The New Shop Class
Apress (Verlag)
978-1-4842-0905-9 (ISBN)
Get practical suggestions about how to use technologies like 3D printing, Arduino, and simple electronics
Learn how to stay a step ahead of the young makers in your life and how to encourage them in maker activities
Discover how engineers and scientists got their start, and how their mindsets mirror that of the maker
As an engineer and management consultant, Joan Horvath has coordinated first-of-a-kind interdisciplinary technical and business projects, helping people with no common vocabulary (startups, universities, small towns, etc). work together. Her experience as a systems engineer has spanned software development, spacecraft flight operations, risk management, and spacecraft/ground system test and contingency planning.As an educator, Joan’s passion is bringing science and technology to the non-specialist in a comprehensible and entertaining way that will stay with the learner for a lifetime. Rich Cameron is a cofounder of Pasadena-based Nonscriptum LLC. Nonscriptum consults for educational and scientific users in the areas of 3D printing and maker technologies. Rich (known online as “Whosawhatsis”) is an experienced open source developer who has been a key member of the RepRap 3D-printer development community for many years. His designs include the original spring/lever extruder mechanism used on many 3D printers, the RepRap Wallace, and the Deezmaker Bukito portable 3D printer. By building and modifying several of the early open source 3D printers to wrestle unprecedented performance out of them, he has become an expert at maximizing the print quality of filament-based printers. When he's not busy making every aspect of his own 3D printers better, from slicing software to firmware and hardware, he likes to share that knowledge and experience online so that he can help make everyone else’s printers better too.
Front Matter: Featuring a Foreword by Coco Kaleel, Mosa Kaleel, and Nancy Kaleel Part 1. The Technologies Chapter 1. 21st Century Shop Teacher Chapter 2. Arduino, Raspberry Pi, and Programming Physical Things Chapter 3. 3D Printing Chapter 4. Robots, Drones, and Other Things that Move Part 2. Applications and Communities Chapter 5. Makerspaces and Hackerspaces Chapter 6. Citizen Science and Open Source Labs Chapter 7. Cosplay, Wearable Tech and the Internet of Things Chapter 8. Circuits and Programming for Kids Chapter 9. Open Source Mindset and Community Chapter 10. Creating Female Makers Chapter 11. Making at a Community College and Beyond Part 3. How Scientists Get Started Chapter 12. Becoming a Scientist Chapter 13. How Do Scientists Think? Chapter 14. What Do Scientists Do All Day? Part 4. Tying It All Together Chapter 15. Learning by Iterating Chapter 16. Learning Science by Making Chapter 17. What Scientists Can Learn from Makers Appendix: Links
Zusatzinfo | 100 Illustrations, black and white; XXVI, 260 p. 100 illus. |
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Verlagsort | Berkley |
Sprache | englisch |
Maße | 178 x 254 mm |
Themenwelt | Sachbuch/Ratgeber ► Natur / Technik |
Informatik ► Grafik / Design ► Digitale Bildverarbeitung | |
Informatik ► Theorie / Studium ► Künstliche Intelligenz / Robotik | |
Informatik ► Weitere Themen ► Hardware | |
Naturwissenschaften | |
Technik | |
Schlagworte | Naturwissenschaftler • Wissenschaftler |
ISBN-10 | 1-4842-0905-2 / 1484209052 |
ISBN-13 | 978-1-4842-0905-9 / 9781484209059 |
Zustand | Neuware |
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