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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.

    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


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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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  • Owl length

    The length of an owl can vary depending on the species. On average, most owls range in size from about 5 inches (13 cm) to 28 inches (71 cm) in length. The largest owl species, the Eurasian eagle-owl, can reach lengths of up to 30 inches (75 cm).

  • 'Owl length'

    The length of an owl can vary depending on the species. On average, owls range in size from about 5 inches to 28 inches in length. The smallest owl species, such as the Elf Owl, are around 5-6 inches long, while the largest owl species, like the Eurasian Eagle Owl, can reach up to 28 inches in length. Owls have a compact and streamlined body shape, with a large head and round face, which helps them to be efficient hunters.

  • Marder length

    Marder length refers to the body length of the marten, a small carnivorous mammal belonging to the weasel family. The marder length can vary depending on the species, with the American marten typically measuring around 18-27 inches in length, including the tail. The European pine marten, on the other hand, can reach lengths of 19-23 inches. The marder length is an important characteristic for identifying and studying these animals in their natural habitats.

  • Which number is the stride length or inseam length?

    The inseam length is the measurement from the crotch to the bottom of the leg, while the stride length is the measurement from the heel to the next heel when walking. Therefore, the inseam length is the measurement from the crotch to the bottom of the leg, and the stride length is the measurement from the heel to the next heel when walking.

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  • Innovation in Information Technology
    Innovation in Information Technology


    Price: 110.00 £ | Shipping*: 0.00 £
  • 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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  • 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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  • 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 £
  • From what length do you have shoulder-length hair?

    Shoulder-length hair typically refers to hair that falls right at or slightly below the shoulders. This length is usually around 12-16 inches long, depending on the individual's height and the exact placement of the shoulders. It is a versatile and popular hair length that can be styled in various ways to suit different preferences and face shapes.

  • What length beard?

    The length of a beard is a personal preference and can vary depending on individual style and grooming habits. Some people prefer a shorter, more trimmed beard for a neater look, while others may opt for a longer, fuller beard for a more rugged appearance. Ultimately, the best length for a beard is one that makes the individual feel confident and comfortable.

  • Who invented length?

    Length as a concept has been around since ancient times, with different civilizations developing their own units of measurement. The concept of measuring length is believed to have originated with the ancient Egyptians, who used body parts like the cubit to measure distances. Over time, standardized units of length were developed by various cultures, such as the foot, yard, and meter, leading to the modern systems of measurement we use today. So, it is not accurate to attribute the invention of length to a single individual, as it has evolved over centuries through the contributions of many different cultures.

  • What stands for width, height, and length in length measurements?

    In length measurements, width typically stands for the measurement of an object from side to side, height stands for the measurement from top to bottom, and length stands for the measurement from end to end. These measurements are commonly used to describe the dimensions of an object or space, and are important for determining the size and shape of various items.

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