Essays about: "entertainment industry"

Showing result 1 - 5 of 103 essays containing the words entertainment industry.

  1. 1. Prototyping Tool for Large Scale Interactive Experiences

    University essay from Lunds universitet/Institutionen för designvetenskaper

    Author : Venkata Satya Anurag Gargeya Unnava; Yiyang Liu; [2023]
    Keywords : Virtual Reality; Augmented Reality; Interactive Content; Large Scale Interactive Content; Visualizer; Simulations; Technology and Engineering;

    Abstract : In the age where entertainment is the driving force behind the functioning of large industries, companies like SONY have figured out a way to market their entertainment content including movies, music, and games using large-scale interactive marketing and promotional content. Building and testing such content before it is released on large and complex devices is a continuously challenging task and there have been efforts both in academia and industry made to ameliorate this content production workflow. READ MORE

  2. 2. Coordinate Mark Out Using Intersecting Line Lasers

    University essay from KTH/Skolan för industriell teknik och management (ITM)

    Author : Jonas Carlsson; Jeremy Gallant; [2023]
    Keywords : Mark out; Laser; Mechatronics; Floor Layout; Three object triangulation; Utsättning; Laser; Mekatronik; Golvutsättning; Trippelobjektstriangulering;

    Abstract : In the entertainment industry, where temporary structures are erected in a new venue every day, floor markings play an important role during the set up. Today, mark out is commonly done using tape measures - a very tedious and time consuming process. READ MORE

  3. 3. What is strategic brand management in the gaming industry? A case study of Blizzard Entertainment

    University essay from Lunds universitet/Företagsekonomiska institutionen

    Author : Dimitra Papangeli; Ella Martell; Michaela Sorle; [2023]
    Keywords : Strategic Brand Management; Kapferer’s Brand Identity Prism; Brand; Gaming Industry; Blizzard Entertainment; Online Community; Online Brands; Online Game Brands.; Business and Economics;

    Abstract : Purpose: This study intends to explore how video games companies work with strategic brand management. Methodology: A qualitative literature review and case study of Blizzard Entertainment using Kapferer’s Brand Identity Prism. The data was collected from Blizzard as well as other secondary sources. READ MORE

  4. 4. Power Relations at the Intersection of Gender, Race and Class Perpetuated in Sex Tourism

    University essay from Malmö universitet/Institutionen för globala politiska studier (GPS)

    Author : Vanessa Pohlmann; [2023]
    Keywords : ;

    Abstract : Sex tourism is a process whereby most commonly men from the Global North travel to the Global South to gain access to the bodies of women. This process perpetuates inequalities at the intersection of gender, race and class. READ MORE

  5. 5. Second Home, New Home

    University essay from KTH/Samhällsplanering och miljö

    Author : Minghui Li; [2023]
    Keywords : urban village; urban regeneration; informal employment migrants; public space;

    Abstract : As a unique form of rural-urban transition settlement in China’s rapid urbanization process, the “urban village” plays a very distinctive part in promoting urbanization, being a transit point for many rural people entering urban areas. The term “informal employment migrants” usually refers to those people, who have no formal employment status and work in informal, low-skilled, low-paying jobs in the city. READ MORE