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  • Gaming Technology: Streaming, VR and More
    Gaming Technology: Streaming, VR and More

    Can you imagine going on a trip into space? What about flying along at 300 miles an hour in a levitating train? Or clinging onto your seat at a 4D movie? Thanks to STEM, soon you can do all this and more! Science, technology, engineering and maths are bringing new toys, tolls and technological gadgets into our everyday lives.Come and meet Professor Tess Tube, and join her STEM school, where you will learn about the amazing gadgets and gizmos that are all around us.

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  • Digital Media : Human–Technology Connection
    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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  • Media/Society - International Student Edition : Technology, Industries, Content, and Users
    Media/Society - International Student Edition : Technology, Industries, Content, and Users

    Media/Society: Industries, Images, and Audiences provides a framework to help students understand the relationship between media and society and helps students develop skills for critically evaluating both conventional wisdom and one’s own assumptions about the social role of the media.The Seventh Edition retains its basic sociological framwork, but also includes additional discussions of new studies and up-to-date material about a rapidly changing media landscape.This edition significantly expands on discussions of the "new media" world, including digitization, the Internet, and the spread of mobile media devices, and the role of user-generated content, the potential social impact of "new" media on society, and "new" media’s effect on traditional media outlets.The new edition includes updated research, the latest industry data, and current examples from popular media, which will help to illustrate enduring themes in the sociology of media.

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  • Digital Media, Projection Design, and Technology for Theatre
    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 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.

  • 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.

  • 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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  • Digital Media, Projection Design, and Technology for Theatre
    Digital Media, Projection Design, and Technology for Theatre

    Digital Media, Projection Design, & 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: 39.99 £ | Shipping*: 0.00 £
  • Digital Media, Projection Design, and Technology for Theatre
    Digital Media, Projection Design, and Technology for Theatre

    Digital Media, Projection Design, & 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 £
  • Audio Technology, Music, and Media : From Sound Wave to Reproduction
    Audio Technology, Music, and Media : From Sound Wave to Reproduction

    This book provides a true A to Z of recorded sound, from its inception to the present day, outlining how technologies, techniques, and social attitudes have changed things, noting what is good and what is less good.The author starts by discussing the physics of sound generation and propagation.He then moves on to outline the history of recorded sound and early techniques and technologies, such as the rise of multi-channel tape recorders and their impact on recorded sound.He goes on to debate live sound versus recorded sound and why there is a difference, particularly with classical music.Other topics covered are the sound of real instruments and how that sound is produced and how to record it; microphone techniques and true stereo sound; digital workstations, sampling, and digital media; and music reproduction in the home and how it has changed.The author wraps up the book by discussing where we should be headed for both popular and classical music recording and reproduction, the role of the Audio Engineer in the 21st century, and a brief look at technology today and where it is headed.This book is ideal for anyone interested in recorded sound. “[Julian Ashbourn] strives for perfection and reaches it through his recordings… His deep knowledge of both technology and music is extensive and it is with great pleasure that I see he is passing this on for the benefit of others.I have no doubt that this book will be highly valued by many in the music industry, as it will be by me.” -- Claudio Di Meo, Composer, Pianist and Principal Conductor of The Kensington Philharmonic Orchestra, The Hemel Symphony Orchestra and The Lumina Choir

    Price: 54.99 £ | Shipping*: 0.00 £
  • Streaming Music : Practices, Media, Cultures
    Streaming Music : Practices, Media, Cultures

    Streaming Music examines how the Internet has become integrated in contemporary music use, by focusing on streaming as a practice and a technology for music consumption.The backdrop to this enquiry is the digitization of society and culture, where the music industry has undergone profound disruptions, and where music streaming has altered listening modes and meanings of music in everyday life.The objective of Streaming Music is to shed light on what these transformations mean for listeners, by looking at their adaptation in specific cultural contexts, but also by considering how online music platforms and streaming services guide music listeners in specific ways.Drawing on case studies from Moscow and Stockholm, and providing analysis of Spotify, VK and YouTube as popular but distinct sites for music, Streaming Music discusses, through a qualitative, cross-cultural, study, questions around music and value, music sharing, modes of engaging with music, and the way that contemporary music listening is increasingly part of mobile, automated and computational processes.Offering a nuanced perspective on these issues, it adds to research about music and digital media, shedding new light on music cultures as they appear today.As such, this volume will appeal to scholars of media, sociology and music with interests in digital technologies.

    Price: 43.99 £ | Shipping*: 0.00 £
  • What was the invention of video technology?

    The invention of video technology refers to the development of devices and systems that can capture, record, and display moving images and sound. This includes the invention of the video camera, video cassette recorder (VCR), and video display devices such as televisions and computer monitors. Video technology has revolutionized the way we communicate, entertain, and document events, and has become an integral part of modern life. It has also paved the way for the development of digital video technology, including digital cameras, streaming services, and high-definition displays.

  • How do you develop a circuit for digital technology?

    To develop a circuit for digital technology, you first need to define the requirements and specifications of the circuit. Next, you would design the circuit using software tools such as CAD programs to create a schematic diagram. Then, you would simulate the circuit to ensure it functions correctly and meets the desired specifications. Finally, you would prototype the circuit on a breadboard or PCB to test its functionality in a real-world setting before moving on to mass production.

  • Why does digital technology not make us more productive?

    Digital technology does not always make us more productive because it can be a source of distraction. With the constant influx of notifications, emails, and social media updates, it's easy to get sidetracked from our tasks. Additionally, the learning curve for new digital tools and the time spent troubleshooting technical issues can also eat into our productivity. Furthermore, the pressure to always be connected and available can lead to burnout and decreased efficiency. Therefore, while digital technology has the potential to enhance productivity, it also comes with its own set of challenges that can hinder our ability to focus and get work done.

  • How does lighting technology respond to music?

    Lighting technology can respond to music through a process called sound-to-light synchronization. This technology allows lights to change color, intensity, and patterns in response to the rhythm, tempo, and volume of the music being played. By using sensors or software that analyze the audio input, lighting systems can create dynamic and immersive visual experiences that enhance the overall atmosphere of a performance or event. This synchronization adds another layer of sensory stimulation for the audience, creating a more engaging and memorable experience.

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