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Themenzentrierte Interaktion im Unterricht mit Schülerinnen und Schülern mit Beeinträchtigung der körperlichen und motorischen EntwicklungTscheke, Jürgen 10 May 2012 (has links) (PDF)
Aus Beeinträchtigungen der körperlichen und motorischen Entwicklung können sich in Wechselwirkung mit gesellschaftlichen Interaktionsprozessen für die Betroffenen erschwerte Bedingungen für Entwicklung und Lernen ergeben. Moderne Unterrichtskonzepte insbesondere auf der Basis eines gemäßigt konstruktivistischen Theorieverständnisses unterstützen Persönlichkeitsentwicklung, Beziehungsgestaltung und inhaltliches Lernen gleichermaßen. Im pädagogisch-therapeutischen Konzept der Themenzentrierten Interaktion (TZI) nach Ruth C. Cohn wird ein didaktischer Zugang gesehen, der curriculare, persönliche, gruppendynamische und kontextuelle Aspekte des Unterrichts berücksichtigt. Auf der theoretischen Ebene wird nach Anschlussmöglichkeiten der TZI an existierende Unterrichtskonzepte gefragt.
Die empirische Studie nimmt Bezug zum Ansatz der Handlungsforschung. Für ein Schulhalbjahr erprobten drei Lehrerinnen und ein Lehrer gemeinsam mit 26 Schülerinnen und Schülern der Leipziger Schule für Körperbehinderte einen am Konzept der TZI orientierten Unterricht. Das „Mixed Methods-Design“ umfasste sowohl qualitative (Unterrichtsanalysen, problemzentrierte Interviews) als auch quantitative (testdiagnostische Erhebung des Selbstwertgefühls) Elemente. Es werden Möglichkeiten und Grenzen der Implementierung sowie mögliche Auswirkungen auf Schülerpersönlichkeit und Beziehungsqualität untersucht.
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Rigid, Melting, and Flowing FluidCarlson, Mark Thomas 29 October 2004 (has links)
This work focuses on the simulation of fluids as they transition between a solid and a liquid
state, and as they interact with rigid bodies in a realistic fashion. There is an underlying theme to
my work that I did not recognize until I examined my body of research as a whole. The equations
of motion that are generally considered appropriate only for liquids or gas can also be used to
model solids. Without adding extra constraints, one can model a solid simply as a fluid with a high
viscosity. Admittedly, this representation will only get you so far, but this simple representation can
create some very nice animations of objects that start as solids, and then melt into liquid over time.
Another way to represent solids with the fluid equations is to add extra constraints to the equations.
I use this representation in the parts of this work that focus on the two-way coupling of liquids with
rigid bodies. The coupling affects both how the liquid moves the rigid bodies, and how the rigid
bodies in turn affect the motion of the fluid. There are three components that are needed to allow
solids and fluids to interact: a rigid body solver, a fluid solver, and a mechanism for the coupling of
the two solvers.
The fluid solver used in this work was presented in [8]. This Melting and Flowing solver is
a fast and stable system for animating materials that melt, flow, and solidify. Examples of realworld
materials that exhibit these phenomena include melting candles, lava flow, the hardening of
cement, icicle formation, and limestone deposition. Key to this fluid solver is the idea that we can
plausibly simulate such phenomena by simply varying the viscosity inside a standard fluid solver,
treating solid and nearly-solid materials as very high viscosity fluids. The computational method
modifies the Marker-And-Cell algorithm [99] in order to rapidly simulate fluids with variable and
arbitrarily high viscosity. The modifications allow the viscosity of the material to change in space
and time according to variation in temperature, water content, or any other spatial variable. This
in turn allows different locations in the same continuous material to exhibit states ranging from the
absolute rigidity or slight bending of hardened wax to the splashing and sloshing of water.
The coupling that ties together the rigid body and fluid solvers was presented in [7], and is
known as the Rigid Fluid method. It is a technique for animating the interplay between rigid bodies
and viscous incompressible fluid with free surfaces. Distributed Lagrange multipliers are used to
ensure two-way coupling that generates realistic motion for both the solid objects and the fluid as
they interact with one another. The rigid fluid method is so named because the simulator treats
the rigid objects as if they were made of fluid. The rigidity of such an object is maintained by
identifying the region of the velocity field that is inside the object and constraining those velocities
to be rigid body motion. The rigid fluid method is straightforward to implement, incurs very little
computational overhead, and can be added as a bridge between current fluid simulators and rigid
body solvers. Many solid objects of different densities (e.g., wood or lead) can be combined in the
same animation.
The rigid body solver used in this work is the impulse based solver, with shock propagation
introduced by Guendelman et al. in [36]. The rigid body solver allows for collisions ranging from
completely elastic, where an object can bounce around forever without loss of energy, to completely
inelastic where all energy is spent in the collision. Static and dynamic frictional forces are also
incorporated. The details of this rigid body solver will not be discussed, but the small changes
needed to couple this solver to interact with fluid will be.
When simulating fluids, the fluid-air interface (free surface) is an important part of the simulation.
In [8], the free surface is modelled by a set of marker particles, and after running a simulation
we create detailed polygonal models of the fluid by splatting particles into a volumetric grid and
then render these models using ray tracing with sub-surface scattering. In [7], I model the free
surface with a particle level set technique [14]. The surface is then rendered by first extracting a triangulated
surface from the level set and then ray tracing that surface with the Persistence of Vision
Raytracer (http://povray.org).
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noneChiang, Tsung-jen 27 August 2004 (has links)
Since the mid-1980¡¦s, the delivery of social welfare services in developed
countries has follwed a diversification trend. The method of ¡§government-institued,
privately operated¡¨ social welfare services represnets one that has received higher
approval and been used more widly.
The ¡§government-instituted, privately operated¡¨method combines government
and private resources to create social welfare service institutions that are otherwise
less likely accomplished by either the government or the private sector alone. This
should be a good policy of social welfare services, but in the wake of the differences
in the position and role perspective of the two cooperating parties, division of labor
between the government sector and the private sector and expectation and collateral
interactions between the two parties show differences. Moreover, previous studies
focused on the investigation into the interactions between the government and the
private sector; they rarely dealt with how the service receivers in the
¡§government-instituted, privately operated¡¨ policy feel about the services. Third,
previous studies also paid more attention to the discussion of the interactions between
central government and nonprofit organizations at the national level. This study
focueses on the interactions between local governments that are disadvantaged as far
as resources available to them are concerned and regional small nonprofit
organizations.
This artcle is an explorative case research on ¡§A Family Workshop,¡¨ a
¡§government-instituted, privately operated¡¨ institution. The reseatcher conducted
in-depth interviews on the Labor Bureau of Kaohsiung County government, Fire
Phoenix Cultural and Educational Foundation, and the physically, mentally
handicapped students in the workshop, and conducted related literature review so as
to obtain depth discovery of the conducted related literature review so as to obtain
depth discovery of the interactions between the three parties. Finally, the researcher
put forth policy suggestions related with three aspects: government policy, assisting
interactions, and support.
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Physically Interactive Educational Game Design For Children: Defining Design PrinciplesInal, Yavuz 01 December 2011 (has links) (PDF)
Physically Interactive Games (PIGs) have emerged as a new game genre and
potential as an educational tool in classrooms. In PIGs, children are allowed to
interact with game environment and solving problems by using their bodily
movements and voices without using mouse or keyboard by being active physically
and cognitively. Designing PIGs is critical and difficult process because it is vital
that educational content and entertainment parts of a game should be balanced
properly considering interaction between children and game environment.
The current dissertation aims to explore principles of designing and
developing physically interactive educational games for children. Mainly, qualitative
data collection techniques were used in the study. Also, Reeves&rsquo / Development
Research Model was administered under the Design-Based Research.
Both Mathematics and Physical Education subjects were integrated within the
game environments. Totally four physically interactive games were designed and
developed. During the design and development phases, field experts, subject-matter
experts and children&rsquo / s expectations, needs and recommendations were taken into
account.
During the development phase, 5 teachers with 3 Mathematics and 2 Physical
Education teachers as subject matter experts participated to the study. Also, 10
v
children with 5 boys and 5 girls participated to the design phase. In the
implementation phase, 30 children with 17 boys and 13 girls participated in Pilot
Implementation and 50 children with 27 boys and 23 girls participated to the Final
Implementation phase.
The study revealed that camera screen was the main deterministic factor in
order to play physically interactive educational games properly. Girls and boys had
different considerations about the developed games. The bigger camera screen
physically interactive games had, the higher motivation children had during
gameplay. At the end of the study, design principles of physically interactive
educational games were defined.
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Search for people of physically disability intention to work in job market in KAOHSIUNGLee, Chung-Shiun 28 August 2002 (has links)
Abstract
Employing and exploiting his specialist are the most important for live.
From view of economy¡Bsociality¡Bfamily and disabled people ,vocational rehabilitation is very important job. How to promote to let disabled people have ability to work, and to help them in job market,which is important thing in handicapped weal policy.
This research¡¦s aim to know question for disabled people who intent to work in job market,and to discuss how to promote their work intention. This research synthesized a theory model for disabled people who intent to work, and provided a real intention to work construct for physically disability,and developed seven constructs for disabled people who intent to work. This research sampled from 303 physically disabilities and 207 non-disabled people in Kaohsiung, result as following:
1.Showing current employment statistics for disabled people in Kaohsiung
2.Physically disabilities are higher than non-disabled people in striving motivation,but are less work-intetion willing.
3. Physically disabilities are less than non-disabled people in striving motivation and intenting to wok.
4. Philosophy of job, handicapped life subsidy, cognizance of government policy are three major influent factors for physically disabilities who intent to work, family cares and interactives, predicated co-work construct are relative second influent factors.
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Resolution independent curved seams in clothing animation using a regular particle gridFoshee, Jacob Wesley 15 November 2004 (has links)
We present a method for representing seams in clothing animation, and its application
in simulation level of detail. Specifically we consider cloth represented as a regular
grid of particles connected by spring-dampers, and a seam specified by a closed set
of parametric trim curves in the cloth domain.
Conventional cloth animation requires the tessellation of seams so that they are
handled uniformly by the dynamics process. Our goal is a seam definition which
does not constrain the attached clothing panels to be of the same resolution, or even
constant resolution, while not being a hindrance to the dynamics process. We also
apply our seams to cloth defined on a regular grid, as opposed to the irregular meshes
commonly used with seams.
The determination of particles interior to the cloth panel can be done using wellknown
graphics operations such as scan-conversion. Due to the particle-based nature
of the simulation, the dynamics approach combines easily with existing implicit and
explicit methods.
Finally, because the seams are resolution independent, the particle density per
clothing panel can be adjusted as desired. This gives rise to a simple application
of the given seams approach illustrating how it may be used for simulation level of
detail.
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The incorporation of bubbles into a computer graphics fluid simulationGreenwood, Shannon Thomas 29 August 2005 (has links)
We present methods for incorporating bubbles into a photorealistc fluid simulation. Previous methods of fluid simulation in computer graphics do not include bubbles. Our system automatically creates bubbles, which are simulated on top of the fluid simulation. These bubbles are approximated by spheres and are rendered with the fluid to appear as one continuous surface. This enhances the overall realism of the appearance of a splashing fluid for computer graphics. Our methods leverage the particle level set representation of the fluid surface. We create bubbles from escaped marker particles from the outside to the inside. These marker particles might represent air that has been trapped within the fluid surface. Further, we detect when air is trapped in the fluid and create bubbles within this space. This gives the impression that the air pocket has become bubbles and is an inexpensive way to simulate the air trapped in air pockets. The results of the simulation are rendered with a raytracer that includes caustics. This allows the creation of photorealistic images. These images support our position that the simple addition of bubbles included in a fluid simulation creates results that are much more true to life.
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Physically based simulation of explosionsRoach, Matthew Douglas 29 August 2005 (has links)
This thesis describes a method for using physically based techniques to model an explosion and the resulting side effects. Explosions are some of the most visually exciting phenomena known to humankind and have become nearly ubiquitous in action films. A realistic computer simulation of this powerful event would be cheaper, quicker, and much less complicated than safely creating the real thing. The immense energy released by a detonation creates a discontinuous localized increase in pressure and temperature. Physicists and engineers have shown that the dissipation of this concentration of energy, which creates all the visible effects, adheres closely to the compressible Navier-Stokes equation. This program models the most noticeable of these results. In order to simulate the pressure and temperature changes in the environment, a three dimensional grid is placed throughout the area around the detonation and a discretized version of the Navier-Stokes equation is applied to the resulting voxels. Objects in the scene are represented as rigid bodies that are animated by the forces created by varying pressure on their hulls. Fireballs, perhaps the most awe-inspiring side effects of an explosion, are simulated using massless particles that flow out from the center of the blast and follow the currents created by the dissipating pressure. The results can then be brought into Maya for evaluation and tweaking.
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View dependent fluid dynamicsBarran, Brian Arthur 16 August 2006 (has links)
This thesis presents a method for simulating fluids on a view dependent grid structure to
exploit level-of-detail with distance to the viewer. Current computer graphics techniques,
such as the Stable Fluid and Particle Level Set methods, are modified to support a nonuniform
simulation grid. In addition, infinite fluid boundary conditions are introduced that
allow fluid to flow freely into or out of the simulation domain to achieve the effect of
large, boundary free bodies of fluid. Finally, a physically based rendering method known
as photon mapping is used in conjunction with ray tracing to generate realistic images of
water with caustics. These methods were implemented as a C++ application framework
capable of simulating and rendering fluid in a variety of user-defined coordinate systems.
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Working with physically handicapped adolescents : a holistic approach.Wong, Sin-fan, Phyllis, January 1900 (has links)
Thesis (M.S.W.)--University of Hong Kong, 1979.
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