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Museums and Interactive Virtual Learning
Museums and Interactive Virtual Learning provides informal educators with practical resources that will help them to build dynamic digital engagement experiences within their own cultural organizations. Presenting vignettes from experienced museum educators and end users, as well as scientific data and practical resources, the book highlights the mutual benefits that Interactive Virtual Learning (IVL) programs offer to the museum and those visiting from a distance.Chapters mirror the step-by-step process of developing reputable IVL programs and emphasize how important it is for cultural organizations to encourage cross-departmental collaboration, if they wish to ensure that their programs align with the overall goals of the organization.Providing a thorough overview of the technologies, budget, marketing and staff requirements, the authors offer a realistic depiction of the work involved in building content for digital engagement.Emphasizing the importance of assessing existing programming, the book shows how institutions can adapt content to fit a virtual format and create inclusive digital engagement opportunities that reach local, national, and international audiences. Museums and Interactive Virtual Learning is an essential guide for professionals who are tasked with interpreting the content of a cultural organization and building lasting digital engagement opportunities.It will be particularly useful to those looking to reach diverse audiences.
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Sonarworks SoundID Reference Virtual Monitoring Add-on
The Sonarworks SoundID Reference Virtual Monitoring Add-on is an expansion for Sonarworks SoundID which provides you with incredibly accurate studio monitor and consumer device simulation. Perfect for audio engineers and mixers who need reliable mix translation when using headphones this add-on offers precise spatial simulations of studio monitors so you can experience the authentic sound of near mid and far-field speakers directly through your headphones. With over 500 supported headphone models you can be sure that most professional studio-grade headphones are modelled. The Translation Check feature ensures your mix will sound great on various consumer devices like cars smartphones and TVs. Whether using it as a plugin or systemwide Virtual Monitoring gives you a consistent mixing experience across all your audio content. Please Note: This product requires an existing licence of SoundID Reference and comes in the form of a digital download code that will be sent to your email for activation.
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Technologies, Innovation, and Change in Personal and Virtual Learning Environments
Over the last decade there continues to be an increase in the technology and how it affects our lives.Since then the incorporation of electronic databases and other communication tools for students, faculty and staff, virtual learning environments have become an important innovation in the student learning experience. Technologies, Innovation, and Change in Personal and Virtual Learning Environments presents a widespread collection of research on the growth, innovation and implementation of learning technologies for educators, technologists and trainers.The book is a useful source for academics and professionals interested in information and communication technologies.
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Science, Technology And Innovation Indicators : Lessons from the Development Experience in Africa
Price: 39.95 £ | Shipping*: 0.00 £
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How can I add a virtual background to Teams after an invitation?
To add a virtual background to Teams after joining a meeting, click on the three dots (More actions) on the meeting toolbar and select "Show background effects." This will open the background settings where you can choose a virtual background or upload your own. Once you have selected the background, click on "Apply and turn on video" to activate the virtual background during the meeting.
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How do I add a virtual machine to a domain in Windows 7?
To add a virtual machine to a domain in Windows 7, you need to ensure that the virtual machine is connected to the same network as the domain controller. Next, you will need to access the Control Panel on the virtual machine, navigate to System and Security, and then click on System. From there, click on the "Change settings" option next to the computer name, and then click on the "Change" button to join the virtual machine to the domain. You will need to provide the domain name, username, and password with the necessary permissions to add the virtual machine to the domain.
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How can you add someone on Snapchat through Quick Add?
To add someone on Snapchat through Quick Add, you can go to the "Add Friends" section and select "Quick Add." This feature will show you a list of people who are in your phone's contacts and have their phone number linked to their Snapchat account. You can then simply tap on the "Add" button next to their name to send them a friend request. If the person accepts your request, you will be added to each other's friend list on Snapchat.
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How do I add an "Add to Cart" button in HTML?
To add an "Add to Cart" button in HTML, you can use the <button> tag and specify the text as "Add to Cart". You can also use the <input> tag with type="button" and value="Add to Cart". Additionally, you can use a form element with a submit button and style it to look like an "Add to Cart" button using CSS. Once the button is added, you can use JavaScript to handle the functionality of adding the item to the cart when the button is clicked.
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Technology for the Language Classroom : Creating a 21st Century Learning Experience
This volume in the ALLC series offers current and soon-to-be professionals in the ESL / EFL field a comprehensive guide to how to make the best use of technology to enhance the English language learning experience.The book has a predominant focus on practical insights that are based on successful real-life experiences at the classroom and study program level, including contributions from teachers in various countries.Nevertheless, there is also a strong foundation in existing research and literature as they relate to the needs of English language teachers.To promote reflective and exploratory practice, there is plenty of 'food-for-thought' for the reader. Although pre-service and in-service teachers represent the primary audience, the book is likely to be just as useful for language program administrators, researchers, curriculum and materials writers, and e-learning developers.
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Virtual Reality Technology
Thorough overview of virtual reality technology fundamentals and latest advances, with coverage of hardware, software, human factors and applications, plus companion Laboratory Manual in Unity 3D. The Third Edition of the first comprehensive technical book on the subject of virtual reality, Virtual Reality Technology, provides updated and expanded coverage of VR technology, including where it originated, how it has evolved, and where it is going.Its primary objective is to be a complete, up-to-date textbook, as well as a source of information on a rapidly developing field of science and technology with broad societal impact. The two highly qualified authors cover all of the latest innovations and applications that are making virtual reality more important than ever before.Unlike other books on the subject, the book also includes a chapter on Human Factors, which are very important in designing technology around the human user. Virtual Reality Technology provides Instructors with a website-accessible Laboratory Manual using the Unity 3D game engine and programming language.Unity 3D is the preferred VR language these days and will prepare the student for the VR gaming and mobile applications industry.For universities Unity 3D is cost-effective as its student license is freely available. With comprehensive coverage of the subject, Virtual Reality Technology discusses sample topics such as: Input and output interfaces, including holographic displays, foveated head-mounted displays, neural interfaces, haptic and olfactory feedbackComputing architecture, with emphasis on the rendering pipeline, the graphics processing unit and distributed/edge renderingObject modeling, including physical and behavioral aspects, Artificial Intelligence controlled characters, and model management techniquesProgramming toolkits for virtual reality and the game production pipelineHuman factors issues such as user performance and sensorial conflict, cybersickness and societal impact aspects of VRApplication examples in medical education, virtual rehabilitation, virtual heritage, gaming, and military use of virtual reality. Virtual Reality Technology provides thorough and complete coverage of an in-demand sector of technology, making it a highly valuable resource for undergraduate and graduate students in computer science, engineering, and science, along with a variety of professionals across many different industries, including but not limited to engineering, gaming, healthcare, and defense.
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Creative Learning in Digital and Virtual Environments : Opportunities and Challenges of Technology-Enabled Learning and Creativity
Originally published as a special issue of the Creativity Research Journal, this volume gives a balanced and reflective account of the challenges and opportunities of technology-enabled creative learning in contemporary societies. Providing a current and updated account of the challenges posed by the Coronavirus to online education, chapters more broadly offer conceptual reflections and empirically informed insights into the impact of technology on individual and collective creativity and learning.These thoughts are explored in relation to school achievement, the development of digital educational resources, online collaboration, and virtual working.Further, the book also considers how the creative use of technology poses risks to learning through the accidental or deliberate dissemination of misinformation, and online manipulation of common societal values in the era of COVID-19. Creative Learning in Digital and Virtual Environments looks at the connection between creativity, learning, and school achievement, and analyses the impact of virtual environments on creative expression.It will appeal to postgraduate students in the fields of creativity and learning, as well as to students and academics involved with broader research in areas such as the role of technology in education, e-Learning and distance education. Vlad P. Glaveanu is Associate Professor and Head of the Department of Psychology and Counselling at Webster University Geneva, Switzerland, as well as Associate Professor II at the University of Bergen, Norway. Ingunn Johanne Ness is a Senior Researcher at the Centre for the Science of Learning & Technology, University of Bergen, Norway. Constance de Saint Laurent is a Postdoctoral Researcher at the University of Bologna, Italy.
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Technology Innovation in Manufacturing
This text identifies and discusses different technology innovation initiatives (TIIs) such as entrepreneurial capability, technology infrastructure capability, organizational culture and climate, and government initiatives.It further evaluates the relationship between various technology innovation initiatives and manufacturing performances using multi-criteria decision-making techniques such as fuzzy set theory (FST), structural equation modeling (SEM), and analytic hierarchy process (AHP).It will serve as an ideal reference text for graduate students and academic researchers in the field of industrial engineering, manufacturing engineering, mechanical engineering, automotive engineering. This book:• Discusses technology innovation initiatives such as entrepreneurial capability, technology infrastructure capability, and organizational culture. • Highlights technology innovation-strategy model in assisting manufacturing industries for enhancing their performance in today’s competitive environment. • Examines the effect of technology innovation initiatives on the performance of manufacturing industries. • Covers multi-criteria decision-making techniques such as fuzzy set theory, structural equation modeling, and analytic hierarchy process. • Explores the validation of fuzzy-based technology innovation model through structural equation modeling.
Price: 115.00 £ | Shipping*: 0.00 £
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Should I add him?
Adding someone as a friend or connection on social media depends on your relationship with that person and your comfort level. If you know him well and have a positive relationship, then adding him could be a good idea. However, if you don't know him well or have had negative interactions in the past, it might be best to avoid adding him. Trust your instincts and consider how adding him could impact your online experience.
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Should I add you?
Yes, you can add me as a contact if you would like to continue our conversation or ask me more questions in the future. Adding me as a contact will make it easier for you to reach out to me whenever you need assistance or information. Feel free to add me if you find our interaction helpful and would like to stay connected.
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Should we add more?
Before deciding whether to add more, it is important to consider the current situation and needs. Evaluate if there is a genuine need for additional resources, products, or services. Consider the potential impact of adding more on existing systems, resources, and stakeholders. If adding more will bring value, fill a gap, or enhance the overall outcome, then it may be worth considering.
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Should I add them?
Adding someone to your life, whether it be a new friend, colleague, or romantic interest, is a personal decision that should be based on your own feelings and instincts. Consider whether this person brings positivity, support, and joy into your life, and whether you have a genuine connection with them. Trust your intuition and take the time to get to know them before making a decision. Ultimately, the choice to add someone to your life should be based on what feels right for you.
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