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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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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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Learning From Experience
Wilfred R. Bion was one of the foremost psychoanalysts of his generation, whose work has shaped and enriched psychoanalysis and psychotherapy indelibly.Renowned for some highly original and sometimes cryptic ideas, such as the alpha function and theory of the grid, Learning from Experience is arguably his most important and enduring work.Bion brings knowledge into the psychoanalytic spotlight.What forces, he asks, interfere with knowledge? Crucially, Bion doesn't mean knowing only facts, but the lifelong process of understanding and coming to know things that is a consequence of the development of knowledge.However, Learning From Experience is perhaps best-known for its emphasis on the way emotion and knowledge are interwoven.Bion links the emotional capacity to develop and know to the capacity to tolerate frustration: if we can hold ourselves in check whilst we endure frustration, then we can come to know things.A remarkable and brilliant work by a fascinating psychoanalyst and thinker, Learning From Experience continues to inspire psychoanalysis and psychotherapy.This Routledge Classics edition includes a new Foreword by Robert Hinshelwood.
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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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Similar search terms for Diamond:
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Is it giant diamond sword or diamond bigsword?
The correct term is "giant diamond sword." This phrase indicates that the sword is both large in size and made of diamond material. On the other hand, "diamond bigsword" does not make grammatical sense and is not a commonly used term to describe such a weapon.
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Is the Diamond Playbutton made of real diamond?
No, the Diamond Playbutton awarded by YouTube is not made of real diamond. It is made of a metal base with a layer of silver plating, and the diamond-like shape is made of clear acrylic. The name "Diamond Playbutton" is more symbolic of reaching the milestone of 10 million subscribers on the platform rather than being an actual diamond award.
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Diamond or brilliant?
It depends on personal preference and the specific context. A diamond is a precious gemstone that can be cut in various shapes, while a brilliant refers to a specific cut of diamond that maximizes its sparkle and fire. Some people may prefer the classic elegance of a diamond in any cut, while others may specifically seek out the brilliance of a well-cut brilliant. Ultimately, the choice between diamond and brilliant comes down to individual taste and the desired aesthetic for a piece of jewelry.
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Is diamond odorless?
Yes, diamonds are odorless. They are composed of pure carbon and do not have any scent. This is one of the reasons why diamonds are often used in jewelry, as they do not have any natural odor that could interfere with the wearer's experience.
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What is the difference between Diamond 4, Diamond 1, and Master?
The main difference between Diamond 4, Diamond 1, and Master ranks in games like League of Legends is the skill level and experience of the players. Diamond 4 is the lowest division within the Diamond tier, while Diamond 1 is the highest division within the Diamond tier. Master is a tier above Diamond, indicating a higher level of skill and game knowledge. Players in Master tier are generally considered to be more skilled and experienced than those in Diamond 1 or Diamond 4.
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Swarovski or diamond necklace?
Choosing between a Swarovski or diamond necklace ultimately depends on personal preference and budget. Swarovski crystals are known for their high-quality sparkle and affordability, making them a popular choice for those looking for a more budget-friendly option. On the other hand, diamond necklaces are timeless, luxurious pieces that are often seen as a symbol of elegance and sophistication. If you are looking for a more affordable yet equally stunning option, a Swarovski necklace may be the way to go. However, if you are looking to invest in a piece that will last a lifetime and potentially increase in value, a diamond necklace may be the better choice.
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Is that a diamond?
It's difficult to determine if something is a diamond without seeing it in person or having more information about it. Diamonds are known for their brilliance and sparkle, but other gemstones can also have similar characteristics. If you're unsure about the authenticity of a diamond, it's best to have it evaluated by a professional jeweler who can provide an accurate assessment.
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Diamond or laser engraving?
The choice between diamond and laser engraving depends on the specific application and desired outcome. Diamond engraving is a traditional method that involves using a diamond-tipped tool to physically etch the material, resulting in a deep and long-lasting engraving. On the other hand, laser engraving uses a high-powered laser to vaporize the surface of the material, creating a precise and clean engraving. Laser engraving is often preferred for its versatility, speed, and ability to produce intricate designs, while diamond engraving is known for its durability and depth. Ultimately, the decision between the two methods should be based on the specific requirements of the project.
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