Books, Media

Image Part Number Description / PDF Quantity Rfq
1259860388

1259860388

McGraw-Hill Education

BOOK: 3D PRINTER PROJECTS

0

0071755675

0071755675

McGraw-Hill Education

BOOK:15 DANGEROUSLY MAD PROJECTS

0

9780071832120

9780071832120

McGraw-Hill Education

BOOK: PROGRAMMING THE BEAGLEBONE

5

1259641635

1259641635

McGraw-Hill Education

BOOK: PROGRAMMING ARDUINO

9

1259587541

1259587541

McGraw-Hill Education

BOOK: PRACTICAL ELECTRONICS

1

1259861465

1259861465

McGraw-Hill Education

BOOK: DIY DRONES

0

1260143244

1260143244

McGraw-Hill Education

BOOK PROGRAMMING ARDUINO 2/E2019

4

1259587401

1259587401

McGraw-Hill Education

BOOK: PROGRAMMING RASPBERRY PI

9

1259640582

1259640582

McGraw-Hill Education

BOOK: RASP PI ELECT PROJECTS

2

125964376X

125964376X

McGraw-Hill Education

BOOK: PROGRAMMING FPGAS

1

0071790675

0071790675

McGraw-Hill Education

BOOK: TAB BOOK OF ARDUINO PROJ

4

0071835202

0071835202

McGraw-Hill Education

BOOK: THE INTERNET OF THINGS

8

1259644537

1259644537

McGraw-Hill Education

BOOK: PYTHON FOR MICROCONTROLLRS

1

0071844635

0071844635

McGraw-Hill Education

BOOK: FRITZING FOR INVENTORS

0

1259644251

1259644251

McGraw-Hill Education

BOOK: BIG BOOK OF MAKERSPACE

10

0071817727

0071817727

McGraw-Hill Education

BOOK: 30 ARDUINO PROJECTS

0

1259588335

1259588335

McGraw-Hill Education

BOOK: PROGRAM THE INTEL EDISON

0

007177596X

007177596X

McGraw-Hill Education

BOOK: ARDUINO + ANDROID PROJECTS

1

1260012204

1260012204

McGraw-Hill Education

BOOK: HACKING ELECTRONICS 2/E

0

0071830251

0071830251

McGraw-Hill Education

BOOK: PROGRAMMING ARDUINO

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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