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Books > Business & Economics > Industry & industrial studies > Media, information & communication industries > Information technology industries
This full color book offers a sweeping history of advertising. It
places developments in the advertising and marketing industries
within a framework of major cultural events to help readers
understand the conditions under which advertising developed.
Timelines of historical and advertising industry events begin each
chronological section.
Beginning in the 1950s, a group of academics, businesspeople, and
politicians set out on an ambitious project to remake North
Carolina's low-wage economy. They pitched the universities of
Raleigh, Durham, and Chapel Hill as the kernel of a tech hub,
Research Triangle Park, which would lure a new class of highly
educated workers. In the process, they created a blueprint for what
would become known as the knowledge economy: a future built on
intellectual labor and the production of intellectual property. In
Brain Magnet, Alex Sayf Cummings reveals the significance of
Research Triangle Park to the emergence of the high-tech economy in
a postindustrial United States. She analyzes the use of ideas of
culture and creativity to fuel economic development, how workers
experienced life in the Triangle, and the role of the federal
government in bringing the modern technology industry into being.
As Raleigh, Durham, and Chapel Hill were transformed by high-tech
development, the old South gave way to a distinctly new one, which
welded the intellectual power of universities to a vision of the
suburban good life. Cummings pinpoints how the story of the
Research Triangle sheds new light on the origins of today's urban
landscape, in which innovation, as exemplified by the tech
industry, is lauded as the engine of economic growth against a
backdrop of gentrification and inequality. Placing the knowledge
economy in a broader cultural and intellectual context, Brain
Magnet offers vital insight into how tech-driven development occurs
and the people and places left in its wake.
Software is more important than ever today and yet its commercial
value is steadily declining. Microsoft, for instance, has seen its
gross margins decrease for a decade, while startups and
corporations alike are distributing free software that would have
been worth millions a few years ago. Welcome to the software
paradox. In this O'Reilly report, RedMonk's Stephen O'Grady
explains why the real money no longer lies in software, and what it
means for companies that depend on that revenue. You'll learn how
this paradox came about and what your company can do in response.
This book covers: Why it's growing more difficult to sell software
on a standalone basis How software has come full circle, from
enabler to product and back again The roles that open source,
software-as-a-service, and subscriptions play How software
developers have become the new kingmakers Why Microsoft, Apple, and
Google epitomize this transition How the paradox has affected other
tech giants, such as Oracle and Salesforce.com Strategies your
software firm can explore, including alternative revenue models
This book provides the reader with the cognitive keys and practical
guidelines to manage acquisitive growth in the digital era. It
takes a distinct managerial perspective on acquisitions, with a
relentless focus on how Enterprise Architecture (EA) relates to
value creation. The book builds upon an extensive fundament of
rigorous research, first-hand experiences from using Enterprise
Architecture to catalyze acquisitions in several Fortune 500
companies, and a wide pool of case examples from leading firms in
the US, Europe and Australia. The book is divided into three parts.
Part I addresses the fundament for the book by decomposing the
problem of acquisitive growth and explaining how advance in EA
practices have created the potential for mitigating the challenges.
Part II then details how an advanced EA capability can contribute
to the different phases of an acquisition process. Lastly, Part III
provides hands-on guidance on how to implement EA in the
acquisition process and concludes with a summary and personal
advice from the authors as notes on the journey ahead. Overall,
this book explains how Enterprise Architecture can be used to
unlock the value potential in acquisitions without bringing the
need for a major organizational restructure. It provides managers,
EA professionals, and MBA students with the cognitive keys to
characterize the problems and to craft and implement effective
solutions.
This edition is fully updated to reflect the Digital Economy Act
2010 and changes to consumer protection law at EU level including
the Unfair Commercial Practices Directive. Analysis of recent case
law is also incorporated including, amongst others, the series of
trade mark actions against eBay and copyrights suits against Google
as well as the implications for IT contracts of BSkyB Ltd v HP
Enterprise Services UK Ltd. All chapters have been revised to take
into account the rapid evolution of the ways in which we consume,
generate, store and exchange information, such as cloud computing,
off-shoring and Web 2.0.
Now established as a standard text on computer and information
technology law, this book analyses the unique legal problems which
arise from computing technology and transactions carried out
through the exchange of digital information rather than human
interaction. Topics covered range from contractual matters and
intellectual property protection to electronic commerce, data
protection and liability of internet service providers. Competition
law issues are integrated into the various commercial sections as
they arise to indicate their interaction with information
technology law.
This book addresses software faults-a critical issue that not only
reduces the quality of software, but also increases their
development costs. Various models for predicting the
fault-proneness of software systems have been proposed; however,
most of them provide inadequate information, limiting their
effectiveness. This book focuses on the prediction of number of
faults in software modules, and provides readers with essential
insights into the generalized architecture, different techniques,
and state-of-the art literature. In addition, it covers various
software fault datasets and issues that crop up when predicting
number of faults. A must-read for readers seeking a "one-stop"
source of information on software fault prediction and recent
research trends, the book will especially benefit those interested
in pursuing research in this area. At the same time, it will
provide experienced researchers with a valuable summary of the
latest developments.
Practices of Looking, Third Edition, bridges visual, communication,
media, and cultural studies to investigate how images and the
activity of looking carry meaning within and between different
arenas in everyday life. The third edition has been updated to
represent the contemporary visual cultural landscape and includes
topics like the increasingly rapid global circulation of media, the
rise of design and DIY cultures, digital media art and activism,
and challenges to photojournalism and news media. Challenging yet
accessible, Practices of Looking, Third Edition, is ideal for
courses across a range of disciplines.
This book constitutes revised selected papers from the 12th
international Global Sourcing Workshop 2018, held in La Thuile,
Italy, in February 2018. The 9 contributions included were
carefully reviewed and selected from 40 submissions. The book
offers a review of the key topics in sourcing of services,
populated with practical frameworks that serve as a tool kit to
students and managers. The range of topics covered in this book is
wide and diverse, offering micro and macro perspectives on
successful sourcing of services. Case studies from various
organizations, industries and countries are used extensively
throughout the book, giving it a unique position within the current
literature offering.
The production and consumption of Information and Communication
Technologies (or ICTs) has become embedded within our societies.
The influence and implications of this have an impact at a macro
level, in the way our governments, economies, and businesses
operate, and in our everyday lives. This handbook is about the many
challenges presented by ICTs. It sets out an intellectual agenda
that examines the implications of ICTs for individuals,
organizations, democracy, and the economy.
Explicity interdisciplinary, and combining empirical research with
theoretical work, it is organised around four themes covering the
knowledge economy; organizational dynamics, strategy, and design;
governance and democracy; and culture, community and new media
literacies.
It provides a comprehensive resource for those working in the
social sciences, and in the physical sciences and engineering
fields, with leading contemporary research informed principally by
the disciplines of anthropology, economics, philosophy, politics,
and sociology.
About the Series
Oxford Handbooks in Business & Management bring together the
world's leading scholars on the subject to discuss current research
and the latest thinking in a range of interrelated topics including
Strategy, Organizational Behavior, Public Management, International
Business, and many others. Containing completely new essays with
extensive referencing to further reading and key ideas, the
volumes, in hardback or paperback, serve as both a thorough
introduction to a topic and a useful desk reference for scholars
and advanced students alike.
An intimate look at the legendary British designer behind Apple's
most iconic products - including the Apple Watch With the death of
Steve Jobs in 2011, JONY IVE has become the most important person
at Apple. Some would argue he always was. Steve Jobs discovered Ive
in 1997, when he found the scruffy British designer toiling away in
a studio surrounded by hundreds of sketches and prototypes. Jobs
instantly realised he had found a talent who could reverse Apple's
decline, and become his 'spiritual partner'. Their collaboration
produced iconic products including the iMac, iPod, iPad and iPhone.
Designs that overturned entire industries and created the world's
most powerful brand. Little has been known about this shy,
softly-spoken designer. Until now. Jony Ive: The Genius Behind
Apple's Greatest Products tells the riveting story of a creative
genius, from his early interest in industrial design to his
meteoric rise, as well as the principles and practices that led Ive
to become the designer of his generation. 'Sheds new light on
technology's most-watched design team' Observer 'A real pleasure'
GQ Leander Kahney has covered Apple for more than a dozen years and
has written three popular books about Apple and the culture of its
followers, including Inside Steve's Brain and Cult of Mac. The
former news editor for Wired.com, he is currently the editor and
publisher of CultofMac.com. He lives in San Francisco.
An urgent new warning from two bestselling security experts - and a
gripping inside look at how governments, firms, and ordinary
citizens can confront and contain the tyrants, hackers, and
criminals bent on turning the digital realm into a war zone.
"Blockchains will matter crucially; this book, beautifully and
clearly written for a wide audience, powerfully demonstrates how."
-Lawrence Lessig "Attempts to do for blockchain what the likes of
Lawrence Lessig and Tim Wu did for the Internet and
cyberspace-explain how a new technology will upend the current
legal and social order... Blockchain and the Law is not just a
theoretical guide. It's also a moral one." -Fortune Bitcoin has
been hailed as an Internet marvel and decried as the preferred
transaction vehicle for criminals. It has left nearly everyone
without a computer science degree confused: how do you "mine" money
from ones and zeros? The answer lies in a technology called
blockchain. A general-purpose tool for creating secure,
decentralized, peer-to-peer applications, blockchain technology has
been compared to the Internet in both form and impact. Blockchains
are being used to create "smart contracts," to expedite payments,
to make financial instruments, to organize the exchange of data and
information, and to facilitate interactions between humans and
machines. But by cutting out the middlemen, they run the risk of
undermining governmental authorities' ability to supervise
activities in banking, commerce, and the law. As this essential
book makes clear, the technology cannot be harnessed productively
without new rules and new approaches to legal thinking. "If
you...don't 'get' crypto, this is the book-length treatment for
you." -Tyler Cowen, Marginal Revolution "De Filippi and Wright
stress that because blockchain is essentially autonomous, it is
inflexible, which leaves it vulnerable, once it has been set in
motion, to the sort of unforeseen consequences that laws and
regulations are best able to address." -James Ryerson, New York
Times Book Review
Social media has come to deeply penetrate our lives: Facebook,
YouTube, Twitter and many other platforms define many of our daily
habits of communication and creative production. The Culture of
Connectivity studies the rise of social media in the first decade
of the twenty-first century up until 2012, providing both a
historical and a critical analysis of the emergence of major
platforms in the context of a rapidly changing ecosystem of
connective media. Such history is needed to understand how these
media have come to profoundly affect our experience of online
sociality. The first stage of their development shows a fundamental
shift. While most sites started out as amateur-driven community
platforms, half a decade later they have turned into large
corporations that do not just facilitate user connectedness, but
have become global information and data mining companies extracting
and exploiting user connectivity. Author and media scholar Jose van
Dijck offers an analytical prism to examine techno-cultural as well
as socio-economic aspects of this transformation. She dissects five
major platforms: Facebook, Twitter, Flickr, YouTube, and Wikipedia.
Each of these microsystems occupies a distinct position in the
larger ecology of connective media, and yet, their underlying
mechanisms for coding interfaces, steering users, and filtering
content rely on shared ideological principles. At the level of
management and organization, we can also observe striking
similarities between these platforms' shifting ownership status,
governance strategies, and business models. Reconstructing the
premises on which these platforms are built, this study highlights
how norms for online interaction and communication gradually
changed. "Sharing," "friending," "liking," "following," "trending,"
and "favoriting" have come to denote online practices imbued with
specific technological and economic meanings. This process of
normalization, the author argues, is part of a larger political and
ideological battle over information control in an online world
where everything is bound to become social. Crossing lines of
technological, historical, sociological, and cultural inquiry, The
Culture of Connectivity will reshape the way we think about
interpersonal connection in the digital age.
In 1934, a Belgian entrepreneur named Paul Otlet sketched out plans
for a worldwide network of computers-or "electric telescopes," as
he called them - that would allow people anywhere in the world to
search and browse through millions of books, newspapers,
photographs, films and sound recordings, all linked together in
what he termed a reseau mondial: a "worldwide web." Today, Otlet
and his visionary proto-Internet have been all but forgotten,
thanks to a series of historical misfortunes - not least of which
involved the Nazis marching into Brussels and destroying most of
his life's work. In the years since Otlet's death, however, the
world has witnessed the emergence of a global network that has
proved him right about the possibilities - and the perils - of
networked information. In Cataloging the World, Alex Wright brings
to light the forgotten genius of Paul Otlet, an introverted
librarian who harbored a bookworm's dream to organize all the
world's information. Recognizing the limitations of traditional
libraries and archives, Otlet began to imagine a radically new way
of organizing information, and undertook his life's great work: a
universal bibliography of all the world's published knowledge that
ultimately totaled more than 12 million individual entries. That
effort eventually evolved into the Mundaneum, a vast "city of
knowledge" that opened its doors to the public in 1921 to
widespread attention. Like many ambitious dreams, however, Otlet's
eventually faltered, a victim to technological constraints and
political upheaval in Europe on the eve of World War II. Wright
tells not just the story of a failed entrepreneur, but the story of
a powerful idea - the dream of universal knowledge - that has
captivated humankind since before the great Library at Alexandria.
Cataloging the World explores this story through the prism of
today's digital age, considering the intellectual challenge and
tantalizing vision of Otlet's digital universe that in some ways
seems far more sophisticated than the Web as we know it today.
The first princess Mario saved was Nintendo itself. In 1981,
Nintendo of America was a one-year-old business already on the
brink of failure. Its president, Mino Arakawa, was stuck with two
thousand unsold arcade cabinets for a dud of a game (Radar Scope).
So he hatched a plan. Back in Japan, a boyish, shaggy-haired staff
artist named Shigeru Miyamoto designed a new game for the unsold
cabinets featur-ing an angry gorilla and a small jumping man.
Donkey Kong brought in $180 million in its first year alone and
launched the career of a short, chubby plumber named Mario. Since
then, Mario has starred in over two hundred games, gen-erating
profits in the billions. He is more recognizable than Mickey Mouse,
yet he's little more than a mustache in bib overalls. How did a
mere smear of pixels gain such huge popularity? Super Mario tells
the story behind the Nintendo games millions of us grew up with,
explaining how a Japanese trading card company rose to dominate the
fiercely competitive video-game industry.
Der Autor beschreibt alle Phasen eines Lizenzierungsprojektes,
zeigt den Weg zur Auswahl des richtigen Produktes, beleuchtet
mogliche Kostenfallen und beschreibt im Detail, welche
Schnittstellen zwischen Produktmarketing, Vertrieb, Entwicklung,
Support, Logistik und Hotline zu beachten sind. Es werden vor allem
Softwarehersteller angesprochen, die eine elektronische
Lizenzierung ihrer Produkte erstmalig einfuhren oder derzeitige
Verfahren am State-of-the-Art ausrichten wollen. Erfolgreiche
Software-Lizenzierung ist kein reines Entwicklungsprojekt, sondern
umfasst praktisch alle Bereiche eines Software-Herstellers."
Der Aufbau einer schlagkraftigen Vertriebseinheit und die
erforderlichen Techniken und Methoden fur erfolgreiche
Vertriebsarbeit bei IT-Unternehmen sind Gegenstand dieses Buches.
Erlautert werden moderne Vertriebsmodelle und Techniken - unter
anderem SPIN und Beziehungsmanagement, zwei Methoden mit hohem
Wachstumspotential, die aus den USA stammen. Das Buch stellt sowohl
Neueinsteigern als auch Vertriebsprofis praxisorientiertes Wissen
zur Verfugung. Zahlreiche Beispiele verdeutlichen die
Vorgehensweise und machen das Buch zu einem unverzichtbaren
Leitfaden fur die tagliche Vertriebsarbeit. Beleuchtet werden auch
die Schattenseiten des Vertriebs, einem Berufsweg mit guten
Einkommenschancen und gleichzeitig mit hoher Fluktuationsrate."
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