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    What It Takes to Succeed in the Creative Industries: Interviews with Leaders in Animation and Games

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    Between 2017 and 2022, I spoke with close to 30 leaders in the creative field from animation, VFX, film and games while convening a unit for Swinburne University of Technology called Producing and Production Management for Animation. This chapter distils a selection of those interviews to provide a unique insider’s look into the creative industries in Australia. It explores a range of perspectives on ‘breaking in’ to the industry, the positives and negatives of their role, and advice for students and early-career juniors. Although focused on animation producing and production management, the information shared is relevant to anyone pursuing success in high-pressure work environments

    Design and innovation for sustainability

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    By 2030, the next generation of designers will be more aware of issues of sustainability – meeting the needs of current generations without compromising the ability of future generations to meet their own needs. Tackling sustainability will be an increasingly important consideration in design and development. As a result, opportunities for innovation in products, services, technologies and business models will emerge for entrepreneurs and innovators. This chapter provides an overview of the emergence of sustainability innovation and design. The emerging issues and trends will be explored in sections covering the role of sustainability, innovation and design in transforming resources, in materials management, in production, in consumption and in place planning and use. Finally, the implications for designers, entrepreneurs and innovators are explored

    Archival Research Fellowship

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    This is an end of project report that captures and learning and value of the Archival Research Fellowship knowledge exchange project with the Peter Marlow Foundation

    “Inexistent” architecture, cultural “stagings” and the interconnectedness of the nightclub interior

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    Book abstract: For centuries, architectural theory has been dominated by solar and diurnal paradigms. References to night in Vitruvius' De Architectura are scarce, as they are in the Renaissance treatises by Alberti or Palladio. However, the night has been, for millennia, a central laboratory in the development of new forms of space. This book offers a first chronological attempt at A Nocturnal History of Architecture, spanning over 2000 years across different geographies and societies. From the elusive darkness of Greek temples to the overlit American suburbia, and from moon-inspired Japanese aesthetics to Italian nightclubs, it reveals how the evolution of human beings and their material environment is inseparable from the night. Editors: Javier F. Contreras, Vera Sacchetti, Roberto Zancan Contributions by: Sébastien Grosset, Efrosyni Boutsikas, Maria Shevelkina, Murielle Hladik, Maarten Delbeke, Amy Chazkel, Lucía Jalón, Carlotta Darò, Yan Rocher, Alexandra Sumorok, Chase Galis, Cat Rossi, Léa-Catherine Szacka, Hilary Orange, Nick Dunn, Youri Kravtchenko

    Teaching Sound: Aesthetics & Praxis

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    This volume aims to share the current critical and historical research, aesthetic theories and practices, and pedagogical approaches to teaching sound for film and media. It offers an expansive perspective on film and media sound that ranges from the practical art and craft of production sound recording to the more research-based interdisciplinary field of Sound Studies. It aims to present how we conceptualize, practice, research and teach the many forms of sound in film across contrasting institutional and cultural contexts that prevail in CILECT film schools today. We believe that this volume is timely. Since the turn of the 21st century, the field of sound for film and media has undergone a profound transformation, which one can almost characterize as a Copernican revolution. While thirty years ago, the field was mostly centred on film and television sound, today, with the emergence of new media technologies and practices, it has become a dynamic and heterogeneous field that includes gaming, immersive media, media art, music and more experimental interdisciplinary interactive work. This period has also seen a corresponding growth in the amount and variety of scholarly research focused on sound for the screen, ranging broadly from strictly historical to purely theoretical works. While we originally intended for the articles in this book to represent a broader range of topics and regional perspectives, we are still satisfied that this collection offers a comprehensive overview of the current developments in the different areas related to the study and teaching of sound for film and media. The book consists of a collection of 19 specialised articles organized into four sections. Part One – Teaching of Sound – consists of articles that provide distinctive pedagogical strategies for teaching sound; Part Two – Aesthetics – contains articles that provide critical analyses of the relationship between sound and image through the study of various films. Part Three – Research – offers examples of practice-based research conducted by producing experimental works using immersive and interactive technology. Finally, Part Four - Sound Praxis – reveals creative and technical best practices used in the process of designing sound for film and media. This volume has an eclectic and multifaceted quality that reflects the heterogeneous nature of the field it represents. However, while each article focuses on a distinct subject matter, they also explore in various ways common sound-related aesthetic and theoretical issues that should be of relevance to all of us who teach, study, research and/or practice the art and craft of sound for the screen in an age of media convergence and rapidly evolving technological and aesthetic practices

    The Last Barrier: Why True Innovation Begins Where AI Ends

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    This practice-led Stage PhD project investigates the “70% problem” in concept design under generative AI. While AI dramatically accelerates drafting and variation, the final 30%—narrative coherence, structural consistency, functional logic, and production-ready craft—remains dependent on human judgment and making. The research aims to (1) map how value is redistributed between AI and human designers, (2) explain the “knowledge paradox” where experts gain more from AI than novices, (3) establish reusable and teachable workflows with an evaluation rubric, and (4) anticipate how roles and skill structures may shift with near-term agentic and multimodal systems

    U.S. Route 1 (After Berenice Abbott)

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    Exhibition at Rencontres D’Arles Palais de l'Archevêché July 7 - October 5 In 1954, photographer Berenice Abbott journeyed along the length of U.S. Route 1. From Florida motels to Maine potato farmers, Abbott memorialised communities up and down the East Coast. During this trip, she shot more than two hundred and fifty 8x10-inch photographs, and around one thousand smaller images using her Rolleiflex camera, representing her largest portfolio of photographs devoted to a single subject. In 2014 after the publication of David Campany’s book, The Open Road: Photography & the American Road Trip, Anna Fox and Karen Knorr decided that they would make a collaborative road trip together based on Berenice Abbott’s Route One. Following in the tracks of Berenice Abbott and her colleague/assistant Damon Gadd (also accompanied by Sara Gadd), Karen Knorr and Anna Fox set out in 2016 to start a record of contemporary life along U.S. Route 1. during the age of Trump. They started in Key West in 2016 and aimed North for Maine, not knowing how long this trip might take. Along the way Fox and Knorr searched for a sense of what is happening today and how that differs from what Abbott and Gadd found. Using their iPhones, digital SLRs and a Phase One medium format camera, they photographed small towns, people, drugstores, cafes, diners, hotels, motels, farms, factories, street signs and advertisements. Abbott focused on the road and its signs, local industry, how goods moved both north and south, the rapid growth of the use of the motor car and the development of tourism. Fox and Knorr wanted to re-call the importance of Abbott’s work, looking at the significance of U.S.1 and how life has developed around it, since it is now a far quieter roadway. From 2016 – 2025, Fox and Knorr traversed the U.S. Route, considering current environmental debate and societal discontent created by the increasing disenchantment of working Americans with their governance and elites. Covid stopped all travel between 2020 and 2022, but Fox and Knorr continued to take photographs off social media networks during the Jan 6 storming of the Capitol by Trump supporters. In 2024 they made two last trips to Maine and Florida, and finally one more to Florida in 2025 concluding this chapter of their work. Despite being one of the most advanced economies, USA is still surprisingly conservative. The second amendment to the United Sates Constitution protects the right of people to keep and bear arms. Girls as young as 14 are allowed to marry (with parental consent) in 27 states. On June 24, 2022, America’s top court overturned the 1973 Roe vs Wade ruling which had given women abortion rights up until 24 weeks and opened the door for states to ban abortion outright. The criminal justice system in the United States has a very large imbalance in the composition of races incarcerated, specifically between blacks and whites. Black males are not only the victims of violence and discrimination but have an incarceration rate twenty-five times higher than that of the total population. Black Lives Matter, a decentralised social movement was formed in 2013 by three women, and global support culminated in the founding of Black Lives Matter Global network advocating for the eradication of systematic racism and prevention of police violence. Prior to this, in 2006, the #MeToo movement was started by Tarana Burke, a women's advocate, to support survivors of sexual violence, especially young women of colour. It gained widespread attention in 2017 after news reports surfaced about Harvey Weinstein's sexual misconduct. On November 5, 2024, Donald Trump won the US presidential election for the second time. Barely two weeks later, on November 17, an image began circulating on social media that signalled the start of what will be an unprecedented period in the United States: Trump and his right-hand man Elon Musk with Robert Kennedy aboard Trump Force One enjoying a meal of McDonald’s hamburgers

    From the Spoon to the Sofa: Women Architects Designing Furniture in 1940s – 1970s Italy

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    Published in the special issue "Architects Think Furniture" of OASE: Journal for Architecture, by the OASE Foundation and distributed by nai010 publishers (Rotterdam, The Netherlands)

    Chatbots, Service Failure Recovery, and Online Customer Experience Through Lenses of Frustration–Aggression Theory and Signaling Theory

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    Abstract Purpose Uncertainty persists regarding the effectiveness of chatbot-led service failure recovery (SFR) in achieving a satisfactory online customer experience. Prior studies have not explored how chatbot-led SFR processes influence customers' actual experiences. This gap in the literature may exist because current understanding of chatbot–customer interactions obscure how individuals’ adoption of chatbot-led SFR shape their experiences. Design/methodology/approach Drawing on frustration–aggression theory and signaling theory, and building on a social constructivist philosophical paradigm, we interpret participants’ narratives on chatbot-led interactions and online experiences. Empirical data were generated from 52 in-depth interviews with participants from the USA, France, Italy, and the UK. Findings Through thematic analysis of interview data, our study presents two key contributions. First, we elucidate the dynamics unfolding between customers and chatbots in a service recovery journey, encompassing customers' priorities and expectations. Second, we delineate three customer typologies based on their interactions with chatbots during chatbot-led SFR, including their emotional responses. These interactions could either positively or negatively signal future patronage of chatbots. The identified three customer types can assist managers to reshape their strategies to effectively turn negative customer experiences into opportunities for enriching online customer experiences. This could involve providing multiple touchpoints, including human-led and chatbot-led interactions in the SFR process. Originality/value This study proposes that chatbots serve not merely as technological tools aiding customers during challenging situations and linking them to the brand, but also as signals themselves, evoking responses that directly shape the customer experienc

    Chapter 20: sustainable consumption and production in the sports sector: a case study on designing cricket gear for the circular economy

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    While extensive research has been undertaken in relation to sustainable consumption and production (SCP) within, for example, the automotive, electronics, and fashion and clothing sectors, research into SCP and the sports industry remains underdeveloped. The main issues raised within this area are primarily related to the environmental impact of venues, infrastructure, and events rather than the environmental impact associated with producing gear and protective equipment. Cricket is the second largest sport and potentially the most gear-intensive sport. Despite the sector generating an estimated 3 million items or 1,646 tonnes of annual waste of cricket gear in England and Wales alone, sustainability initiatives in cricket remain focused on the broader impact of climate change on the game- venues, facilities, and grounds- rather than cricket gear. This chapter aims to shed light on consumer attitudes towards sustainable production and consumption within the cricket gear industry specifically and the sporting goods industry more broadly. The chapter explores consumer attitudes towards the use of plant-based vegan leathers, repair and refurbishment services, and the use of second-hand cricket gear. It is underpinned by desk and primary research completed through qualitative research methodologies, including consumer surveys and expert interviews within various projects

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