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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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How can one make learning a pleasant experience?
One can make learning a pleasant experience by creating a positive and engaging environment. This can be achieved by incorporating interactive and hands-on activities, providing opportunities for collaboration and discussion, and offering praise and encouragement. Additionally, setting achievable goals and celebrating progress can help to keep learners motivated and interested in the learning process. Lastly, incorporating elements of fun and creativity into lessons can make learning more enjoyable and memorable.
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How can one make learning a beautiful experience?
One can make learning a beautiful experience by fostering a positive and supportive environment that encourages curiosity and exploration. Incorporating interactive and hands-on activities can make learning more engaging and enjoyable. Additionally, connecting the material to real-life examples and personal experiences can help make the learning process more meaningful and memorable. Lastly, celebrating small victories and progress along the way can boost motivation and make the learning journey more rewarding.
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How can one create an interactive website?
To create an interactive website, one can start by planning the website layout and design with user engagement in mind. Incorporating features such as buttons, forms, sliders, and interactive elements like quizzes or games can make the website more engaging. Utilizing technologies like HTML, CSS, and JavaScript can help in creating dynamic and interactive elements on the website. Additionally, integrating social media plugins, chatbots, and feedback forms can enhance user interaction and overall user experience on the website.
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How can one make a presentation engaging and interactive?
One can make a presentation engaging and interactive by incorporating multimedia elements such as videos, images, and interactive graphics to break up the monotony of slides. Additionally, incorporating audience participation through polls, Q&A sessions, and group activities can help keep the audience engaged and involved. Using storytelling and real-life examples can also make the presentation more relatable and interesting for the audience. Finally, incorporating humor and personal anecdotes can help to create a more engaging and interactive atmosphere.
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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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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 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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Where can one buy Virtual DJ?
Virtual DJ can be purchased directly from the official Virtual DJ website. It is available for purchase as a software download, with different pricing options depending on the version and features you choose. Additionally, Virtual DJ may also be available for purchase from authorized retailers or online marketplaces.
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Where can one sell virtual items?
Virtual items can be sold on various online platforms such as gaming marketplaces, virtual goods trading websites, and online forums dedicated to buying and selling virtual items. Some popular platforms for selling virtual items include Steam Community Market, eBay, PlayerAuctions, and G2G. It is important to research and choose a reputable platform with a good track record of facilitating safe and secure transactions.
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Can one found a virtual nation?
Yes, one can found a virtual nation. With the advancement of technology and the internet, it is possible to create and establish a virtual community that operates as a nation. This virtual nation can have its own government, laws, economy, and culture, and its citizens can interact and participate in various activities within the virtual world. While it may not have physical territory, a virtual nation can still have a significant impact and influence in the digital space.
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How can one create an interactive app with a map?
To create an interactive app with a map, one can use a mapping platform such as Google Maps or Mapbox to integrate a map into the app. These platforms provide APIs and SDKs that allow developers to customize the map's appearance and functionality. Developers can then add interactive features such as markers, pop-up information windows, and route planning to the map. Additionally, developers can use location-based services to enable features such as geolocation and geofencing within the app. Finally, the app can be designed to allow users to interact with the map by tapping on markers, searching for locations, and getting directions.
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