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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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  • Does every Canon lens fit on every Canon body?

    No, not every Canon lens fits on every Canon body. Canon has two main types of lens mounts: EF and EF-S. EF lenses can be used on both full-frame and crop sensor Canon bodies, while EF-S lenses are designed specifically for crop sensor bodies. Additionally, Canon has recently introduced the RF mount for their mirrorless cameras, and while EF lenses can be used on RF bodies with an adapter, RF lenses are not compatible with EF or EF-S bodies. Therefore, it's important to ensure compatibility between the lens mount and the camera body before purchasing or using a lens.

  • Is Soukoku canon?

    Yes, Soukoku is considered canon in the Bungo Stray Dogs series. The relationship between Dazai Osamu and Nakahara Chuuya, also known as Soukoku, is an important and central aspect of the story. Their dynamic and history are explored in the manga and anime, and their interactions have a significant impact on the plot and character development. Therefore, Soukoku is recognized as a canon relationship within the Bungo Stray Dogs universe.

  • Should I choose the Canon 250D or the Canon 700D?

    Both the Canon 250D and the Canon 700D are great cameras, but the choice between them depends on your specific needs. The Canon 250D is newer and more compact, making it a better option for travel or everyday use. On the other hand, the Canon 700D has a slightly larger body and more physical controls, which may be preferable for users who prefer a more traditional DSLR feel. Consider factors such as size, features, and budget to determine which camera would best suit your needs.

  • Why is the Pachelbel Canon in D major considered a canon?

    The Pachelbel Canon in D major is considered a canon because it is a musical form in which a melody is played and then repeated by one or more other voices or instruments in a round-like fashion. In the case of the Pachelbel Canon, the main melody is played and then imitated by different instruments in succession, creating a layered and harmonious effect. This form of composition is what defines the piece as a canon.

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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 is a canon?

    A canon refers to a collection of works that are considered to be authoritative or important within a particular field, such as literature, art, or music. These works are often seen as representing the best or most significant examples of that field and are studied and referenced by scholars and enthusiasts. Canons can vary depending on cultural, historical, or personal perspectives, and they can evolve over time as new works are added or reevaluated.

  • What does "Canon" mean?

    "Canon" refers to a body of work that is considered to be genuine or official within a particular context, such as literature, art, or religion. In literature, for example, the "canon" may refer to a collection of works that are considered to be the most important or influential in a particular genre or time period. These works are often seen as the standard against which other works are judged.

  • How often was the analog Canon AE1 sold by Canon back then?

    The Canon AE-1 was sold by Canon from 1976 to 1984, so it was available for purchase for about 8 years. During this time, it was a popular and widely sold camera, known for its innovative features and affordable price point. It became one of the best-selling 35mm SLR cameras of all time, indicating that it was sold quite frequently by Canon during its production period.

  • Which is the correct canon version of Star Wars: Canon or Legends?

    The correct canon version of Star Wars is the Canon. Canon refers to the official storyline and continuity of the Star Wars universe as determined by Lucasfilm. Legends, on the other hand, includes all the stories and characters that were part of the Expanded Universe but are no longer considered part of the official continuity. Canon is the current and ongoing version of the Star Wars universe that is recognized by Lucasfilm and is considered the official source for all new Star Wars content.

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