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The join of a geographical situation display system and a platform independent C2 information system
(2000)
The Last Sketch
(2021)
Das Projekt thematisiert, in Form eines Animationsfilms, den Umgang eines Vaters mit dem Tod seines Kindes
und den Versuch den Weg zurück zu sich selbst und ins Leben zu finden.
Das Ziel war es die Emotionen der Schauspieler in einen Animationsfilm authentisch zu implementieren. Um den Animationsfilm situationsgerecht erzählen zu können, wurde das Verständnis für Trauer in den Vordergrund gestellt.
Dazu wurden digitale Drehs durchgeführt und viele Bereiche der 3D Gestaltung angewendet.
Viele der Betroffenen erleben besonders in den ersten Tagen nach dem Verlust ihres Kindes nicht das notwendige Verständnis für ihre Trauer.
Diese Projektarbeit möchte aufzeigen, wie unterschiedlich Menschen trauern und wie sie sich in ihrer Verschiedenheit verlieren können,
besonders wenn es um das gemeinsame Kind geht.
Wenn ein Kind im Sterben liegt, steht für die Eltern sein Wohlbefinden an erster Stelle. Sie wollen alles richtig machen.
Der Protagonist des Films (Teo) und seine Frau Mia haben jedoch unterschiedliche Vorstellung davon, was das Richtige ist und auch nach dem
Tod ihres Kindes haben sie unterschiedliche Bewältigungsstrategien, um mit diesem Schicksalsschlag umzugehen.
Einer der Gründe, warum 80% der Ehepaare sich nach so einem Schicksalsschlag trennen liegt in genau dieser Problematik, weswegen es wichtig ist, diese Thematik zu beleuchten.
The longitudinal voltage of cable tubes with a screening mesh caused by partial lightning currents
(1989)
The motion aftereffect is a perceptual phenomenon which has been extensively investigated both psychologically and physiologically. Neuroimaging techniques have recently demonstrated that area V5/MT is activated during the perception of this illusion. The aim of this study was to test the hypothesis if a more broadly distributed network of brain regions subserves the motion aftereffect. To identify the neuronal structures involved in the perception of the motion aftereffect, regional cerebral blood flow (rCBF) measurements with positron emission tomography were performed in six normal volunteers. Data were analysed using SPM96. The motion-sensitive visual areas including area V5/MT were activated in both hemispheres. Additionally, the lateral parietal cortex bilaterally, the right dorsolateral prefrontal cortex, the anterior cingulate cortex and the left cerebellum showed significant increases in rCBF values during the experience of the waterfall illusion. In a further reference condition with identical attentional demand but no perception of a motion aftereffect elevated rCBF were found in these regions as well. In conclusion, our findings support the notion that the perceptual illusion of motion arises exclusively in the motion-sensitive visual area V5/MT. In addition, a more widespread network of brain regions including the prefrontal and parietal cortex is activated during the waterfall illusion which represents a non-motion aftereffect-specific subset of brain areas but is involved in more basic attentional processing and cognition.
Competence Developing Games (CDGs) are a new concept of how to think about games with serious intentions. In order to emphasize on this topic, a new framework has been developed. It basically relies on learning and motivation theories. This ‘motivational Competence Developing Game Framework’ demonstrates how it is possible to use these theories in a CDG development process. The theoretical derivation and use of the framework is explained in this paper.
A network of brain areas is expected to be involved in supporting the motion aftereffect. The most active components of this network were determined by means of an fMRI study of nine subjects exposed to a visual stimulus of moving bars producing the effect. Across the subjects, common areas were identified during various stages of the effect, as well as networks of areas specific to a single stage. In addition to the well-known motion-sensitive area MT the prefrontal brain areas BA44 and 47 and the cingulate gyrus, as well as posterior sites such as BA37 and BA40, were important components during the period of the motion aftereffect experience. They appear to be involved in control circuitry for selecting which of a number of processing styles is appropriate. The experimental fMRI results of the activation levels and their time courses for the various areas are explored. Correlation analysis shows that there are effectively two separate and weakly coupled networks involved in the total process. Implications of the results for awareness of the effect itself are briefly considered in the final discussion.