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  • Museums and Interactive Virtual Learning
    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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  • Technologies, Innovation, and Change in Personal and Virtual Learning Environments
    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
    Science, Technology And Innovation Indicators : Lessons from the Development Experience in Africa


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  • Technology for the Language Classroom : Creating a 21st Century Learning Experience
    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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  • What do Ladies Cut, Gentlemen's Cut, and Farmers Cut mean?

    Ladies Cut, Gentlemen's Cut, and Farmers Cut are terms used to describe different styles of haircuts. A Ladies Cut typically refers to a haircut that is more feminine and often includes layers, soft edges, and a more styled finish. A Gentlemen's Cut usually refers to a more classic and structured haircut, often with clean lines and a more polished look. A Farmers Cut is a more casual and practical haircut, often shorter in length and easy to maintain, suitable for those who prefer a low-maintenance style.

  • Do you have experience with Super Cut hair color?

    As an AI, I do not have personal experiences. However, I can provide information on Super Cut hair color based on available data. Super Cut is a popular chain of hair salons that offers a variety of hair services, including hair coloring. Customers have reported positive experiences with Super Cut hair color services, noting the quality of the products used and the expertise of the stylists. It is recommended to consult with a stylist at Super Cut for personalized advice on hair color options that best suit your preferences and hair type.

  • How do you cut a wolf cut?

    To cut a wolf cut, you would typically start by sectioning the hair into layers. Then, using thinning shears, you would create a textured look by cutting the ends of the hair at different lengths. This technique helps to achieve a messy and layered appearance, similar to a wolf's fur. It is important to work gradually and carefully to ensure the desired outcome.

  • Which cut?

    The best cut of meat will depend on personal preference and the cooking method. For grilling, a ribeye or New York strip steak are popular choices due to their tenderness and marbling. If braising or stewing, a chuck roast or brisket would be ideal for their rich flavor and ability to become tender when cooked low and slow. Ultimately, the best cut of meat is the one that suits your taste and the dish you are preparing.

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  • Virtual Reality Technology
    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
    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
    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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  • Technology and Innovation Management
    Technology and Innovation Management

    Technology and Innovation Management is one of the most sought-after courses offered like MBA or PGDM in Business Schools and various Technology Institutes, today.This book, written with deep ingrained practical insights and well-researched theoretical foundations integrates people, processes and technology to achieve maximum economic benefits to society.The book is designed to be a compendium for students and managers, who wish to understand technology and innovation management to the core.The book explains the relationship between technology innovation and strategy in a simplified manner.Keeping Indian education framework in mind, this book details on practices and principles that are easy to implement.The theories are simple to grasp, and anecdotal stories on Technology and Innovation implementations make it a student-friendly edition, to help achieve success in exams as well as in the professional front.It further explains the core principles of Technology and Innovation Management.S-Curve and the Segment Zero Principle, adopting industry 4.0 and innovation 4.0 to make India a smart and intelligent manufacturing hub in the era of fourth industrial revolution, design thinking for solving complex business problems along with the role and contribution of Government in Technology Development.

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  • What are cut, uncut, and director's cut films?

    Cut films are the final edited versions of movies that are released to the public. Uncut films are the original, unedited versions of movies that may contain scenes or content that were removed for various reasons, such as censorship or to meet certain ratings requirements. Director's cut films are versions of movies that have been re-edited by the director to include additional scenes or content that were not included in the original cut, providing a more complete and personal vision of the film.

  • What is a butterfly cut and a wolf cut?

    A butterfly cut is a hairstyle where the hair is parted down the middle and styled to create a butterfly-like shape on top of the head. This style often involves layering and volume to achieve the desired look. On the other hand, a wolf cut is a trendy hairstyle characterized by a shaggy, layered look with shorter layers on top and longer layers towards the bottom. The wolf cut is known for its edgy and wild appearance, inspired by the untamed look of a wolf's fur.

  • How can one adjust High Cut and Low Cut?

    High Cut and Low Cut can be adjusted using an equalizer or filter. High Cut adjusts the amount of high-frequency content that is allowed to pass through, while Low Cut adjusts the amount of low-frequency content that is allowed to pass through. By adjusting these settings, one can control the overall tonal balance of the audio signal. Increasing the High Cut setting will reduce the amount of high-frequency content, while increasing the Low Cut setting will reduce the amount of low-frequency content. These adjustments can be used to tailor the sound to fit the specific needs of the audio mix or to correct any tonal imbalances in the recording.

  • Should I cut?

    Before making a decision to cut, it's important to consider the reasons behind it. If cutting is a coping mechanism for emotional distress, it's important to seek help from a mental health professional to address the underlying issues. Cutting can lead to physical harm and may not provide a long-term solution to emotional pain. It's important to explore healthier coping mechanisms and seek support from loved ones or a therapist.

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