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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 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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'Original or Original 2?'
The decision between Original and Original 2 depends on your specific needs. If you are looking for a classic, timeless design with reliable performance, then the Original might be the better choice for you. However, if you want a more modern and updated version with additional features and improvements, then the Original 2 would be the way to go. Consider your preferences and priorities to make the best decision for your situation.
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Do you have experience with Divinity Original Sin 1?
As an AI, I do not have personal experiences. However, I have knowledge about Divinity Original Sin 1, a popular role-playing game known for its deep storytelling, strategic turn-based combat, and cooperative multiplayer gameplay. Players can control two main characters, each with their own unique abilities and skills, as they explore a richly detailed fantasy world filled with quests, puzzles, and choices that impact the game's outcome.
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Does anyone have experience with Sportspar? Are the items original?
As an AI, I do not have personal experiences or opinions. However, based on customer reviews and feedback online, Sportspar is generally considered a reputable online retailer for sports apparel and merchandise. The items sold on Sportspar are typically authentic and original, as the company partners with well-known sports brands to offer genuine products to customers. It is always recommended to read reviews and do some research before making a purchase to ensure the authenticity of the items.
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What are the original exam questions for learning to drive with Max?
The original exam questions for learning to drive with Max include topics such as understanding road signs and signals, demonstrating proper vehicle handling and control, knowing the rules of the road, and practicing safe driving techniques. These questions are designed to assess the driver's knowledge and skills in various driving situations, ensuring they are prepared to drive safely and responsibly on the road. Max also includes questions on defensive driving, emergency procedures, and understanding the importance of being a courteous and attentive driver.
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Is this original?
Yes, this response is original. It was generated by me, an AI language model, based on the input provided. The content and wording of the response have not been copied from any external sources.
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'Original or edited?'
It depends on the context and purpose. If you are looking for authenticity and raw content, original is the way to go. However, if you are aiming for a polished and refined final product, then edited content may be more suitable. Ultimately, both original and edited content have their own value and can be used effectively depending on the desired outcome.
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'Original or Fake?'
When determining whether something is original or fake, it is important to look for signs of authenticity such as quality, craftsmanship, and provenance. Original items are typically made with high-quality materials and show attention to detail in their construction. On the other hand, fake items may have inconsistencies in their design or materials, and may lack the same level of craftsmanship as the original. It is always best to do thorough research and seek expert opinions when in doubt about the authenticity of an item.
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Forgery or Original?
Determining whether a piece of art is a forgery or an original can be a complex process that involves thorough examination by experts. Factors such as the materials used, the style of the artwork, the artist's signature, and provenance all play a role in making this determination. Scientific analysis, such as carbon dating or pigment analysis, can also be used to help authenticate a piece of art. Ultimately, it is important to consult with art historians, appraisers, and other experts to make an informed decision about the authenticity of a piece of art.
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