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  • Fashion and Environmental Sustainability : Entrepreneurship, Innovation and Technology
    Fashion and Environmental Sustainability : Entrepreneurship, Innovation and Technology

    The wide range of topics that the book covers are organised into sections reflecting a cradle to grave view of how entrepreneurial, innovative, and tech-savvy approaches can advance environmental sustainability in the fashion sector.These sections include: sustainable materials; innovation in design, range planning and product development; sustainable innovations in fashion supply chains; sustainable innovations in fashion retail and marketing; sustainable alternatives for end-of-life and circular economy initiatives; and more sustainable alternative fashion business models.

    Price: 90.50 £ | Shipping*: 0.00 £
  • People Planet Profit : How to Embrace Sustainability for Innovation and Business Growth
    People Planet Profit : How to Embrace Sustainability for Innovation and Business Growth

    Social and environmental issues are more important than ever and consumers are committed to supporting change. 'Doing good' is no longer a peripheral activity but fundamental to every aspect of how we do business, every day, for everyone. People, Planet, Profit is the first book to truly address business growth in the context of social and environmental concerns.It's a practical guide to new business opportunity, operational improvement and competitive advantage.Full of inspiring case studies, it looks at the challenges faced by key players such as Google, Microsoft, Apple, Nokia, Nike, Amazon, M&S and Walmart.With plenty of comments from industry insiders, it's essential reading for CEOs and business managers who are searching for new ways to create value, to make sense of business in a rapidly shifting landscape, and to deliver profitable growth whilst also doing "the right thing".

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  • Information Technology for Management : Driving Digital Transformation to Increase Local and Global Performance, Growth and Sustainability
    Information Technology for Management : Driving Digital Transformation to Increase Local and Global Performance, Growth and Sustainability

    Comprehensive coverage of developments in the real world of IT management, provides a realistic and up-to-date view of IT management in the current business environment Information Technology for Management provides students in all disciplines with a solid understanding of IT concepts, terminology, and the critical drivers of business sustainability, performance, and growth.Employing a blended learning approach that presents content visually, textually, and interactively, this acclaimed textbook helps students with different learning styles easily comprehend and retain information.Throughout the text, the authors provide real-world insights on how to support the three essential components of business process improvements: people, processes, and technology.Information Technology for Management integrates a wealth of classroom-tested pedagogical tools, including 82 real-world cases highlighting the successes and failures of IT around the world, interactive exercises and activities, whiteboard animations for each learning objective, high-quality illustrations and images, boxed sections highlighting various job roles in IT management and giving examples of how readers will use IT in their career as a marketing, accounting, finance, human resource management, productions and operations management, strategic management, or information technology professional, or as an entrepreneur, and illustrative innovative uses of information technology.Now in its thirteenth edition, this leading textbook incorporates the latest developments in the field of IT management, based on feedback from practitioners from top-tier companies and organizations.New topics include Network-as-a-Service (NaaS), hybrid cloud, cryptocurrency, intent-based networking, edge analytics, digital twin technology, natural language generation, and many more.New “How will YOU use IT” boxes directly inform students in all majors about how IT will impact their careers.Throughout this edition, greater emphasis is placed on the use and impact of IT on global business, globalization, and sustainability.Equipping readers with the knowledge they need to become better IT professionals and more informed users of IT, Information Technology for Management, Thirteenth Edition, is the perfect textbook for undergraduate and graduate courses on computer information systems or management information systems, general business and IT curriculum, and corporate-in-house-training or executive programs in all industry sectors.

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  • Digital Technology and Sustainability : Engaging the Paradox
    Digital Technology and Sustainability : Engaging the Paradox

    This book brings together diverse voices from across the field of sustainable human computer interaction (SHCI) to discuss what it means for digital technology to support sustainability and how humans and technology can work together optimally for a more sustainable future. Contemporary digital technologies are hailed by tech companies, governments and academics as leading-edge solutions to the challenges of environmental sustainability; smarter homes, more persuasive technologies, and a robust Internet of Things hold the promise for creating a greener world.Yet, deployments of interactive technologies for such purposes often lead to a paradox: they algorithmically "optimize" heating and lighting of houses without regard to the dynamics of daily life in the home; they can collect and display data that allow us to reflect on energy and emissions, yet the same information can cause us to raise our expectations for comfort and convenience; they might allow us to share best practice for sustainable living through social networking and online communities, yet these same systems further our participation in consumerism and contribute to an ever-greater volume of electronic waste.By acknowledging these paradoxes, this book represents a significant critical inquiry into digital technology’s longer-term impact on ideals of sustainability. Written by an interdisciplinary team of contributors this book will be of great interest to students and scholars of human computer interaction and environmental studies.

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  • What is the difference between digital and electronic?

    The main difference between digital and electronic is that digital refers to data that is represented in discrete values or digits, typically in binary form (0s and 1s), while electronic refers to devices or systems that operate using electronic circuits or components. In other words, digital is a type of data representation, while electronic is a broader term that encompasses the use of electronic technology in various applications. Digital technology is a subset of electronic technology, as it relies on electronic components to process and transmit data in digital form.

  • Is our money in the account digital or just electronic?

    Our money in the account is both digital and electronic. When we deposit money into our bank account, it is converted into digital form and stored in the bank's computer systems. This digital representation of our money can be accessed and transferred electronically through various means such as online banking, ATMs, and wire transfers. Therefore, our money exists in a digital form within the bank's systems, and we can access and use it electronically.

  • Were the electronic order data transmitted by the sender?

    Yes, the electronic order data were transmitted by the sender. The use of the past tense "were transmitted" indicates that the action of transmitting the data has already taken place. Therefore, it can be inferred that the sender successfully transmitted the electronic order data.

  • What destroys electronic devices?

    Electronic devices can be destroyed by a variety of factors, including water damage, overheating, power surges, physical impact, and exposure to dust or debris. Water damage is particularly harmful as it can cause short circuits and corrosion of internal components. Overheating can lead to damage to the device's circuitry and battery. Power surges can also cause irreparable damage to electronic devices by overwhelming their internal components.

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  • The Creator Mindset: 92 Tools to Unlock the Secrets to Innovation, Growth, and Sustainability
    The Creator Mindset: 92 Tools to Unlock the Secrets to Innovation, Growth, and Sustainability

    Learn proven methods for unleashing creativity in any business, awaken the long dormant creativity in yourself-and every employeeIn a world that is dominated by analytical thinking, The Creator Mindset activates a long dormant part of the brain: creativity. This is the unexpected missing ingredient between where you are today and why you are not yet an industry leader of tomorrow. In his groundbreaking new book, innovation guru Nir Bashan shows you how to use creativity as a tool, in much the same way we use Excel spreadsheets and data analysis.He provides the knowledge, insight, and guidance for inspiring and training your company and employees into making creativity a part of everything they do. Organized into four sections-What Is the Creator Mindset?, Why the Creator Mindset and Why Now?, Using the Creator Mindset, and Sustaining Your Creator Mindset-The Creator Mindset helps you create an organizational culture where people overcome self-doubt, approach creativity from a "process" standpoint, and use creativity to solve problems.

    Price: 21.99 £ | Shipping*: 3.99 £
  • Electronic Digital Caliper
    Electronic Digital Caliper

    Electronic Digital Caliper

    Price: 5.10 € | Shipping*: 0.14 €
  • Electronic Digital Caliper
    Electronic Digital Caliper

    Electronic Digital Caliper

    Price: 3.90 € | Shipping*: 1.99 €
  • Electronic Digital Caliper
    Electronic Digital Caliper

    Electronic Digital Caliper

    Price: 3.90 € | Shipping*: 1.99 €
  • What are electronic whiteboards?

    Electronic whiteboards, also known as interactive whiteboards, are large display screens that can be connected to a computer and used for presentations, teaching, and collaboration. They allow users to interact with the content on the screen using a stylus or their fingers, and can also be used to annotate, draw, and manipulate digital content. Electronic whiteboards are often used in educational settings, boardrooms, and other collaborative environments to enhance engagement and communication. They can also be used to save and share the content created during a session.

  • What does electronic mean?

    Electronic refers to devices, systems, or technology that operates using electricity or electrical signals. This can include a wide range of products such as computers, smartphones, televisions, and other gadgets. Electronic devices typically rely on the manipulation of electrical currents to perform various functions, such as processing information, transmitting data, or producing sound or images. The term "electronic" is often used to distinguish these types of devices from mechanical or manual ones.

  • What is electronic music?

    Electronic music is a genre of music that is created using electronic devices and technology, such as synthesizers, drum machines, and computers. It often features repetitive beats, synthesized sounds, and digital effects. Electronic music can encompass a wide range of styles, including techno, house, dubstep, and ambient, and has been a significant influence on popular music since the 20th century. It is known for its innovative and experimental approach to sound production and has become a prominent genre in contemporary music.

  • Subsidiary of Electronic Arts

    A subsidiary of Electronic Arts is a company that is owned and controlled by Electronic Arts. This means that Electronic Arts holds a majority stake in the subsidiary and has the authority to make decisions for the subsidiary. Subsidiaries of Electronic Arts may operate independently or as part of a larger network of companies within the Electronic Arts corporate structure. These subsidiaries may be involved in various aspects of the gaming industry, such as game development, publishing, or technology services.

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