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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.

    Price: 27.99 £ | Shipping*: 0.00 £
  • How can I upgrade my home with smart home technology afterwards?

    To upgrade your home with smart home technology, you can start by identifying the areas where you want to implement smart features, such as lighting, security, or entertainment. Research and choose the appropriate smart devices and systems that align with your needs and budget. Install smart thermostats, smart locks, smart lighting, and other devices to enhance the functionality and convenience of your home. Finally, consider integrating a central smart home hub to control and manage all the smart devices from one platform.

  • What are my options for home technology?

    Your options for home technology include smart home devices such as smart speakers, smart thermostats, smart lighting systems, and smart security cameras. You can also consider home automation systems that allow you to control various aspects of your home, such as heating, cooling, and lighting, remotely through a smartphone app. Additionally, you may want to explore entertainment options like smart TVs, streaming devices, and home theater systems to enhance your viewing experience.

  • What are the solutions for Virtual Villagers: A New Home?

    In Virtual Villagers: A New Home, players must guide their villagers to survive and thrive on the island. Some solutions to help the villagers succeed include assigning them tasks such as gathering food, building shelters, and researching new technologies. Players can also solve puzzles and explore the island to uncover new resources and opportunities for their villagers. Additionally, players can encourage villagers to form relationships and start families to ensure the growth and sustainability of the village.

  • Which brand of smart home technology is being used?

    The brand of smart home technology being used is Google Nest. This brand offers a range of smart home devices such as thermostats, cameras, doorbells, and speakers that can be controlled through a central hub or smartphone app. Google Nest products are known for their integration with other smart home devices and their user-friendly interface.

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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 £
  • Ilum Experience Home
    Ilum Experience Home


    Price: 110 € | Shipping*: 0.00 €
  • Civita Home Experience
    Civita Home Experience


    Price: 167 € | 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 £
  • Do you have experience with home IPL?

    As an AI, I do not have personal experience with home IPL. However, I can provide information and answer questions about home IPL based on the knowledge I have been trained on. If you have any specific questions about home IPL, feel free to ask and I will do my best to provide helpful information.

  • Who has experience with working from home?

    Many individuals have experience with working from home, including freelancers, remote employees, entrepreneurs, and small business owners. Additionally, during the COVID-19 pandemic, many traditional office workers also gained experience with remote work as companies shifted to remote operations. This diverse group of individuals has varying levels of experience with working from home, and they have developed different strategies for managing their work and personal lives in a remote setting.

  • Why does Samsung Experience Home keep crashing?

    Samsung Experience Home may keep crashing due to various reasons such as software bugs, conflicts with other apps, insufficient memory or storage space, or outdated software. It could also be caused by corrupted data or settings within the app. To resolve the issue, try clearing the app cache, updating the app and your device's software, or uninstalling any recently installed apps that may be causing conflicts. If the problem persists, contacting Samsung support for further assistance may be necessary.

  • Where do you actually start learning philosophy at home?

    You can start learning philosophy at home by reading introductory books on philosophy, such as "Sophie's World" by Jostein Gaarder or "The Philosophy Book" by DK. You can also watch online lectures and courses on platforms like Coursera, edX, or YouTube. Additionally, engaging in discussions with friends or family about philosophical topics can also be a great way to start learning and thinking critically about philosophical ideas.

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