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  • Performance and Technology : Practices of Virtual Embodiment and Interactivity
    Performance and Technology : Practices of Virtual Embodiment and Interactivity

    This collection interrogates the interaction between new technologies and performance practice, linking the sensuous contact that must exist between the physical and virtual, together with the resultant corporeal transformation.It features writings from international contributors who specialize in digital art and performance practices.

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  • Learning as Interactivity, Movement, Growth and Becoming, Volume 1 : Ecologies of Learning in Higher Education
    Learning as Interactivity, Movement, Growth and Becoming, Volume 1 : Ecologies of Learning in Higher Education

    The two inter-linked volumes in this series are dedicated to the development of analysis and theorisation of learning and teaching in higher education.The two volumes focus on the multi-scalar ecological inter-connectedness of learners with teachers, with artefacts, with cultural patterns and resources, with places, with social activities and practices, with social institutions, with time and temporality, and with technologies.Learning reflects inter-individual dynamics that are shaped by biology and culture. Against prevailing orthodoxies that view learning in higher education in terms of "information transmission" and "content delivery," the contributors articulate leading developments in distributed cognition, distributed language, ecological psychology, enactivist and embodied-embedded cognitive science, interactivity, and multimodal event analysis.They also extend several earlier traditions such as American pragmatism, embodied curriculum theory, and Vygotsky's latter day anti-dualist Spinozan turn. Through detailed empirical analysis of in vivo episodes of learning using multimodal event analysis, cognitive event analysis, and cutting-edge theory, the authors show how and why learning is not adequately explainable as internal mental processes per se.Instead, sophisticated empirical analysis and innovative theory are put to work to reveal the emergence of learning in the interactivity of learners and teachers with the affordances of a distributed brain-body-environment learning system. Volume 1 is an edited collection of seven chapters written by internationally renowned researchers together with an Introduction and an Afterword written by King and Thibault.Volume 1 (and its successor Volume 2) will serve as valuable reading for educationalists and researchers in the cognitive, communication, learning, and language sciences who are looking for new multidimensional tools for thinking about, and new empirical tools for analysing, learning, and teaching as multi-scalar interactive processes in radical embodied ecologies of learning and teaching.

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  • Interactivity and the Future of the Human-Computer Interface
    Interactivity and the Future of the Human-Computer Interface

    The usability and design in technological systems is imperative due to their abundance in numerous professional industries.Computer interfaces have seen significant advancement in their design and development as they have become an integral part of today's society.As humans continue to interact with technology on a regular basis, it is essential for professionals, professors, and students to keep pace with innovative research on interface design and the various applications interfaces have in professional fields. Interactivity and the Future of the Human-Computer Interface is a collection of innovative research on the development and application of interfaces in today's modern society and the generational implications for design of human and technology interaction.While highlighting topics including digital gaming, augmented reality, and e-learning, this book is ideally designed for educators, developers, web designers, researchers, technology specialists, scientists, and students seeking current research on modern advancements and applications in human-computer interaction.

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  • Innovation in Nephrology : Technology Development and Commercialization Handbook
    Innovation in Nephrology : Technology Development and Commercialization Handbook

    Innovation in Nephrology: Technology Development and Commercialization Handbook is a step-by-step guide to nephrology technology innovation reflects recent trends of industry globalization and value-conscious healthcare.Written by a team of medical, engineering, and business experts, the authors provide a comprehensive resource that leads clinicians, students, researchers, and entrepreneurs through a clear process for the identification, invention, and implementation of new solutions.Case studies on innovative products from around the world, successes and failures, practical advice, and end-of-chapter 'Getting Started' sections encourage readers to learn from real projects and apply important lessons to their own work.In short, this book will be of interest to every nephrologist who has ever had a good idea for an invention but does not know where and how to start bringing it to the bedside.

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  • Does market research hinder innovation in business administration?

    Market research does not necessarily hinder innovation in business administration. In fact, it can provide valuable insights into consumer needs and preferences, helping businesses to develop innovative products and services that meet market demands. By understanding market trends and customer behavior, businesses can identify opportunities for innovation and stay ahead of competitors. However, relying too heavily on market research without allowing room for creativity and risk-taking can limit the potential for groundbreaking innovations. It is important for businesses to strike a balance between leveraging market research and fostering a culture of innovation to drive success in business administration.

  • What is Digital Technology 2?

    Digital Technology 2 is a course that builds upon the foundational concepts introduced in Digital Technology 1. It delves deeper into topics such as programming, web development, data analysis, and cybersecurity. Students will further develop their skills in using digital tools and technologies to solve real-world problems and gain a more advanced understanding of how technology impacts society. The course aims to prepare students for a career in the rapidly evolving field of digital technology.

  • Who knows the company Digital Innovation Ventures GmbH in Zug, Switzerland?

    Digital Innovation Ventures GmbH in Zug, Switzerland is likely known by individuals in the tech industry, potential investors, business partners, and employees or former employees of the company. Additionally, local residents of Zug who are familiar with the business landscape in the area may also know of the company.

  • Will the development of technology ever stop?

    It is unlikely that the development of technology will ever stop. As long as there are new problems to solve and new opportunities to explore, there will be a need for technological innovation. Additionally, the pace of technological advancement has been accelerating in recent years, with new breakthroughs and discoveries constantly pushing the boundaries of what is possible. While the specific direction and focus of technological development may change over time, it is likely that the overall trend of progress will continue.

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  • Innovation Competency Model : Shaping Faculty Academic Innovation Development in China's Higher Education
    Innovation Competency Model : Shaping Faculty Academic Innovation Development in China's Higher Education

    Contributing to the discussion over China's higher education development, this book takes a theoretical approach to address the topic of university academics' innovation by introducing an academic innovation competency model, exploring the contexts, concepts and practices.The innovation competency model comprises three interdependent dimensions, including the academic internal drive vitality, the academic synthesizing refined ability and the academic suspected and introspective ability.By enriching the theory of professional development of university teachers, these three dimensions will help advance the reform of college personnel systems and ultimately improve the quality of China's higher education. The book will be valuable to researchers, students and stakeholders hoping to learn about education reform in China, or to those who study higher education management and comparative education.

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  • Narrative as Virtual Reality 2 : Revisiting Immersion and Interactivity in Literature and Electronic Media
    Narrative as Virtual Reality 2 : Revisiting Immersion and Interactivity in Literature and Electronic Media

    Is there a significant difference between engagement with a game and engagement with a movie or novel?Can interactivity contribute to immersion, or is there a trade-off between the immersive "world" aspect of texts and their interactive "game" dimension?As Marie-Laure Ryan demonstrates in Narrative as Virtual Reality 2, the questions raised by the new interactive technologies have their precursors and echoes in pre-electronic literary and artistic traditions.Approaching the idea of virtual reality as a metaphor for total art, Ryan applies the concepts of immersion and interactivity to develop a phenomenology of narrative experience that encompasses reading, watching, and playing.The book weighs traditional literary narratives against the new textual genres made possible by the electronic revolution of the past thirty years, including hypertext, electronic poetry, interactive drama, digital installation art, computer games, and multi-user online worlds like Second Life and World of Warcraft. In this completely revised edition, Ryan reflects on the developments that have taken place over the past fifteen years in terms of both theory and practice and focuses on the increase of narrativity in video games and its corresponding loss in experimental digital literature.Following the cognitive approaches that have rehabilitated immersion as the product of fundamental processes of world-construction and mental simulation, she details the many forms that interactivity has taken-or hopes to take-in digital texts, from determining the presentation of signs to affecting the level of story.

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  • Digital Holocaust Memory, Education and Research
    Digital Holocaust Memory, Education and Research

    This book explores the diverse range of practical and theoretical challenges and possibilities that digital technologies and platforms pose for Holocaust memory, education and research.From social media to virtual reality, 360-degree imaging to machine learning, there can be no doubt that digital media penetrate practice in these fields.As the Holocaust moves beyond living memory towards solely mediated memory, it is imperative that we pay critical attention to the way digital technologies are shaping public memory and education and research.Bringing together the voices of heritage and educational professionals, and academics from the arts and humanities and the social sciences, this interdisciplinary collection explores the practicalities of creating digital Holocaust projects, the educational value of such initiatives, and considers the extent to which digital technologies change the way we remember, learn about and research the Holocaust, thinking through issues such as ethics, embodiment, agency, community, and immersion.At its core, this volume interrogates the extent to which digital interventions in these fields mark an epochal shift in Holocaust memory, education and research, or whether they continue to be shaped by long-standing debates and guidelines developed in the broadcast era.

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  • Rethinking Education for Sustainable Development : Research, Policy and Practice
    Rethinking Education for Sustainable Development : Research, Policy and Practice

    This book explores how education can be used as a tool to promote sustainability practices as the world faces huge challenges related to climate change and public health.The chapters consider all types of literacy approaches that fall under the umbrella of Education for Sustainable Development (ESD).These approaches include scientific literacy, ecological literacy, health literacy, education on climate change and climate resilience, environmental education and others linking education, global health, and the environment more broadly. “Education” is used in the widest sense to incorporate non-formal, informal and formal/school settings.This volume will help to bring these interconnected areas together and interrogate their research methods, assumptions, field-based application and their policy potential.Taking a critical approach to ESD, the book suggests new pedagogies, tools, and technologies to strengthen the way we educate about sustainability issues and go beyond the current thinking about ESD.The book includes a foreword by Jeffrey Sachs, Director of the Center for Sustainable Development at Columbia University, USA.

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  • Do digital media harm education?

    Digital media can have both positive and negative impacts on education. While digital media can provide access to a wealth of information and resources, it can also be a distraction for students and lead to decreased attention spans. Additionally, the constant use of digital media can contribute to a sedentary lifestyle and have negative effects on physical and mental health. It is important for educators and students to find a balance in using digital media for educational purposes while also being mindful of its potential drawbacks.

  • Is the truth table in digital technology correct?

    Yes, truth tables in digital technology are correct and reliable tools for analyzing the behavior of logic gates and circuits. They provide a systematic way to determine the output of a logic gate based on all possible input combinations. By using truth tables, engineers can ensure the accuracy and predictability of digital systems, making them an essential component in the design and verification process.

  • Is the truth table correct in digital technology?

    Yes, truth tables are an essential tool in digital technology as they provide a systematic way to represent the relationship between inputs and outputs of logical gates. By using truth tables, engineers can analyze and design complex digital circuits accurately. The truth table ensures that the logic gates operate correctly based on the defined input-output relationships, making it a crucial component in digital technology.

  • Why is the development of technology not progressing faster?

    The development of technology is not progressing faster due to a variety of factors. One reason is the complexity of the problems that technology aims to solve, which often require extensive research and testing. Additionally, there are limitations in funding and resources for technological development, which can slow down progress. Furthermore, ethical and regulatory considerations can also hinder the rapid advancement of technology, as new innovations must be carefully evaluated for their potential impact on society.

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