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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.

    Price: 33.99 £ | Shipping*: 0.00 £
  • 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.

    Price: 175.00 £ | Shipping*: 0.00 £
  • Science, Technology And Innovation Indicators : Lessons from the Development Experience in Africa
    Science, Technology And Innovation Indicators : Lessons from the Development Experience in Africa


    Price: 39.95 £ | Shipping*: 0.00 £
  • 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 you expect from a graphic designer, media designer, or web designer?

    I expect a graphic designer, media designer, or web designer to have a strong understanding of design principles, creativity, and the ability to think outside the box. They should be able to effectively communicate ideas visually and have a good eye for detail. Additionally, I expect them to be proficient in relevant design software and have a good understanding of current design trends and technologies. Lastly, I expect them to be able to work collaboratively, take constructive feedback, and meet deadlines.

  • Does anyone have experience with ESN Designer Whey?

    Yes, I have experience with ESN Designer Whey. I have used it as a post-workout protein supplement and found it to be effective in aiding muscle recovery and growth. The taste was also quite good, and it mixed well with water or milk. Overall, I was satisfied with the quality and results of ESN Designer Whey.

  • Is distance learning at IUBH meaningful for a media designer?

    Distance learning at IUBH can be meaningful for a media designer as it offers flexibility in terms of studying at their own pace and schedule. This can be beneficial for a media designer who may need to balance work or other commitments alongside their studies. Additionally, the online platform may provide access to a variety of resources and tools that can enhance their skills and knowledge in the field of media design. However, it is important for the individual to ensure that they are self-disciplined and motivated to make the most out of their distance learning experience.

  • Is distance learning at IUBH worthwhile for a media designer?

    Distance learning at IUBH can be worthwhile for a media designer, as it offers flexibility in terms of studying from anywhere and at any time. This can be beneficial for individuals working in the creative industry who may have irregular schedules. Additionally, IUBH's curriculum and resources can provide relevant knowledge and skills for a media designer to enhance their expertise and stay competitive in the field. However, it is important for the individual to assess their learning style and determine if distance learning is the right fit for them before making a decision.

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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.

    Price: 80.50 £ | Shipping*: 0.00 £
  • 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.

    Price: 38.99 £ | Shipping*: 0.00 £
  • 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.

    Price: 115.00 £ | Shipping*: 0.00 £
  • 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.

    Price: 18.95 £ | Shipping*: 3.99 £
  • What is the difference between the training for web designer, graphic designer, and media designer?

    The training for web designer, graphic designer, and media designer differs in focus and skill set. Web designers focus on creating and designing websites, so their training includes coding languages like HTML, CSS, and JavaScript, as well as user experience and interface design. Graphic designers focus on creating visual concepts and designs for print and digital media, so their training includes typography, color theory, and layout design. Media designers focus on creating multimedia content for various platforms, so their training includes skills in video editing, animation, and interactive media design. Each of these roles requires a different set of technical skills and creative abilities.

  • What is the difference between a web graphic designer, a web designer, and a graphic designer?

    A web graphic designer specializes in creating visual elements specifically for websites, such as icons, buttons, and banners. They have a strong understanding of web design principles and user experience. A web designer focuses on the overall look and feel of a website, including layout, color scheme, and typography, as well as the functionality and user interface. A graphic designer, on the other hand, creates visual concepts for print or digital media, such as logos, brochures, and advertisements, and may not necessarily specialize in web design.

  • Can one become a web designer without learning JavaScript or PHP?

    Yes, it is possible to become a web designer without learning JavaScript or PHP. Web design focuses on the visual and user experience aspects of a website, such as layout, colors, and typography. However, having knowledge of JavaScript and PHP can be beneficial as they are commonly used in web development to create interactive and dynamic websites. It ultimately depends on the specific role and responsibilities you are aiming for in the field of web design.

  • Is distance learning at the IUBH meaningful for a media designer?

    Distance learning at IUBH can be meaningful for a media designer as it offers flexibility in terms of studying from anywhere and at any time. This can be beneficial for a media designer who may need to balance work commitments with their studies. Additionally, the online resources and virtual classrooms provided by IUBH can help media designers stay updated with the latest trends and technologies in the field. Overall, distance learning at IUBH can provide a convenient and effective way for media designers to further their education and enhance their skills.

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