959 resultados para Deficiente da audição
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Therapistsʼ process notes - written descriptions of a session produced shortly afterwards from memory - hold a significant role in child and adolescent psychoanalytic psychotherapy. They are central in training, in supervision, and in developing oneʼs understanding through selfsupervision and forms of psychotherapy research. This thesis examines such process notes through a comparison with audio recordings of the same sessions. In so doing, it aims to generate theory that might illuminate the causes of significantly patterned discrepancies between the notes and recordings, in order to understand more about the processes at work in psychoanalytic psychotherapy and to explore the nature of process notes, their values and limitations. The literature searches conducted revealed limited relevant studies. All identified studies that compare process notes with recordings of sessions seek to quantify the differences between the two forms of recording. Unlike these, this thesis explores the meaning of the differences between process notes and recordings through qualitative data analysis. Using psychoanalytically informed grounded theory, in total nine sets of process notes and recordings from three different psychoanalytic psychotherapists are analysed. The analysis identifies eight core categories of findings. Initial theories are developed from these categories, most significantly concerning the role and influence of a ʻcore transference dynamicʼ between therapist and patient. Further theory is developed on the nature and function of process notes as a means for the therapistʼs conscious and unconscious processing of the session, as well as on the nature of the influence of the relationships – both internal and external – within which they are written. In the light of the findings, a proposal is made for a new approach for learning about the patient and clinical work, ʻthe comparison methodʼ (supervision involving a comparison of process notes and recordings), and, in particular, for its inclusion within the training of psychoanalytic psychotherapists. Further recommendations for research are also made.
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El objetivo de la presente investigación es argumentar una acción pública que permita el control constitucional de las omisiones legislativas absolutas. Para lograr dicha finalidad se investigara el desarrollo jurisprudencial que ha tenido la omisión legislativa absoluta en Colombia, se establecerán las razones jurídicas mediante las cuales la Corte Constitucional Colombiana se ha declarado incompetente para conocer de las acciones de inconstitucionalidad por omisión legislativa absoluta, se indagara el desarrollo jurídico que ha tenido la omisión legislativa absoluta en el derecho comparado y por último se determinaran los fundamentos jurídicos que posibiliten la existencia de la acción de inconstitucionalidad por omisión legislativa absoluta en el ordenamiento jurídico colombiano.
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This article discusses the potential of audio games based on the evaluation of three projects: a story-driven audio role-playing game (RPG), an interactive audiobook with RPG elements, and a set of casual sound-based games. The potential is understood, both in popularity and playability terms. The first factor is connected to the degree of players’ interest, while the second one to the degree of their engagement in sound-based game worlds. Although presented projects are embedded within the landscape of past and contemporary audio games and gaming platforms, the authors reach into the near future, concluding with possible development directions for this non-visual interactive entertainment.
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This article introduces the genre of a digital audio game and discusses selected play interaction solutions implemented in the Audio Game Hub, a prototype designed and evaluated in the years 2014 and 2015 at the Gamification Lab at Leuphana University Lüneburg.1 The Audio Game Hub constitutes a set of familiar playful activities (aiming at a target, reflex-based reacting to sound signals, labyrinth exploration) and casual games (e.g. Tetris, Memory) adapted to the digital medium and converted into the audio sphere, where the player is guided predominantly or solely by sound. The authors will discuss the design questions raised at early stages of the project, and confront them with the results of user experience testing performed on two groups of sighted and one group of visually impaired gamers.
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SILVA, Alexandre Reche e. LAUDMUS: rumo à implantação e gerenciamento de uma lista de audição musical online. In: ENCONTRO REGIONAL DA ABEM NORDESTE (Associação Brasileira de Educação Musical), 9, Natal, RN, 2010. Anais eletronicos... Natal, RN, 2010.Trabalho Completo. Disponivel em:
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There are many different designs for audio amplifiers. Class-D, or switching, amplifiers generate their output signal in the form of a high-frequency square wave of variable duty cycle (ratio of on time to off time). The square-wave nature of the output allows a particularly efficient output stage, with minimal losses. The output is ultimately filtered to remove components of the spectrum above the audio range. Mathematical models are derived here for a variety of related class-D amplifier designs that use negative feedback. These models use an asymptotic expansion in powers of a small parameter related to the ratio of typical audio frequencies to the switching frequency to develop a power series for the output component in the audio spectrum. These models confirm that there is a form of distortion intrinsic to such amplifier designs. The models also explain why two approaches used commercially succeed in largely eliminating this distortion; a new means of overcoming the intrinsic distortion is revealed by the analysis. Copyright (2006) Society for Industrial and Applied Mathematics
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Bogotá (Colombia) : Universidad de La Salle. Facultad de Ciencias de La Educación. Licenciatura en Lengua Castellana, Inglés y Francés
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Bei der Vermittlung geographischer Kompetenzen im Sachunterricht der Grundschule stellen Karten und andere visuelle Medien wichtige Lernmedien dar (vgl. Haubrich 2006, 174ff.). Der vorliegende Beitrag beschäftigt sich mit der Einbindung von audiovisuellen Medien in die Onlineplattform kidipedia. Dabei wird zunächst ein Überblick über aktuelle Möglichkeiten der Einbindung multimedialer Inhalte gegeben, bevor Erweiterungsmöglichkeiten mit dem Fokus auf geographische Inhalte skizziert werden. (DIPF/Orig.)
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Introdução: A música tem um papel importante na sociedade, assim como na audição. Pode, quando em excesso e a elevadas intensidades, causar danos no sistema auditivo; também, permite melhorar o desempenho do processamento auditivo tanto no desenvolvimento de capacidades como no abrandamento dos efeitos do envelhecimento no Sistema Nervoso Central. Objectivo: Este estudo teve como objectivo verificar se existem diferenças nos resultados do Teste Padrão de Frequência (TPF), dos Limiares Auditivos por via aérea e das Otoemissões Acústicas por Produtos de Distorção (OEAPD) entre os grupos controlo e de músicos, entre ouvidos nestes dois grupos e verificar se no grupo de músicos existem diferenças nos testes quanto aos ensaios e se se encontram correlações entre estes testes e variáveis, como o número de anos de prática, a classe de instrumentos tocada, o tempo de exposição semanal à prática musical, a idade de início da prática. Metodologia: Foram comparados dois grupos: grupo de músicos de música clássica do Conservatório de Música de Coimbra e grupo controlo de indivíduos sem prática musical. Resultados: Encontraram-se diferenças estatisticamente significativas entre os dois grupos, para todos os testes. Entre ouvidos, encontraram-se para os músicos diferenças estatisticamente significativas nos Limiares Auditivos e nas OEAPD, e nas OEAPD para o grupo controlo. Nos músicos encontraram-se correlações entre os anos de prática e o TPF e os Limiares Auditivos; e entre a idade de início da prática musical e o TPF. Conclusões: Perante os resultados pode-se concluir que a prática musical pode trazer aspectos positivos, melhorando as capacidades temporais do processamento auditivo e podendo assim privilegiar a facilidade de comunicação em situações difíceis, podendo ainda evitar-se os aspectos negativos tais como a perda auditiva.
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No existe en Cuenca un proyecto de investigación periodística y de producción audiovisual que indague, recopile y presente información sobre aquellas profesiones tradicionales heredadas a través del tiempo y que poco a poco se van perdiendo con miras a extinguirse completamente. Este proyecto, de cierta manera, puede ser innovador, ya que involucra dos áreas: comunicación audiovisual y redacción dentro del periodismo. Se involucran por el hecho de presentar información relevante, a través de un producto final, visual y escrito, que enseñe de quéforma estas profesiones son desarrolladas por diferentes actores humanos, sus contextos y sus procesos, con la intención de servir de apoyo investigativo cultural en el ámbito local y nacional.
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117 p.
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In this LBD, we present several Apps for playing while learning music or for learning music while playing. The core of all the games is based on the good performance of the real-time audio interaction algorithms developed by the ATIC group at Universidad de Ma ́laga (SPAIN).
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Notre mémoire prend en charge de re-conceptualiser notre nouvel environnement audio-visuel et l’expérience que nous en faisons. À l’ère du numérique et de la dissémination généralisée des images animées, nous circonscrivons une catégorie d’images que nous concevons comme la plus à même d’avoir un impact sur le développement humain. Nous les appelons des images-sons synchrono-photo-temporalisées. Plus spécifiquement, nous cherchons à mettre en lumière leur puissance d’affection et de contrôle en démontrant qu’elles ont une influence certaine sur le processus d’individuation, influence qui est grandement facilitée par l’isotopie structurelle qui existe entre le flux de conscience et leur flux d’écoulement. Par le biais des recherches de Bernard Stiegler, nous remarquons également l’important rôle que jouent l’attention et la mémoire dans le processus d’individuation. L’ensemble de notre réflexion nous fait réaliser à quel point le système d’éducation actuel québécois manque à sa tâche de formation citoyenne en ne dispensant pas un enseignement adéquat des images animées.
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Notre mémoire prend en charge de re-conceptualiser notre nouvel environnement audio-visuel et l’expérience que nous en faisons. À l’ère du numérique et de la dissémination généralisée des images animées, nous circonscrivons une catégorie d’images que nous concevons comme la plus à même d’avoir un impact sur le développement humain. Nous les appelons des images-sons synchrono-photo-temporalisées. Plus spécifiquement, nous cherchons à mettre en lumière leur puissance d’affection et de contrôle en démontrant qu’elles ont une influence certaine sur le processus d’individuation, influence qui est grandement facilitée par l’isotopie structurelle qui existe entre le flux de conscience et leur flux d’écoulement. Par le biais des recherches de Bernard Stiegler, nous remarquons également l’important rôle que jouent l’attention et la mémoire dans le processus d’individuation. L’ensemble de notre réflexion nous fait réaliser à quel point le système d’éducation actuel québécois manque à sa tâche de formation citoyenne en ne dispensant pas un enseignement adéquat des images animées.