Products related to Technology:
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Digital Media : Human–Technology Connection
Digital Media: Human-Technology Connection examines what it is like to be alive in today’s technologically textured world and showcases specific digital media technologies that makes this kind of world possible.So much of human experience occurs through digital media that it is time to pause and consider the process and proliferation of digital consumption and humanity’s role in it through an interdisciplinary array of sources from philosophy, media studies, film studies, media ecology and philosophy of technology.When placed in the interpretive lens of artifact, instrument, and tool, digital media can be studied in a uniquely different way, as a kind of technology that pushes the boundaries on production, distribution and communication and alters the way humans and technology connect with each other and the world.The book is divided into two sections to provide overarching definitions and case study specifics.Section one, Raw Materials, examines pertinent concepts like digital media, philosophy of technology, phenomenology and postphenomenology by author Stacey O Irwin.In Section Two, Feeling the Weave, Irwin uses conversations with digital media users and other written materials along with the postphenomenological framework to explore nine empirical cases that focus on deep analysis of screens, sound, photo manipulation, data-mining, aggregate news and self-tracking.Postphenomenological concepts like multistability, variational theory, microperception, macroperception, embodiment, technological mediation, and culture figure prominently in the investigation.The aim of the book is to recognize that digital media technologies and the content it creates and proliferates are not neutral.They texture the world in multiple and varied ways that transform human abilities, augment experience and pattern the world in significant and comprehensive ways.
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Educational Media and Technology Yearbook : Volume 41
The Educational Media and Technology Yearbook has become a standard reference in many libraries and professional collections.It provides a valuable historical record of current ideas and developments in the field.Part One of this updated volume, “Trends and Issues in Learning, Design, and Technology,” presents an array of chapters that develop some of the current themes listed above, in addition to others.In Part Two, “Leadership Profiles,” authors provide biographical sketches of the careers of instructional technology leaders.Part Three, “Organizations and Associations in North America,” and Part Four, “Graduate Programs,” are, respectively, directories of instructional technology-related organizations and institutions of higher learning offering degrees in related fields.Finally, Part Five, the “Mediagraphy,” presents an annotated listing of selected current publications related to the field.
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Media Ruins : Cambodian Postwar Media Reconstruction and the Geopolitics of Technology
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Digital Media, Projection Design, and Technology for Theatre
Digital Media, Projection Design, and Technology for Theatre covers the foundational skills, best practices, and real-world considerations of integrating digital media and projections into theatre.The authors, professional designers and university professors of digital media in live performance, provide readers with a narrative overview of the professional field, including current industry standards and expectations for digital media/projection design, its related technologies and techniques.The book offers a practical taxonomy of what digital media is and how we create meaning through its use on the theatrical stage. The book outlines the digital media/projection designer’s workflow into nine unique phases.From the very first steps of landing the job, to reading and analyzing the script and creating content, all the way through to opening night and archiving a design.Detailed analysis, tips, case studies, and best practices for crafting a practical schedule and budget, to rehearsing with digital media, working with actors and directors, to creating a unified design for the stage with lighting, set, sound, costumes, and props is discussed.The fundamentals of content creation, detailing the basic building blocks of creating and executing digital content within a design is offered in context of the most commonly used content creation methods, including: photography and still images, video, animation, real-time effects, generative art, data, and interactive digital media.Standard professional industry equipment, including media servers, projectors, projection surfaces, emissive displays, cameras, sensors, etc. is detailed. The book also offers a breakdown of all key related technical tasks, such as converging, warping, and blending projectors, to calculating surface brightness/luminance, screen size and throw distance, to using masks, warping content and projection mapping, making this a complete guide to digital media and projection design today.An eResource page offers sample assets and interviews that link to current and relevant work of leading projection designers.
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What else can be learned besides programming and networking technology?
Besides programming and networking technology, individuals can also learn important skills such as problem-solving, critical thinking, communication, and teamwork. These skills are essential in any professional setting and can help individuals succeed in their careers. Additionally, individuals can also learn about cybersecurity, data analysis, cloud computing, and other emerging technologies to stay competitive in the ever-evolving tech industry. Continuous learning and development in these areas can open up new opportunities and help individuals advance in their careers.
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What are the specializations available at the HTL for media technology or network technology?
At the HTL for media technology, students can specialize in areas such as audio and video production, multimedia design, and digital media management. For network technology, specializations may include network administration, cybersecurity, and telecommunications. These specializations allow students to focus on specific areas within the broader fields of media technology and network technology, gaining in-depth knowledge and skills that are relevant to their career goals.
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Should I learn wood technology or carpentry technology?
The decision between learning wood technology or carpentry technology depends on your interests and career goals. Wood technology focuses on the science and engineering of wood materials, including processing, preservation, and utilization. This field is more research and industry-oriented, with opportunities in manufacturing, product development, and quality control. On the other hand, carpentry technology is more hands-on and practical, focusing on the skills and techniques needed for construction and woodworking projects. If you are more interested in the technical and scientific aspects of wood, then wood technology may be the better choice. However, if you enjoy working with your hands and want to pursue a career in construction or woodworking, then carpentry technology may be the better fit for you.
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Does anyone have experience with the field of media technology?
Yes, I have experience in the field of media technology. I have worked with various media technologies such as video editing software, graphic design tools, and audio production equipment. I have also studied the impact of emerging technologies on media consumption and production. Additionally, I have experience in creating and implementing media technology solutions for various industries.
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Insect Media : An Archaeology of Animals and Technology
Since the early nineteenth century, when entomologists first popularized the unique biological and behavioral characteristics of insects, technological innovators and theorists have proposed insects as templates for a wide range of technologies.In Insect Media, Jussi Parikka analyzes how insect forms of social organization-swarms, hives, webs, and distributed intelligence-have been used to structure modern media technologies and the network society, providing a radical new perspective on the interconnection of biology and technology. Through close engagement with the pioneering work of insect ethologists, including Jakob von Uexküll and Karl von Frisch, posthumanist philosophers, media theorists, and contemporary filmmakers and artists, Parikka develops an insect theory of media, one that conceptualizes modern media as more than the products of individual human actors, social interests, or technological determinants.They are, rather, profoundly nonhuman phenomena that both draw on and mimic the alien lifeworlds of insects. Deftly moving from the life sciences to digital technology, from popular culture to avant-garde art and architecture, and from philosophy to cybernetics and game theory, Parikka provides innovative conceptual tools for exploring the phenomena of network society and culture.Challenging anthropocentric approaches to contemporary science and culture, Insect Media reveals the possibilities that insects and other nonhuman animals offer for rethinking media, the conflation of biology and technology, and our understanding of, and interaction with, contemporary digital culture.
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Digital Media, Projection Design, and Technology for Theatre
Digital Media, Projection Design, and Technology for Theatre, Second Edition comprehensively details the integration of digital media and projections in theatre and live performance, providing foundational skills, best practices, and real-world applications and considerations. The book provides readers with an overview of the professional field, including current industry standards and workflows for digital media/projection design, its related aesthetics, techniques, and technologies.A practical taxonomy of digital media and how we create meaning through its use on the theatrical stage along with the essential tools and techniques for creating and executing digital content are covered.Readers are introduced to the fundamentals of creating and executing digital content, including photography and still images, generative AI, video, animation, real-time effects, generative art, data, and interactive digital media.The book also details the types and use of industry-standard equipment, including media servers, projectors, projection surfaces, emissive displays, cameras, sensors, and more.It guides readers through technical tasks such as programming media servers, converging and blending projectors, projection mapping, calculating surface brightness/luminance, screen size, and throw distance, and more, making this a complete guide to digital media and projection design today.The second edition is updated with new content throughout and two new chapters addressing the latest technologies and trends in virtual performance, motion capture, generative AI, and VR/AR.Ten new case studies from diverse practitioners have been added and the book is restructured with shorter chapters for easier navigation and reference. This book serves well as a main or supplemental textbook for courses in Projection Design, Theatre, and Digital Media Design.It is also useful for emerging practitioners. Sample assets and interviews with leading projection designers are available for download at www.routledge.com/9781032302157.
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Digital Media, Projection Design, and Technology for Theatre
Digital Media, Projection Design, and Technology for Theatre, Second Edition comprehensively details the integration of digital media and projections in theatre and live performance, providing foundational skills, best practices, and real-world applications and considerations. The book provides readers with an overview of the professional field, including current industry standards and workflows for digital media/projection design, its related aesthetics, techniques, and technologies.A practical taxonomy of digital media and how we create meaning through its use on the theatrical stage along with the essential tools and techniques for creating and executing digital content are covered.Readers are introduced to the fundamentals of creating and executing digital content, including photography and still images, generative AI, video, animation, real-time effects, generative art, data, and interactive digital media.The book also details the types and use of industry-standard equipment, including media servers, projectors, projection surfaces, emissive displays, cameras, sensors, and more.It guides readers through technical tasks such as programming media servers, converging and blending projectors, projection mapping, calculating surface brightness/luminance, screen size, and throw distance, and more, making this a complete guide to digital media and projection design today.The second edition is updated with new content throughout and two new chapters addressing the latest technologies and trends in virtual performance, motion capture, generative AI, and VR/AR.Ten new case studies from diverse practitioners have been added and the book is restructured with shorter chapters for easier navigation and reference. This book serves well as a main or supplemental textbook for courses in Projection Design, Theatre, and Digital Media Design.It is also useful for emerging practitioners. Sample assets and interviews with leading projection designers are available for download at www.routledge.com/9781032302157.
Price: 135.00 £ | Shipping*: 0.00 £ -
Europa Postmediaevalis 2022 : Connections and Networking
The third Europa Postmediaevalis conference, entitled Connections and Networking, took place in Coimbra, Portugal, in the spring of 2022.The result is this book, containing 26 contributions from a total of ten European countries divided into five thematic sections, all of which focus on post-medieval pottery. Pottery is examined from the perspectives of local, regional and long-distance trade.The contributions demonstrate the importance of the theme of connections and networking and provide an opportunity to compare concrete find situations across Europe – in both coastal as well as landlocked states – and their local development in the light of new impulses from outside.Papers gathered in a single anthology thus facilitate a dialogue between diverse European regions.
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Is induction technology more durable than ceramic glass technology?
Induction technology is generally considered more durable than ceramic glass technology. This is because induction cooktops are made with a tough glass-ceramic material that can withstand high temperatures and is less prone to scratches and cracks. Additionally, induction cooktops have fewer parts that can wear out over time compared to ceramic glass cooktops, making them more reliable in the long run. Overall, induction technology is known for its durability and longevity compared to ceramic glass technology.
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After the emerging quantum technology, which technology will follow?
After the emerging quantum technology, it is likely that the next big technology will be in the field of artificial intelligence and machine learning. As quantum computing becomes more advanced and accessible, it will enable the development of more powerful AI algorithms and systems. This could lead to significant advancements in areas such as autonomous vehicles, healthcare, and robotics. Additionally, there may also be a focus on biotechnology and genetic engineering as the next frontier in technological innovation.
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Are there technology stores like Media Markt and Saturn in England?
Yes, there are technology stores in England that are similar to Media Markt and Saturn. One of the most well-known technology retailers in England is Currys PC World, which offers a wide range of electronic products including computers, smartphones, TVs, and home appliances. Another popular option is Argos, which also sells a variety of technology and electronic goods. Both of these stores are widely available across the country and offer a similar shopping experience to Media Markt and Saturn.
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What is the complexity of semiconductor technology or microsystems technology?
The complexity of semiconductor technology or microsystems technology is high due to the intricate processes involved in designing, manufacturing, and integrating tiny electronic components. These technologies require precise control at the nanoscale level, involving complex materials, intricate fabrication techniques, and sophisticated equipment. Additionally, the rapid pace of innovation and the need for continuous improvement in performance and miniaturization add to the complexity of these technologies. As a result, semiconductor and microsystems technology require significant expertise, resources, and investment to develop and produce advanced electronic devices.
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