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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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HPE KVM console USB 2.0 virtual
HPE KVM console USB 2.0 virtual
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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
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Will the 3DS Virtual Console titles remain playable?
Yes, the 3DS Virtual Console titles should remain playable as long as the 3DS system is functional and supported by Nintendo. However, it's always a good idea to check for any updates or announcements from Nintendo regarding the availability of these titles. As long as the system is in working condition and supported by Nintendo, players should be able to continue enjoying their Virtual Console games on the 3DS.
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Should one rather use Virtual Console or emulator?
It ultimately depends on the individual's preferences and priorities. Using the Virtual Console allows for a more official and legal way to play classic games on modern consoles, with the added benefit of official support and updates. On the other hand, emulators provide more flexibility and customization options, as well as the ability to play a wider range of games from different consoles. However, using emulators may raise legal and ethical concerns, as it often involves using ROMs of games that may be copyrighted. Ultimately, it's important to consider the legal and ethical implications, as well as personal preferences, when deciding between Virtual Console and emulators.
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What is a PokéMover for the Virtual Console?
A PokéMover for the Virtual Console is a feature that allows players to transfer their Pokémon from older Pokémon games on the Virtual Console to newer games on the Nintendo 3DS. This feature is particularly useful for players who want to bring their favorite Pokémon from older games, such as Pokémon Red, Blue, and Yellow, to newer games like Pokémon Sun and Moon. The PokéMover ensures that players can continue to use their beloved Pokémon in the latest games, creating a sense of continuity and nostalgia for long-time fans of the series.
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Can someone explain the Nintendo Virtual Console to me?
The Nintendo Virtual Console is a service provided by Nintendo that allows users to purchase and download classic games from older Nintendo consoles, such as the NES, SNES, N64, and more, onto their modern Nintendo devices, such as the Wii, Wii U, and 3DS. These classic games are then playable on the modern devices, allowing users to experience nostalgic favorites or discover older titles for the first time. The Virtual Console also offers additional features such as save states and customizable controls to enhance the gaming experience.
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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.
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Can you play Pokemon Virtual Console on the Switch?
Yes, you can play Pokemon Virtual Console games on the Nintendo Switch. The Virtual Console service allows players to download and play classic games from previous Nintendo consoles, including Pokemon games such as Pokemon Red, Blue, and Yellow. These games are available for purchase and download through the Nintendo eShop on the Switch, allowing players to experience the classic Pokemon games on the modern console.
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For which Virtual Console titles is a GameCube controller available?
A GameCube controller is available for use with Virtual Console titles on the Wii and Wii U consoles. This includes Virtual Console titles from the GameCube system, such as Super Mario Sunshine and The Legend of Zelda: The Wind Waker. The GameCube controller can also be used with other Virtual Console titles that support the use of a GameCube controller, providing a more authentic gaming experience for those classic games.
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How does the clock work in Pokémon Crystal Virtual Console?
In Pokémon Crystal Virtual Console, the in-game clock operates in real time based on the system's internal clock. This means that events in the game, such as time-specific evolutions or daily events, will occur at the corresponding times in real life. Players can manipulate the clock by adjusting the time settings on their console, allowing them to access certain time-sensitive events or change the time of day in the game. The clock is an important feature in Pokémon Crystal Virtual Console as it adds a layer of realism and immersion to the gameplay experience.
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How does the Virtual Console work on the Wii U?
The Virtual Console on the Wii U allows players to purchase and download classic games from older Nintendo consoles, such as the NES, SNES, and N64, directly to their Wii U system. These games can be played using the Wii U GamePad or on the TV screen. Players can also use save states and customize the controls to enhance their gaming experience. Additionally, some Virtual Console games offer additional features like Miiverse integration and off-TV play.
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