Educating the digital artist for the entertainment industry: the collision of academia and business (panel).
Charles S. SwartzEdwin E. CatmullRobin KingRichard WeinbergJane VeederPublished in: SIGGRAPH (1997)
Keyphrases
- leading edge
- business environment
- case study
- business management
- telecommunications industry
- business opportunities
- high tech
- academia and industry
- financial services
- business processes
- business intelligence
- related fields
- data mining
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- business models
- electronic data interchange
- motion picture
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- business schools
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- business process
- digital world
- decision making
- information systems
- video games
- real world
- construction industry
- software vendors
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- global economy
- information technology
- collision detection
- computer games
- academic researchers
- metadata
- software industry
- tourism industry
- international business
- digital campus