Products related to Gothic:
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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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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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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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Is it Brick Gothic or Neo-Gothic?
The architectural style of Brick Gothic and Neo-Gothic are distinct from each other. Brick Gothic, also known as Baltic Gothic, is a style that developed in the Baltic region during the late Middle Ages, characterized by the use of red brick and intricate detailing. Neo-Gothic, on the other hand, is a revival of the Gothic style that emerged in the 19th century, often featuring pointed arches, ribbed vaults, and elaborate ornamentation. While both styles draw inspiration from Gothic architecture, they differ in their historical context and construction materials.
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Which Gothic bands or Gothic singers are there?
Some well-known Gothic bands and singers include The Cure, Siouxsie and the Banshees, Bauhaus, Sisters of Mercy, and Joy Division. These artists are known for their dark and moody music, often characterized by haunting vocals, atmospheric instrumentation, and introspective lyrics. They have had a significant influence on the Gothic music genre and have a dedicated fan base around the world.
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How do I get learning points in Gothic 1?
In Gothic 1, learning points are earned by completing quests, defeating enemies, and exploring the game world. You can also earn learning points by training with certain NPCs who offer to teach you new skills or abilities. Additionally, you can find and read ancient tablets scattered throughout the game world to gain learning points. It's important to actively engage with the game's various activities and characters in order to earn learning points and progress your character's abilities.
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Does Gothic have anything to do with Gothic architecture?
Yes, Gothic literature is actually named after the Gothic architecture of the Middle Ages. The term "Gothic" was initially used to describe the architectural style of cathedrals and churches built during the medieval period. Later, it was adopted to refer to a literary genre that features elements of horror, mystery, and the supernatural. While Gothic literature does not directly focus on architecture, the term is derived from the same historical period and aesthetic style as Gothic architecture.
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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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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 is the difference between Gothic and Cyber Gothic?
Gothic fashion is characterized by dark, dramatic clothing, often featuring lace, corsets, and Victorian-inspired elements. It is associated with a romantic, historical aesthetic. On the other hand, Cyber Gothic fashion incorporates futuristic and industrial elements, such as neon colors, PVC, and cybernetic accessories. It is influenced by science fiction and cyberpunk themes, creating a more modern and edgy look compared to traditional Gothic fashion.
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What is the difference between Gothic and Neo-Gothic?
Gothic architecture refers to the architectural style that emerged in Europe during the Middle Ages, characterized by features such as pointed arches, ribbed vaults, and flying buttresses. Neo-Gothic, on the other hand, is a revival of the Gothic style that emerged in the 19th century. Neo-Gothic architecture retains many of the same features as Gothic architecture but is often more elaborate and decorative, incorporating elements of other architectural styles as well.
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Does Gothic have anything to do with the Gothic style?
Yes, Gothic literature does have some connection to the Gothic style. The term "Gothic" originally referred to the Germanic tribes who were seen as barbaric and uncivilized. However, in the 18th century, the term became associated with a style of architecture and art characterized by its use of dark, dramatic elements. This style influenced the themes and settings of Gothic literature, which often features eerie, mysterious, and supernatural elements. Therefore, while Gothic literature does not directly imitate the architectural style, it does draw inspiration from the dark, atmospheric qualities associated with the Gothic style.
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Does anyone know party games for a Gothic-Emo-Gothic party?
Some party games that would fit the theme of a Gothic-Emo-Gothic party could include a "Dark Poetry Slam" where guests take turns reciting their favorite dark or emo poetry, a "Gothic Fashion Show" where guests can show off their best gothic or emo outfits, and a "Vampire Hunt" game where guests can participate in a scavenger hunt for vampire-themed items. Additionally, a "Gothic Trivia" game could be fun, testing guests' knowledge of gothic literature, music, and culture.
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