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Ditemukan 3731 dokumen yang sesuai dengan query
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Tschmuck, Peter
"[Why did jazz become a dominant popular music genre in the 1920s and rock 'n' roll in the 1950s? Why did heavy metal, punk rock and hiphop find their way from sub-cultures to the established music industry? What are the effects of new communication technologies and the Internet on the creation of music in the early 21st century? These and other questions are answered by Peter Tschmuck through an integrated model of creativity and innovation that is based on an international history of music industry since Thomas A. Edison invented the phonograph in 1877. Thus, the history of the music industry is described in full detail. By discussing the historic process of music production, distribution and reception the author highlights several revolutions in the music industry that were caused by the inference of aesthetic, technological, legal, economic, social and political processes of change. On the basis of an integrated model of creativity and innovation, an explanation is given on how the processes and structures of the present music industry will be altered by the ongoing digital revolution, which totally changed the value-added network of the production, dissemination and use of music. For the second edition, the author has reworked chapter 9 in order to include all the developments which shaped the music industry in the first decade of the 21st century – from Napster to cloud-based music services and even beyond.
, Why did jazz become a dominant popular music genre in the 1920s and rock 'n' roll in the 1950s? Why did heavy metal, punk rock and hiphop find their way from sub-cultures to the established music industry? What are the effects of new communication technologies and the Internet on the creation of music in the early 21st century? These and other questions are answered by Peter Tschmuck through an integrated model of creativity and innovation that is based on an international history of music industry since Thomas A. Edison invented the phonograph in 1877. Thus, the history of the music industry is described in full detail. By discussing the historic process of music production, distribution and reception the author highlights several revolutions in the music industry that were caused by the inference of aesthetic, technological, legal, economic, social and political processes of change. On the basis of an integrated model of creativity and innovation, an explanation is given on how the processes and structures of the present music industry will be altered by the ongoing digital revolution, which totally changed the value-added network of the production, dissemination and use of music. For the second edition, the author has reworked chapter 9 in order to include all the developments which shaped the music industry in the first decade of the 21st century – from Napster to cloud-based music services and even beyond.
]"
Berlin: [Springer, ], 2012
e20396601
eBooks  Universitas Indonesia Library
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Nystrom, Harry
New York: John Wiley & Sons, 1979
658.4 NYS c
Buku Teks  Universitas Indonesia Library
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Bateson, P. P. G. (Paul Patrick Gordon), 1938-
"What role does playful behaviour and playful thought take in animal and human development? How does play relate to creativity and, in turn, to innovation? Unravelling the different meanings of 'play', this book focuses on non-aggressive playful play. The authors emphasise its significance for development and evolution, before examining the importance of playfulness in creativity. This discussion sheds new light on the links between creativity and innovation, distinguishing between the generation of novel behaviour and ideas on the one hand, and the implementation of these novelties on the other. The authors then turn to the role of play in the development of the child and to parallels between play, humour and dreaming, along with the altered states of consciousness generated by some psychoactive drugs. A final chapter looks forward to future research and to what remains to be discovered in this fascinating and important field"-- Provided by publisher.
"Unravelling the different meanings of 'play', this book focuses on non- aggressive playful play. The authors emphasise its significance for development and evolution, before examining the importance of playfulness in creativity. "-- Provided by publisher."
Cambridge, UK: Cambridge University Press, 2013
155 BAT p
Buku Teks SO  Universitas Indonesia Library
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Sawyer, R. Keith
Oxford: Oxford University Press, 2006
153.35 SAW e
Buku Teks  Universitas Indonesia Library
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Boston : Harvard Business School Press, 2004
658.5 MAN
Buku Teks  Universitas Indonesia Library
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Echeverría, Lina M.
"There is perhaps no leadership challenge more daunting than managing creativity-and more urgent than delivering breakthrough innovation. How do you harness some of the most passionate, intelligent people in your organization without stifling them? How do you simultaneously unleash their energy and channel it into something tangible? Lina Echeverria offers seven proven principles through which new ideas come to fruition, from unleashing passion and drive, and embracing productive conflict, to emphasizing excellence and structure while living values that liberate creativity. As team catalyst, the leader delivers results while nurturing intuition and growing talent. These principles apply well beyond traditional creative domains, propelling innovation across entire organizations. Drawing on the author's considerable experience assembling and nurturing cutting-edge teams at Corning Inc., "Idea Agent" shows readers how to juxtapose creative freedom with management rigor and lead dedicated professionals as they generate and execute one great innovation after another."
New York: [American Management Association, ], 2013
e20437031
eBooks  Universitas Indonesia Library
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Achdwikalani Natasha Achjuman
"Berkembangnya era digital dan teknologi informasi menyebabkan terjadinya inovasi yang dapat merubah tatanan industri yang sudah ada, sehingga terjadilah disruptive innovation. Salah satu industri yang terkena dampak tersebut adalah industri musik. Dengan adanya Spotify, iTunes, Joox, Deezer, dan platform streaming lainnya, kaidah dan model bisnis industri musik bergeser dari distribusi salinan fisik ke produksi konten secara digital. Musisi independen sekarang dapat menghasilkan album sendiri, menerbitkan dan mendistribusikan konten secara daring, dan mempromosikan musik tanpa bantuan perusahaan musik label. Pertanyaan utama yang diarahkan ke industri musik adalah apakah perusahaan musik dapat mempertahankan bisnisnya 5 sampai 10 tahun mendatang.
Tujuan dari studi ini adalah untuk menganalisis dampak lingkungan eksternal terhadap perusahaan musik, dan mengusulkan model bisnis baru dan ekosistem dijital yang dibutuhkan untuk bertahan di industri ini. Subyek penelitiannya adalah PT. Musica Studio. Faktor eksternal yang dianalisis untuk industri musik terbatas pada masalah hak cipta dan pengembangan telekomunikasi. Porter's Five Forces Model of Competition digunakan untuk menganalisis lingkungan eksternal. Berdasarkan analisis tersebut, ancaman dari substitusi dan pembeli tergolong besar sehingga memerlukan model bisnis yang baru. Transient Advantage dan Strategi Canvas digunakan untuk menganalisis strategi subyek.
Model bisnis dibuat dengan menggunakan model 9 building blocks business canvas. Data diperoleh melalui wawancara dengan tokoh yang bekerja di industri musik dan juga kuesioner yang disebar secara daring. Berdasarkan hasil studi, subyek disarankan untuk meningkatkan bisnis pengelolaan hak cipta dan pendanaan. Ekosistem dijital yang diperlukan dijabarkan.

The development of digital and information technology gave birth to disruptive innovations that shifted the way the current industries are operating. One of the key industries that have been seriously impacted by this disruption is the entertainment industry and more significantly the music industry. The presence of Spotify, iTunes, Joox, Deezer, and other online store and streaming services, have made the traditional ways of music industry obsolete or no longer valid. The era of physical copies was forced to retire and the business game of the entire music industry shifted from physical copy distribution to digital content production. Independent musicians can now produce their own music, publish and distribute the content online, and promote their music without the help of a music company labels. The major question directed at the music industry was whether a music company can sustain its business for the next 5 to 10 years.
The aim of the case study is to analyze the external and internal environment impact on the music companies, and propose a new business model and digital ecosystem required to be able to sustain in the industry. The subject of study was PT. Musica Studio. The external factors analyzed for music industry were limited to copyright issues and telecommunication development. Porter's Five Forces Model of Competition was used to analyze the external environment. Based on the analysis, threat of substitute and buyer are considered high and therefore a new business model was required. Strategy Canvas and Transient Advantage were used to analyze the subject's strategy.
The business model was generated using business model canvas 9 building blocks. The data were obtained via interviews with key people working within the music industry as well as questionnaire administered online to 409 respondents. Based on the analysis and discussion, subject is advised to focus its business on copyrighting and investor partnership funding. The required digital ecosystem was described.
"
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2017
T49954
UI - Tesis Membership  Universitas Indonesia Library
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Emerald,
661 ISI
Majalah, Jurnal, Buletin  Universitas Indonesia Library
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Epstein, Robert
New York: McGraw-Hill, 2000
658.4 EPS b
Buku Teks  Universitas Indonesia Library
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Weisberg, Robert W.
New York: John Wiley & Sons, 2006
153.35 WEI c
Buku Teks  Universitas Indonesia Library
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