. For more information, please contact [email protected]. New Orleans, Louisiana 2013 Proceedings Technology in apparel design – what is being used? Melanie Carrico, Sojin Jung, Thomas Turner, University of North Carolina at Greensboro, USA Linda Ohrn-McDaniel, Kent State University, USA Keywords: software, industry, design, technology Undergraduate fashion and apparel programs strive to keep up with the changing needs of fashion industry employers, especially with respect to technology. Experience using design software is one necessary skill for fashion designers, but which software program or programs to teach is a question fashion faculty must grapple with as they strive to keep curricula current and relevant. -
Albion Arts Corridor, Cultural Economic Development Strategy
Albion Arts Corridor Cultural Economic Development Strategy Prepared for the Town of Wakefield Prepared by the Metropolitan Area Planning Council June 2017 Acknowledgements The Albion Arts Corridor Economic Development Strategy was made possible through a District Local Technical Assistance grant, a Planning for MetroFuture Technical Assistance grant, and arts and cultural planning resources from the Barr Foundation. MAPC Staff worked with the Town Administrator, Town Planner, and the Albion Cultural Exchange Committee to provide professional planning and technical assistance. This project was made possible through the enthusiastic participation of a number of individuals in Wakefield who were either interviewed, participated in a focus group, filled out the online survey, or gave us feedback and insight through their participation at the October First Thursday, November Community Forum, or December Holiday Stroll. A special thanks to the Albion Cultural Exchange Committee, whose members served as an Advisory Committee to this project. In addition to providing feedback and insight throughout the project process, the committee also helped to facilitate a number of outreach activities, provided invaluable local knowledge and insight, and were critical to making this project a success. Town of Wakefield Board of Selectmen Paul R. DiNocco, Chairman Peter J. May, Vice-Chairman Mehreen N. Butt Edward F. Dombroski, Jr. Brian Falvey Anthony Longo Ann Santos Albion Cultural Exchange Committee Christopher J. Carino, Chairman Kathy Frey, Secretary Joy Schilling Mike Salvatore Adam Pinkney Doug Henning Tasha Schlake Festel Town of Wakefield Town Administrator Stephen P. Maio Town of Wakefield Town Planner Paul Reavis 1 Preface The Town of Wakefield received a technical assistance grant from the Metropolitan Area Planning Council to work on a cultural economic development strategy for Downtown Wakefield with a particular focus on Albion Street. -
Study on the Economic Contribution of the Software Industry in Lebanon
Study on the Economic Contribution of the Software Industry in Lebanon 2 Study on the Economic Contribution of the Software Industry in Lebanon Study on the Economic Contribution of the Software Industry in Lebanon 3 TABLE OF CONTENTS ABBREVIATIONS 7 EXECUTIVE SUMMARY 8 1. INTRODUCTION 11 1.1 Scope of Work 11 1.2 Methodology 11 1.3 Structure of the Report 12 1.4 The Scope of Software Activities 14 2. LEGal AND REGUlaTORY FRAMEWORK 15 2.1 Copyright Protection of the Software Industry 15 2.2 Enforcement Context 16 3. THE ICT DEVELOPMENT LEVEL 18 3.1 Access 18 3.2 Affordability 20 3.3 Capacity 21 3.4 Networked Readiness Index 22 4. THE SOFTWARE SECTOR 25 4.1 Evolution and Main Trends 25 4.2 Market Size 26 4.3 Market Structure 27 4.4 Supportive Institutions 29 5. SOFTWARE MaRKET ORIENTATION 35 5.1 Local Demand for Software 35 5.2 Foreign Demand for Lebanese Software (Exports and Subcontracting) 36 6. ASSESSING THE BUSINESS ENVIRONMENT: SWOT ANalYSIS 38 6.1 Strengths 38 6.2 Weaknesses 40 6.3 Opportunities 43 6.4 Threats 44 4 Study on the Economic Contribution of the Software Industry in Lebanon 7. ECONOMIC CONTRIBUTION OF THE SOFTWARE INDUSTRY IN LEBANON 45 7.1 Main Characteristics of Software Industry 45 7.2 The Direct Economic Effects of the Lebanese Software Industry 47 7.2.1 Economic Contribution of Software Activities to GDP 47 7.2.2 Employment Generation 51 7.2.3 Benchmarking Software Activities with Other Sectors 53 7.2.4 Export-orientated Software Industries 54 7.3 Secondary Economic Impact 55 7.3.1 Mapping the Value Chain of the Major Activities of the Software Industries 55 7.3.2 Technical Impacts on the Value Chain 56 7.3.3 Backward and Forward Linkages Generated by Software Industries 57 7.3.4 Multiplier Effect 58 7.3.5 Spin-off Effects on Business Culture 59 8. -
Beyond Hacker Idiocy the Changing Nature of Software Community and Identity
Heckscher & Adler / The Corporation as a Collaborative Community 05-Heckscher-chap05 Revise Proof page 198 20.11.2005 12:34am 5 Beyond Hacker Idiocy The Changing Nature of Software Community and Identity Paul S. Adler Introduction Professions are often taken as prototypical of a more collegial form of community, one that can be contrasted with both traditional Gemeinschaft and modern Gesellschaft. Indeed, the collegiality of professionals doing intrinsically meaningful work stands as a prefigurative model of the com- munist utopia of a ‘free association of producers.’1 The key features of professions giving them this status are their common professional social- ization and their autonomy in economic status and in technical decision making. In reality however, professionals’ autonomy is increasingly restricted. First, a substantial and growing proportion of professionals work under heteronomous conditions, as employees of capitalist firms: engineers are the largest category of these ‘organizational professionals.’ Even without economic autonomy, professionals traditionally enjoyed considerable technical autonomy; but this technical autonomy too has been under- mined by recent trends towards the bureaucratization of professional work.2 Many observers interpret the loss of economic and technical autonomy as a sign of abject proletarianization.3 If such is indeed the future of profes- sional work, the plausibility of the central thesis of this volume would be seriously undermined. After all, professions are the occupational category most directly implicated in the trends towards knowledge-intensive and Heckscher & Adler / The Corporation as a Collaborative Community 05-Heckscher-chap05 Revise Proof page 199 20.11.2005 12:34am Beyond Hacker Idiocy solutions-oriented production that we have interpreted as driving the movement towards collaborative community. -
An Iterative Approach to Insurance Software Testing
SHIFT LEFT AN ITERATIVE APPROACH TO INSURANCE SOFTWARE TESTING THE NEED TO IMPLEMENT LARGE MISSION-CRITICAL SYSTEMS IN AN ENVIRONMENT DRIVEN BY SHORT TIMELINES AND TIGHT BUDGETS HAS LED TO TESTING AND DEVELOPMENT METHODS THAT DELIVER BUSINESS VALUE QUICKLY. These methods apply speed and incremental Shift Left testing avoids cost overruns and learning with comprehensive up-front planning project delays. It uses an iterative approach to deliver smaller, fully-tested functional units that breaks down development and test of work in significantly less time than through a activities into smaller functional units of work, classic waterfall approach. uncovering and addressing issues earlier in the timeline rather than at the end of the According to an IBM System Science Institute project. Shift Left testing also compresses report, it is 15 times costlier to fix defects in project timelines by enabling smaller hyper- the test phase of a waterfall project because focused teams to work in parallel. testing occurs later in the project development lifecycle1. $100 $15 $6.5 $1 Design Implementation Testing Maintenance FIGURE 1: IBM SYSTEM SCIENCE INSTITUTE RELATIVE COST OF FIXING DATA DEFECTS FOUND IN TESTING WERE 15 TIMES MORE COSTLY THAN IF THEY WERE FOUND DURING THE DESIGN PHASE AND TWO TIMES MORE THAN IF FOUND DURING IMPLEMENTATION. 1 ITERATIVE APPROACH Iterative development and testing methods break down the development of large applications into smaller pieces; designing, developing, and testing in repeated cycles to deliver predictable value -
2007 Essential Facts About the Computer and Video Game Industry in June, 2007
2007 SALES, DEMOGRAPHIC AND USAGE DATA ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY © 2007 Entertainment Software Association WHAT’S INSIDE? Who Plays What? Who Plays Computer and Video Games? . 2 Who Buys Computer and Video Games? . 3 How Long Have Gamers Been Playing? . 3 2006 Computer and Video Game Sales by Rating . 4 What Were the Top-Selling Game Genres in 2006? . 5 What Were the Top-Selling Games of 2006? . 6 Parents and Games . 7 Parents Play Games. 8 Who Plays What? Online and Wireless Games How Many Gamers Play Games Online?. 9 Who Plays Games Online? . 9 What is the One Type of Online Game Played Most Often?. 9 How Many Americans Play Games on Wireless Devices? . 9 What’s the Bottom Line? Sales Data Recent Sales Information (2005 and 2006). 10 Historical Sales Information (1996 – 2006) . 11 How Many Americans Plan to Buy Games in 2007?. 11 Who Are We? About the ESA . 12 ESA Members. 12 Other Resources . 13 ALL DATA IN THIS DOCUMENT IS FROM THE ESA’S 2007 CONSUMER SURVEY UNLESS OTHERWISE NOTED. The Entertainment Software Association (ESA) released its 2007 Essential Facts About the Computer and Video Game Industry in June, 2007. The data included in 2007 Essential Facts was gathered in an annual study conducted by Ipsos-Insight for the ESA. The study is the most in-depth and target- ed survey of its kind, gathering data from over 1,200 nationally representative households that have been identified as owning either or both a video game console or a personal computer used to run entertainment software. -
A 2014 Study by the Entertainment Software Association (ESA)
SALE2014S, DEMOGRAPHIC, AND USAGE DATA ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY [ i ] “Our industry has a remarkable upward trajectory. Computer and video games are a form of entertainment enjoyed by a diverse, worldwide consumer base that demonstrates immense energy and enthusiasm for games. With an exciting new generation of hardware, outstanding software, and unmatched creativity, technology, and content, our industry will continue to thrive in the years ahead.” —Michael D. Gallagher, president and CEO, Entertainment Software Association [ ii ] WHAT’S INSIDE WHO IS PLAYING 2 Who Plays Computer and Video Games? 4 Who Buys Computer and Video Games? AT PLAY 5 What Type of Online and Mobile Games are Played Most Often? 5 How Many Gamers Play on a Phone or Wireless Device? 6 How Many Gamers Play Games With Others? 7 Parents and Games 7 Parents Control What Their Kids Play 9 Top Reasons Parents Play With Their Kids THE BOTTOM LINE 10 What Were the Top-Selling Game Genres in 2013? 11 What Were the Top-Selling Games of 2013? 12 Sales Information: 2003–2013 13 Total Consumer Spend on Video Game Industry in 2013 WHO WE ARE 14 About ESA 14 ESA Members OTHER RESOURCES 16 ESA Partners The 2014 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software Association (ESA) in April 2014. The annual research was conducted by Ipsos MediaCT for ESA. The study is the most in-depth and targeted survey of its kind, gathering data from more than 2,200 nationally representative households. Heads of households, and the most frequent gamers within each household, were surveyed about their game play habits and attitudes. -
Introduction to E-Commerce Combining Business and Information Technology
MARTIN KÜTZ INTRODUCTION TO E-COMMERCE COMBINING BUSINESS AND INFORMATION TECHNOLOGY 2 Introduction to E-Commerce: Combining Business and Information Technology 1st edition © 2016 Martin Kütz & bookboon.com ISBN 978-87-403-1520-2 Peer review by Prof. Dr. Michael Brusch, Fachbereich 6, Hochschule Anhalt and Prof. Dr. Corinna V. Lang, Fachbereich 2, Hochschule Anhalt 3 INTRODUCTION TO E-COMMERCE CONTENTS CONTENTS Table of abbreviations 7 1 Basics and definitions 15 1.1 The term “E-Commerce” 16 1.2 Business models related to E-Commerce 24 1.3 Technical and economic challenges 34 1.4 Exercises 35 2 Frameworks and architectures 37 2.1 Actors and stakeholders 37 360° 2.2 Fundamental sales process 39 2.3 Technological elements 44 2.4 Exercises 360° 61 thinking. thinking. 360° thinking . 360° thinking. Discover the truth at www.deloitte.ca/careers Discover the truth at www.deloitte.ca/careers © Deloitte & Touche LLP and affiliated entities. Discover the truth at www.deloitte.ca/careers © Deloitte & Touche LLP and affiliated entities. © Deloitte & Touche LLP and affiliated entities. Discover the truth at www.deloitte.ca/careers 4 © Deloitte & Touche LLP and affiliated entities. INTRODUCTION TO E-COMMERCE CONTENTS 3 B2C business 62 3.1 The process model and its variants 62 3.2 The pricing challenge 77 3.3 The fulfilment challenge 79 3.4 The payment challenge 80 3.5 B2C-business and CRM 80 3.6 B2C software systems 81 3.7 Exercises 85 4 B2B business 86 4.1 The process model and its variants 86 4.2 B2B software systems 98 4.3 Exercises 106 5 Impact -
Changing Dynamics of Global Computer Software and Services Industry: Implications for Developing Countries
UNCTAD/ITE/TEB/12 United Nations Conference on Trade and Development Technology for Development Series Changing Dynamics of Global Computer Software and Services Industry: Implications for Developing Countries United Nations New York and Geneva, 2002 Technology for Development Series NOTE The UNCTAD Division on Investment, Technology and Enterprise Development serves as a focal point within the United Nations Secretariat for all matters related to foreign direct investment, transnational corporations, enterprise development, and science and technology for development. The current work programme of the Division is based on the mandates set at UNCTAD X, held in 2000 in Bangkok, as well as on the decisions by the United Nations Commission on Science and Technology for Development, which is served by the UNCTAD secretariat. In its work in the area of science and technology, the Division aims at furthering the understanding of the relationship between science, technology and development; contributing to the elucidation of global issues raised by advances in science and technology; promoting international cooperation on science and technology among Governments, enterprises and academia, particularly between those of developed and developing countries and transitional economies; and promoting technological capacity-building and enhancing entrepreneurship and competitiveness in developing countries, particularly the least developing among them. This series of publications seeks to contribute to exploring current science and technology issues, with particular emphasis on their impact on developing countries. The term “country” as used in this study also refers, as appropriate, to territories or areas; the designations employed and the presentation of the material do not imply the expression of any opinion whatsoever on the part of the Secretariat of the United Nations concerning the legal status of any country, territory, city or area or of its authorities, or concerning the delimitation of its frontiers or boundaries.