Products related to Audio:
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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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Zoom H3-VR Virtual Reality Audio Recorder
The Zoom H3-VR Virtual Reality Audio Recorder is a portable solution for capturing and processing spatial audio. The H3-VR is ideal for a range of recording applications including: binaural 3D stereo 5.1ch surround sound and live-streaming with 360-degrees audio recording. It includes a 6-axis motion sensor allowing you to position the recorder in any configuration. The Ambisonic microphone captures the 360-degree audio in immense detail providing unparalleled audio immersion. The lightweight and portable design records directly to an SD card eliminating the need for external gear.
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Interactive Level 3 Workbook with Downloadable Audio
Interactive is an exciting four-level course for teenage learners from elementary to upper-intermediate levels (CEF A2-B2). The Workbook provides additional practice in the language introduced in the Student's Book.Portfolio sections offer an alternative writing activity and there is one core listening text, plus additional listening practice for each unit.Vocabulary practice for every unit is extended further. 'Help yourself' boxes highlight key grammar points and offer extra language practice.A 24-page grammar section at the back of the Workbook offers a 'Grammar Reference' and 'Grammar Practice' linked to every unit of the Student's Book.The audio to accompany the Workbook is available from the course website: cambridge.org/elt/interactive
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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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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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Similar search terms for Audio:
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How can one learn Audio HiFi technology?
One can learn Audio HiFi technology by taking online courses or attending workshops that focus on audio equipment, sound systems, and acoustics. Reading books and articles on the subject can also provide valuable insights into the technology and its applications. Additionally, hands-on experience with different audio equipment and systems can help in understanding how they work and how to optimize their performance. Networking with professionals in the audio industry and seeking mentorship can also be beneficial in learning Audio HiFi technology.
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What is your question about Virtual Audio Cable?
My question about Virtual Audio Cable is: How does Virtual Audio Cable work and what are its main features?
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Who is familiar with Virtual Audio Cable and Teamspeak 3?
Someone who is familiar with Virtual Audio Cable and Teamspeak 3 is likely to be someone who has experience with audio routing and virtual audio devices. They may have used these tools for creating complex audio setups, such as routing audio from one application to another or mixing multiple audio sources. Teamspeak 3 is a popular voice communication software used by gamers and online communities, while Virtual Audio Cable is a software tool used for creating virtual audio devices and routing audio between different applications.
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How can I use Virtual DJ for broadcasting and audio configuration?
Virtual DJ can be used for broadcasting by setting up a broadcast stream in the software and connecting it to an online radio station or streaming service. You can configure the audio settings in Virtual DJ by adjusting the sound card settings, input and output routing, and audio effects. Additionally, you can use Virtual DJ to mix and manipulate audio tracks, create playlists, and add effects to enhance your broadcast.
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Where can one buy the full version of Virtual Audio Cable?
The full version of Virtual Audio Cable can be purchased from the official website of the software developer, Eugene Muzychenko. It is also available for purchase from authorized resellers and online marketplaces. Additionally, some software retailers and electronic stores may offer the full version for purchase. It is important to ensure that the version being purchased is legitimate and from a trusted source to avoid any potential issues with the software.
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Does an audio interface improve my sound experience?
Yes, an audio interface can improve your sound experience by providing better quality analog-to-digital and digital-to-analog conversion, resulting in clearer and more accurate sound reproduction. It can also offer better preamps for recording microphones and instruments, as well as improved connectivity options for connecting to other audio equipment. Overall, an audio interface can enhance the quality and fidelity of your sound, making it a valuable investment for anyone looking to improve their audio experience.
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Are there audio dramas in 8D audio?
Yes, there are audio dramas available in 8D audio format. 8D audio technology creates a three-dimensional sound experience for the listener, making it feel like the sound is moving around them in a virtual space. This immersive audio format can enhance the storytelling experience of audio dramas by creating a more engaging and realistic listening environment. Many content creators and platforms are now experimenting with 8D audio to provide a unique and captivating experience for their audiences.
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Is it the audio or the audio?
It seems like there may be a mistake in the question as it is asking the same thing twice. If the question is meant to ask about the importance of audio in a particular context, it would depend on the situation. In some cases, the audio may be more important for conveying information or setting the mood, while in other cases, the visual aspect may take precedence. Ultimately, both audio and visual elements can work together to create a more immersive and engaging experience.
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