Books, Media

Image Part Number Description / PDF Quantity Rfq
9781680450323

9781680450323

O'Reilly Media, Inc.

BEST OF MAKE: VOLUME 2

8

9781449345228

9781449345228

O'Reilly Media, Inc.

MAKE: ANALOG SYNTHESIZERS

1

9781680452464

9781680452464

O'Reilly Media, Inc.

GETTING STARTED W/RASPBERRY PI

1

9781680453027

9781680453027

O'Reilly Media, Inc.

GETTING STARTED WITH THE MICRO:B

21

9781457187018

9781457187018

O'Reilly Media, Inc.

GETTING STARTED WITH THE PHOTON

3

9781449368104

9781449368104

O'Reilly Media, Inc.

MAKE: SENSORS

5

9781491939109

9781491939109

O'Reilly Media, Inc.

RASPBERRY PI COOKBOOK 2ND ED

0

9781449307073

9781449307073

O'Reilly Media, Inc.

MAKING THINGS SEE

1

9781457185946

9781457185946

O'Reilly Media, Inc.

GETTING STARTED WITH TRINKET

3

9781449333898

9781449333898

O'Reilly Media, Inc.

ENCYCLOPEDIA OF ELEC COMP V1

1

9781449392437

9781449392437

O'Reilly Media, Inc.

MAKING THINGS TALK (2ND EDITION)

1

9781457187858

9781457187858

O'Reilly Media, Inc.

MAKE: FPGAS

2

9781680452860

9781680452860

O'Reilly Media, Inc.

ELECTRONICS FOR YOUNG MAKERS BY

27

9781457187797

9781457187797

O'Reilly Media, Inc.

MAKE: ACTION

5

9781680451719

9781680451719

O'Reilly Media, Inc.

MAKE:DRONES TEACH ARDUINO TO FLY

1

9781680450262

9781680450262

O'Reilly Media, Inc.

MAKE: ELECTRONICS (2ND EDITION)

1

9781593276904

9781593276904

O'Reilly Media, Inc.

THE ARDUINO PROJECT HANDBOOK

6

9781680451054

9781680451054

O'Reilly Media, Inc.

MAKE IT GLOW

1

9781680451832

9781680451832

O'Reilly Media, Inc.

LINUX FOR MAKERS BY AARON NEWCOM

9

9781680454031

9781680454031

O'Reilly Media, Inc.

HOW TO USE A BREADBOARD BY SEAN

16

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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