Electronic Musician is a monthly magazine published by Future US featuring articles on synthesizers, music production and electronic musicians. Electronic Musician began as Polyphony magazine in 1975, published by PAiA Electronics as a synthesizer hobbyist magazine. In 1976 it was spun off as Polyphony Publishing Company, it was sold to Mix Publications in 1985. Mix Publications was bought by Act III Communications around 1989, which in the 1990s was bought by Primedia. Primedia's business magazines were spun off as Prism Business Media in 2005. NewBay Media bought the magazine in 2011. Future acquired NewBay in 2018; the headquarters is in California. Official website
Guitar Player is an American popular magazine for guitarists, founded in 1967 in San Jose, United States. It contains articles, interviews and lessons of an eclectic collection of artists and products, it has been in print since late 1967. The magazine is edited by Christopher Scapilitti. A typical issue of Guitar Player includes in-depth artist features, extensive lessons and music reviews, letters to the magazine, various front-of-book articles. In May 2006, the Music Player Network partnered with TrueFire TV to launch an internet-based television station for guitarists, it provides content similar to that of the magazine such as lessons. Guitar Player TV is provided at no cost to the user because of sponsorship. Guitar Player has a yearly competition now called "Guitar Superstar", which used to be the "Guitar Hero Competition". Guitar Player Online Joe Gore discusses his tenure as an editor at Guitar Player Past and present Guitar Player Staff Interviews Guitar Player Online Archives
Develop was a monthly UK trade magazine for the video game industry. Its online portal, complete with a digital version of the print publication, was active since July 2007. Develop 100 was an annual rating system for game developers produced by Develop, it was a ranking of the world's games development studios based on a variety of criteria including sales data, critical success and industry standing. The Develop Industry Excellence Awards annually, honoured the development of video games and award studios across a range of categories. In November 2017, NewBay Media, the owner of Develop at the time, announced that the websites and events of Develop and sister magazine Esports Pro would be absorbed into MCV by early 2018, with the combined magazine moving to a monthly frequency. Official website
Digital signage is a sub-segment of electronic signage. Digital displays use technologies such as LCD, LED, projection and e-paper to display digital images, web pages, weather data, restaurant menus, or text, they can be found in public spaces, transportation systems, stadiums, retail stores, hotels and corporate buildings etc. to provide wayfinding, exhibitions and outdoor advertising. They are used as a network of electronic displays that are centrally managed and individually addressable for the display of text, animated or video messages for advertising, information and merchandising to targeted audiences; the many different uses of digital signage allow a business to accomplish a variety of goals. Some of the most common applications include: Public information – news, weather and local information, such as building directory with a map, fire exits and traveler information. Internal information - corporate messages, such as health & safety items, news and so forth. Product information – pricing, raw materials or ingredients, suggested applications and other product information - useful in food marketing where signage may include nutritional facts or suggested uses or recipes.
Information to enhance the customer service experience - interpretive signage in museums, zoos and gardens, exhibitions and cultural attractions. Advertising and Promotion – promoting products or services, may be related to the location of the sign or using the screen's audience reach for general advertising. Brand building – in-store digital sign to promote the brand and build a brand identity. Influencing customer behavior – navigation, directing customers to different areas, increasing the "dwell time" on the store premises and a wide range of other uses in service of such influence. Influencing product or brand decision-making - Signage at the point of sale designed to influence choice e.g. Signage to help shoppers to choose dresses inside a fashion store or devices that on a computerized shopping trolley helping the customer locate products, check prices, access product information and manage shopping lists. Enhancing customer experience – applications include the reduction of perceived wait time in the waiting areas of restaurants and other retail operations, bank queues, similar circumstances, as well as demonstrations, such as those of recipes in food stores, among other examples.
Navigation – with interactive screens or with other means of "dynamic wayfinding". Reservations – small, interactive screens on walls or desks that allow employees to reserve the space for a limited time and integrate with a room and resource scheduling platform. Over 200 different companies worldwide market digital signage solutions and the number is still growing. With the influx of digital signage providers, the digital signage market is expected to grow upward to $21.92 Billion USD by 2020, with a CAGR of 8.04% from 2015 to 2020. The reason for the rise is due to the growing demand by companies for the development of digital signage solutions, advertisement displays and paper wastage reduction. Presently, North America dominates the digital signage market and will be expected to continue dominating the market until 2020, with the US occupying a majority of the market share; the Asia Pacific and European region has shown promise, with Germany and UK in Europe, Japan and South Korea in the Asia Pacific region.
These four countries are expected to have the highest rate of growth by 2020. The predominant market users of digital signage are restaurants, office buildings, regional state and local planning authorities, public transport services, various industries. Digital signage is used in restaurants through an interactive menu screen that rotates promotional offers. Restaurants use digital signage both indoors and outdoors, with the latter needing a form of weather protection depending on the components of the hardware. Outdoor usage of digital signage is most prevalent in drive-through that allows the customer to browse through the entire menu at a glance while placing their order with an interactive touchscreen. Indoor digital signage is used for the display of menus. Prior to the integration of digital signage, restaurants manually updated the cafeteria menu, in itself a full-time job if the menu is updated daily. With digital signage, restaurants do not have to manually update the menu feed, with live menu feed from digital signage solutions.
According to a survey conducted by quick-service restaurants and casual restaurant operators, over 20% of restaurant operators experience a 5% sales lift after incorporating digital signage in their service sectors. Digital signage is used in shopping malls as a form of directory or map display. Uses of digital signage include a wayfinding kiosk, enabling the customer to find their path through an interactive touchscreen. Recent digital signage have begun combining interactive advertisement with wayfinding application; this will offer shoppers who interact with the advertisement of the tenant in the shopping mall to the store. Another usage is disseminating relevant information such as the schedule of an campaign. Digital signage is used during exhibitions or marketing events to entice passersby. Digital signage aims to attract crowds to events and enhance visitor experience by making the experience memorable. Exhibitions use digital signage to create branding experiences. A recent campaign promoting the release of The Emoji Movie used a digital signage kiosk to allow guests to interact with various emoji characters via the windows outside and inside of the par
Mix magazine is a periodical, billing itself as "the world's leading magazine for the professional recording and sound production technology industry". The magazine is distributed in 94 countries, its Korean version, Mix Korea, was started in 2007. NewBay Media bought it from Penton Media in 2011. Future acquired NewBay Media in 2018. Official website Interview with founder, David Schwartz NAMM Oral History Library, January 14, 2011
Publishing is the dissemination of literature, music, or information. It is the activity of making information available to the general public. In some cases, authors may be their own publishers, meaning originators and developers of content provide media to deliver and display the content for the same; the word "publisher" can refer to the individual who leads a publishing company or an imprint or to a person who owns/heads a magazine. Traditionally, the term refers to the distribution of printed works such as newspapers. With the advent of digital information systems and the Internet, the scope of publishing has expanded to include electronic resources such as the electronic versions of books and periodicals, as well as micropublishing, blogs, video game publishers, the like. Publishing includes the following stages of development: acquisition, copy editing, printing and distribution. Publication is important as a legal concept: As the process of giving formal notice to the world of a significant intention, for example, to marry or enter bankruptcy As the essential precondition of being able to claim defamation.
Self-publishing: The author has to meet the total expense to get the book published. The author should retain full rights known as vanity publishing. Publishing became possible with the invention of writing, became more practical upon the introduction of printing. Prior to printing, distributed works were copied manually, by scribes. Due to printing, publishing progressed hand-in-hand with the development of books; the Chinese inventor Bi Sheng made movable type of earthenware circa 1045, but there are no known surviving examples of his printing. Around 1450, in what is regarded as an independent invention, Johannes Gutenberg invented movable type in Europe, along with innovations in casting the type based on a matrix and hand mould; this invention made books less expensive to produce, more available. Early printed books, single sheets and images which were created before 1501 in Europe are known as incunables or incunabula. "A man born in 1453, the year of the fall of Constantinople, could look back from his fiftieth year on a lifetime in which about eight million books had been printed, more than all the scribes of Europe had produced since Constantine founded his city in A.
D. 330."Eventually, printing enabled other forms of publishing besides books. The history of modern newspaper publishing started in Germany in 1609, with publishing of magazines following in 1663. Publishing has been handled by publishers, with the history of self-publishing progressing until the advent of computers brought us electronic publishing, made evermore ubiquitous from the moment the world went online with the Internet; the establishment of the World Wide Web in 1989 soon propelled the website into a dominant medium of publishing, as websites are created by anyone with Internet access. The history of wikis started shortly thereafter, followed by the history of blogging. Commercial publishing progressed, as printed forms developed into online forms of publishing, distributing online books, online newspapers, online magazines. Since its start, the World Wide Web has been facilitating the technological convergence of commercial and self-published content, as well as the convergence of publishing and producing into online production through the development of multimedia content.
Book and magazine publishers spend a lot of commissioning copy. At a small press, it is possible to survive by relying on commissioned material, but as activity increases, the need for works may outstrip the publisher's established circle of writers. For works written independently of the publisher, writers first submit a query letter or proposal directly to a literary agent or to a publisher. Submissions sent directly to a publisher are referred to as unsolicited submissions, the majority come from unpublished authors. If the publisher accepts unsolicited manuscripts the manuscript is placed in the slush pile, which publisher's readers sift through to identify manuscripts of sufficient quality or revenue potential to be referred to acquisitions editors for review; the acquisitions editors send their choices to the editorial staff. The time and number of people involved in the process are dependent on the size of the publishing company, with larger companies having more degrees of assessment between unsolicited submission and publication.
Unsolicited submissions have a low rate of acceptance, with some sources estimating that publishers choose about three out of every ten thousand unsolicited manuscripts they receive. Many book publishers around the world maintain a strict "no unsolicited submissions" policy and will only accept submissions via a literary agent; this policy shifts the burden of assessing and developing writers out of the publisher and onto the literary agents. At these publishers, unsolicited manuscripts are thrown out, or sometimes returned, if the author has provided pre-paid postage. Established authors may be represented by a literary agent to market their work to publishers and n
Revolver is a metal music and hard-rock magazine, publishing in North America. It has been in print for over 16 years, is about both established acts and up-and-comers in heavy music. Revolver underwent a brand relaunch, including a redesigned print edition and website, intended to embody the art and culture of heavy music; the magazine was owned by Harris Publications, Future US, NewBay Media, but Project M Group LLC bought Revolver in 2017. Official website