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  • Exploring Hyperrealism : Drawing and Painting Techniques
    Exploring Hyperrealism : Drawing and Painting Techniques

    This original work introduces readers to the hyperrealist movement, a style applied to painting whose techniques aspire to photographic exactitude in drawing.From the first action before viewing the piece – the search for information and reference images – to different drawing and sculpture techniques, the book offers a step-by-step explanation of the creative process and shows readers how to illustrate in black and white and with colored pencils, how to work with watercolors and oil, how to create a trompe l’oeil and how to create a realistic looking 3D model.Readers will find all the techniques and suggestions they need to make their own hyperrealist creations, all explained in a pleasant and fun way.It is an original and creative way to introduce different drawing techniques thatwill awaken the artist inside of us all and whose results will strike most readers as surprising given the degree of realism achieved, as if they were photographs.The book includes references to contemporary artists who have used each of the techniques described, curiosities in the world of art and other tricks of the trade.

    Price: 19.99 £ | Shipping*: 3.99 £
  • Creativity in Art, Design and Technology
    Creativity in Art, Design and Technology

    This is an open access book. Creativity is a difficult concept, how can it best be defined, understood, applied, and practiced? This book provides important answers to these questions. Technology can enable artists to be more creative. Scientific and artistic thinking give us two complementary tools to understand the complexity of the world, with science reducing subjective experience to essential principles and art intensifying and expanding our experiences. These examples also show how artists can push the boundaries of technology into exciting new realms that have not been explored before.The impact that art and art practice can have on culture, society, and social responsibility is explored in detail through examples and case studies. In addition, the book presents how artists are creating and reflecting cultural and societal resonance in their work.Can other disciplines help artists to be morecreative? All are part of an interrelated wider society and enables artists to develop artwork fit for highly interfaced and conceptually broad contemporary contexts. This is illustrated with examples which show exciting and challenging results. Creativity in Art, Design and Technology is relevant for artists, designers, scientists and technologists. All can benefit in a major way from a greater understanding of creativity, and the ways in which mutual interaction and collaboration enables all areas to develop.The potential for the future is immense and this book signposts the way forward.

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  • Exploring Design and Technology for Key Stage 3
    Exploring Design and Technology for Key Stage 3

    Develop knowledge, understanding and designing and making skills through Key Stage 3 so students are ready for the new GCSE in Design and Technology, with our brand-new Student Book. With topics directly linked to the new GCSE (9-1) specifications, Exploring Design and Technology will build a solid foundation by boosting your students' understanding of the key concepts, introducing them to important terminology and developing their practical skills through Key Stage 3. · Build understanding through years 7, 8 and 9 with engaging, carefully timed and level-appropriate lessons that draw on the GCSE subject content. · Develop practical skills with a variety of creative designing and making activities that use a wide range of materials, tools, equipment and processes. · Boost knowledge with clear explanations of important terminology and concepts that students will need to apply when identifying design problems, understanding user needs and developing design solutions in a range of contexts. · Encourage subject interest with 'find out more' - research features that broaden understanding of materials and their working properties, new technologies and the wider influences on designing and making. · Monitor and measure student progress with knowledge check questions provided for every topic.

    Price: 19.99 £ | Shipping*: 3.99 £
  • Stitch, Fibre, Metal & Mixed Media : Inspiration, Projects & Techniques for Textile Artists
    Stitch, Fibre, Metal & Mixed Media : Inspiration, Projects & Techniques for Textile Artists

    Alysn Midgelow-Marsden shows how to use both textile-based and mixed media techniques to create beautiful artworks using metal in the form of shim, foil and woven fabric alongside many other materials.She shares her expertise in an inspiring variety of techniques from free machine stitching to gilding, embossing, needle felting, beading, printing, appliqué, making stitched foil fabric and using dry decal transfer images. There are seven beautiful projects to inspire and instruct textile artists everywhere, including a lampshade, bauble pods, decorative panels and a tablet cover.Artists can take inspiration from the individual surfaces that make up the pieces, the completed projects, and from the developments from each project, which have full, instructive captions.This is an invaluable resource for textile artists looking for new and beautiful ideas. This book was previously published as part of the Textile Artist series.

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  • Who has experience with the technical high school for design and media technology?

    The technical high school for design and media technology is typically attended by students who have an interest in pursuing a career in design, media, or technology fields. Teachers and staff at the school are likely to have experience and expertise in these areas, providing students with a comprehensive education. Additionally, alumni of the school who have graduated and gone on to work in design and media technology professions would also have experience with the technical high school.

  • 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.

  • What is the average salary for a media designer specializing in digital and print design and technology?

    The average salary for a media designer specializing in digital and print design and technology can vary depending on factors such as location, experience, and the specific industry. However, on average, a media designer in this specialization can expect to earn around $50,000 to $70,000 per year. Salaries may be higher in larger cities or for those with more experience or specialized skills.

  • 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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  • 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.

    Price: 38.99 £ | 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: 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 £
  • Paint Mojo - A Mixed-Media Workshop : Creative Layering Techniques for Personal Expression
    Paint Mojo - A Mixed-Media Workshop : Creative Layering Techniques for Personal Expression

    Claim the beauty of your unique, authentic expression. Break free of your comfort zone, sharpen your senses to perceive the world around you and find happiness in play.On this painterly journey, Tracy Verdugo leads you from self-doubt to self-appreciation by helping you find your voice through a myriad of vibrantly-hued mark making, painting and self-reflection techniques.There are no mistakes here, only opportunities to learn and grow. Learn the language of your own sacred marks by painting with personal symbology. Discover the inspiration that exists around you, in your home, your community, the present moment. 19 step-by-step exercises use popular mixed media materials such as pastels, acrylic paints, inks and more!See how to use art making to plant creative seeds and cultivate your wildest dreams. Turn on your Paint Mojo and make an awesome, shiny, perfectly imperfect mark of you.

    Price: 21.99 £ | Shipping*: 3.99 £
  • What is the significance of the NAND and NOR techniques in digital technology?

    The NAND and NOR techniques are significant in digital technology because they are fundamental building blocks for creating logic gates and digital circuits. These techniques are used to create various logic functions, such as AND, OR, and NOT, which are essential for designing complex digital systems. Additionally, NAND and NOR gates are versatile and can be used to create any other logic gate, making them essential components in digital technology. Their simplicity and versatility make them crucial for designing and implementing digital systems, from simple electronic devices to complex computer processors.

  • 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.

  • 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.

  • 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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