Books, Media

Image Part Number Description / PDF Quantity Rfq
2603

2603

Adafruit

EXPLORING ARDUINO: TOOLS & TECH

0

SWG-11063

SWG-11063

SparkFun

SFE PROJECT NOTEBOOK - 10" X 7.

0

A000035

A000035

Genuino (Arduino)

BOOK GETTING STARTED W/ARDUINO

0

70019

70019

Parallax, Inc.

BOOK NUTS&VOLTS BASIC STAMPS #6

0

BOK-11135

BOK-11135

SparkFun

MAKING ANDROID ACCESSORIES WITH

0

GAN FET BOOK-WIPO

GAN FET BOOK-WIPO

EPC

TEXT WIRELESS POWER HANDBOOK

0

BOK-13220

BOK-13220

SparkFun

BUILDING OPEN SOURCE HARDWARE

0

B000002

B000002

Genuino (Arduino)

BOOK MAKING THINGS TALK, 2ND ED

0

B000001

B000001

Genuino (Arduino)

BOOK GETTING STARTED W/ARDUINO

0

90001265-88

90001265-88

Digi

BOOK BUILDING WIRELESS SENS NTWK

0

27220

27220

Parallax, Inc.

BOOK STAMPWORKS

0

9781593276676

9781593276676

O'Reilly Media, Inc.

MAKERS GUIDE ZOMBIE APOCALYPSE

0

27403

27403

Parallax, Inc.

GUIDE APP ROBOTCS W/SUMOBOT V1.0

0

9781449320560

9781449320560

O'Reilly Media, Inc.

MAKER'S NOTEBOOK

0

BOK-13232

BOK-13232

SparkFun

SUPER-AWESOME SYLVIAAE S SUPER-A

0

30337A

30337A

Roving Networks / Microchip Technology

IC PRODUCT SPEC DATA SHEET 16C74

0

593-006

593-006

Digilent, Inc.

THE ZYNQ BOOK

0

ARX-SSB

ARX-SSB

Global Specialties

ARX STUDENT BOOK

0

A000036

A000036

Genuino (Arduino)

BOOK MAKING THINGS TALK ARDUINO

0

122-32000

122-32000

Parallax, Inc.

MANUAL PROPELLER

0

Books, Media

1. Overview

Maker/DIY refers to tools, kits, and platforms enabling users to create, modify, or repair physical or digital products. It emphasizes hands-on learning and innovation through electronics, robotics, 3D printing, and programming.

Educational Books are structured learning resources combining pedagogical theory with practical exercises, designed for skill development in STEM, arts, and professional fields.

Media encompasses digital or physical content (videos, simulations, AR/VR) delivering interactive learning experiences. These technologies democratize education and accelerate prototyping in modern industries.

2. Main Types and Functional Classification

TypeFunctionalityApplication Example
Mechanical KitsPhysical assembly of gears, motors, and structures3D-printed robotics arms
Programming KitsCode-to-hardware integration for microcontrollersArduino-based sensors
Interactive BooksAugmented reality (AR) overlays on printed materialsChemistry textbooks with molecular simulations
Educational MediaStreaming platforms with AI-driven assessmentsOnline coding bootcamps

3. Structure and Components

Maker/DIY: Modular PCBs, GPIO pins, sensors (temperature, motion), actuators, and open-source firmware.

Educational Books: Hybrid print-digital formats with QR codes, embedded videos, and cloud-based labs.

Media: Software frameworks (Unity/Unreal Engine), codecs (H.265, VP9), and user interaction modules (JavaScript APIs).

4. Key Technical Specifications

ParameterImportance
Compatibility (e.g., Raspberry Pi 4 vs. Arduino Uno)Determines hardware/software integration flexibility
Resolution (Media: 4K vs. 1080p)Affects visual learning clarity
Latency (Interactive Platforms)Impacts real-time feedback quality
Battery Life (Portable Kits)Dictates usability in field environments

5. Application Fields

  • Education: K-12 coding labs, university engineering projects
  • Industry: Prototyping for IoT devices, rapid manufacturing
  • Healthcare: VR-based surgical training modules
  • Entertainment: DIY game development kits

6. Leading Manufacturers and Products

ManufacturerProduct
Adafruit IndustriesCircuit Playground Express
O'Reilly Media"Hands-On Machine Learning" book series
CourseraGoogle IT Support Professional Certificate
MakeblockMechanical Arm Add-on for Arduino

7. Selection Recommendations

Consider:

  • Budget vs. scalability (e.g., Arduino vs. BeagleBone)
  • Content depth for books (peer-reviewed vs. self-published)
  • Media interactivity (gamification features, offline access)
  • Community support (GitHub repositories, forums)

8. Industry Trends

Key trends include:

  • AI integration in DIY kits for autonomous robotics
  • Expansion of Web3D/AR textbooks for immersive STEM learning
  • Hybrid media platforms combining VR with tactile feedback
  • Open-source hardware reducing R&D costs by 40% (Source: IEEE, 2023)
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