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Magnetism 3D
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Wins
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10 User Licence |
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30 User Licence |
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Magnetic Field Simulator
Similar to Electrostatics 3D, Magnetism 3D is an
interactive software program that allows students to study
magnetic fields using a variety of stunning visualization
methods. Magnetism 3D utilizes colorful two-dimensional
and three-dimensional graphics to display the magnetic
field for current-carrying straight wires,
current-carrying wire loops, solenoids, and permanent
magnets.
The three-dimensional graphics can be
rotated in space about multiple axes for a true 3D
perspective! The user is provided with a wide variety of
simple to use tools that permit any desired configuration
comprised of any number of objects to be created
on-screen. Simply click the desired object from the
toolbar, input the chosen parameters, and position the
object on-screen.
Software Features:
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View 2D & 3D magnetic field lines.
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Choose from a variety of magnetic field
generating objects that may be used in any combination
including: current-carrying straight wires,
current-carrying wire loops, solenoids (with or without
an iron core), and permanent magnets.
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All objects can be customized by
inputting values such as current, length, radius, loops
per centimeter..
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View options include: 3D space, 3D
topographic mapping, 2D surface, 2D color-coded mapping
& linear integral convolution, and 2D iron filings.
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Option to display on-screen magnetic
field vectors indicating individual contributions from
various objects and net magnetic field for any location.
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Numeric display indicates strength of
magnetic field at any location.
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Option to display the path of a charged
particle as it moves under the influence of the magnetic
field. Select the charged particle's mass, charge and
velocity.
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Capability to explore Ampere’s law by
drawing a closed path with the amount of current passing
through the enclosed surface automatically calculated.
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Designed for both high school and
college physics courses.
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System
Requirements: Windows
95/98/NT/2000/Me/XP, 486 or Pentium class processor, 16MB RAM. |
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After completing these activities,
students should:
- Use graphical methods to represent distance travelled,
displacement, speed, velocity and acceleration.
- Find the distance travelled by calculating the area under a speed-time graph.
- Use the slope of a displacement-time graph to find velocity and
the slope of a distance-time graph to find speed.
- Use the slope of a velocity-time graph to find acceleration.
- Explain how the four equations of motion are derived from the
definitions of average velocity and acceleration.
- Solve problems using equations of motion.
- Qualitatively describe the motion of an object falling or being
projected vertically in terms of displacement, velocity,
acceleration and force.
- Calculate displacement and velocity at any given time for an
object falling or being projected vertically.
- Calculate the time needed to reach any given point for an object
falling or being projected vertically.
- Qualitatively describe the motion of objects projected
horizontally and at an angle to the horizontal, in terms of
displacement, velocity, acceleration and force.
- Calculate horizontal and vertical displacement and velocity for
objects projected horizontally.
- Calculate horizontal and vertical displacement and velocity for
objects projected at an angle.
Lesson: Motion Graphs
These activities allow motion to be visualised in different ways.
Vehicles move across the screen, showing uniform and accelerated
motion. Their motion can be recorded as a pattern of dots (as produced
by ticker-timers) and as graphs.
Lesson: Equations of Motion
The activities explain derivations, provide worked examples that
can be stepped through, and supply problems to solve with model
answers so that working can be compared.
Lesson: Vertical Motion
These activities use interactive animations to model the motion of
objects falling or being projected vertically upwards and acted on by
gravity only. Various features of the model can be controlled and a
wide range of display options may be selected, providing access to
information about displacement, velocity, acceleration and force at
different times during the motion. Vectors and graphs of the motion
can be displayed, and appropriate versions of the equations of motion
for the scenario can be investigated.
Lesson: Projectile Motion
These activities investigate the projection of objects. The paths
of projected balls and cannonballs are explored through animated
simulations in which the speed of projection can be controlled, images
showing how motion changes can be displayed, and vectors, graphs and
formulae relevant to the motion selected can also be viewed. These
features allow students to observe how each quantity of the motion
varies and to relate the quantities to each other to see why that
variation occurs. The animations allow students to make calculations
of the motion and compare their answers with the motion as shown in the simulation.
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System Requirements:
Windows
Pentium III class processor; Windows 95, 98, Me, NT 4.0, 200 & XP;
600MHz processor; 128 MB RAM; sound card; video display at 1024 x
768 resolution; 32 bit colour; 3D acceleration. |
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Unlimited User Licence |
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Comprehensive
software library of physical science simulations designed to provide
a highly-investigative learning environment for students at a
variety of levels
Exploration of Physical
Science: Simulation Library Vol. II is a vast collection of 100
computer simulations encompassing a full-range of physical science
topics. Developed by Dr. Carroll and Dr. Amiri of Weber State
University, the software program utilizes a conceptual approach to
teach physical science principles. The simulations are categorized
into three learning levels: 1) introductory, 2) intermediate,
and 3) advanced; addressing the needs of introductory physical
science, high school physics, and college physics courses. The
multi-level learning feature gives the software package a great deal
of flexibility to meet a wide range of student needs. The Simulation
Library Vol. II collection significantly broadens the scope of
the Volume I collection.
Each simulation re-creates
a real world physical event, with the student given full control
over the relevant experimental variables. Experimental parameters
are easily manipulated using an assortment of slider controls;
physical behaviours are animated on-screen using graphics that
employ rich colour and depth; and physical quantities are displayed
using digital readouts, graphs, and histograms. Each simulation has
a readily accessible help screen providing information on using the
simulation.
The vast collection of
simulations may be used in a variety of ways: (1) as an instructor
lecture aid for demonstration purposes in front of the classroom,
(2) for student use as a computer-based lab activity. Exploration
of Physical Science simulations can be used to introduce
a physical science concept, or serve nicely to reinforce and extend
a lab (involving apparatus) that has already been performed.
The ready-to-run simulations and highly intuitive interface
allows first time users to immediately use the simulations and begin
exploring with no preliminary time investment - essentially
providing a ready to go lab experience.
Simulations
Contained in Volume 2
Forces and Motion - A
car’s linear velocity and acceleration graphs; Racing cars:
Distance, velocity, and acceleration; Galileo’s experiment:
Falling and air resistance; Velocity and acceleration of a falling
ball; Falling balls with air resistance; Free fall: Independence of
velocity components; Throwing a banana to a falling monkey;
Projectile motion: Horizontal and vertical motion; Projectile motion
and acceleration; Trajectory of a ball with air resistance;
Newton’s 1st law: Puck on moving ice sheet; Newton’s 2nd law: A
dogsled race; Static and kinetic friction; Skidding cars and
stopping distances; Air resistance with one parachute; Air
resistance with two racing parachutes; Newton’s 3rd law: Two
astronauts playing catch; Newton’s 3rd law: Rocket propulsion; Centre
of mass of a drawn figure; Balancing people on a seesaw; Circular
motion of a car on a race track; Circular motion of a sling: Tension
and gravity; Angular momentum on a merry-go-round
Momentum and Energy -
Jumping from a cart: Conservation of momentum; Inelastic car crash
in two-dimensions; Energy conservation of a falling ball; Energy
conservation on a loop-the-loop; Energy conservation of a pendulum;
Energy conservation of a mass on a spring; Bouncing balls and the
coefficient of restitution; Elastic & inelastic colliding balls
in one-dimension; Colliding balls in two-dimensions; Energy
conservation of a bungee jumper; Effect of friction on a car rolling
on inclined surfaces; Effects of friction/air resistance on skiing
snowman
Thermodynamics - The
three phases of water and latent heat; The ideal gas law;
Temperature, speed, and kinetic energy; The distribution of
molecular speeds in a gas; Mixing in a box of gas particles; Entropy
and the 2nd law of thermodynamics
Vibrations, Waves and
Sounds - Simple harmonic motion and the sine function; Simple
harmonic and circular motion; Resonance of a damped, driven mass on
a spring; Normal modes: Two masses connected by springs; Wave
addition: Frequency, phase, and amplitude; The superposition of
waves on a rope; Standing waves & harmonics: Strings/Organ
Pipes; The superposition of sound waves; The Doppler effect and
sonic booms; Ripple tank interference
Electricity and
Magnetism - Static electric charges on a hanging pith ball;
Charging and discharging an electroscope; Electric field lines and
vectors; Trajectory of a test charge in an electric field; A light
bulb and battery; Electric circuits and Ohm’s law; Measurements of
series and parallel circuits; The magnetic field of bar magnets; The
magnetic field of a wire and solenoid; A proton in the Earth’s
magnetic field; Magnetic force on a current-carrying wire; Electric
dipole radiation
Light and Optics -
Fizeau’s experiment and the speed of light; The polarization of
light and polarizing filters; The refraction of waves at a boundary;
The refraction of light by prisms and raindrops; Additive and
subtractive mixing of colours; Light rays and the formation of a
real image; Ray tracing: Lenses and mirrors (5 simulations);
Single-slit diffraction of light; Interference of light waves from
two slits; Double-slit interference and diffraction patterns
Relativity - The
Michelson-Morley experiment; Relativity and simultaneity for a moving train
Length contraction; Time dilation; Racing trains: Newton’s vs.
Einstein’s mechanics
Modern Physics -
Radioactive decay; The photoelectric effect: Measuring 5 metals;
Double-slit electron interference; Three models of the atom; The
atomic nucleus and Rutherford’s experiment; Measurements of the
quantum atom; The structure of matter: A salt crystal; The chemical bond
Astronomy -
Retrograde motion in geocentric/heliocentric systems, Planetary
motion: Kepler’s laws, The motion of a satellite orbiting Earth
Chaos and Fractals -
Motion of a chaotic pendulum, Sierpinski triangle; Pythagorean Tree
Fluids - Measuring
pressure in liquids; Mass, volume, density, and buoyancy
| System
Requirements: Windows:
Windows
95/98/NT/2000/Me/XP, 486 or Pentium class processor, 16MB RAM.
Macintosh:
Mac OS 7.1 or higher, 68040/33 MHz processor, or higher (Mac
OS 7.5 or higher for PowerPC). |
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Amusement Park Physics
-
Wins
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Single User |
Shipped in 7 days |
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10 User Licence |
Shipped in 7 days |
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30 User Licence |
Shipped in 7 days |
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Digitised
Video Collection and Motion Analysis
Amusement Park Physics is a complete stand-alone software
program that includes everything needed for detailed motion analysis
of a wide variety of amusement park rides. The package includes a
comprehensive collection of digitally imaged amusement park rides
taken from a variety of amusement parks across the United States.
Motion analysis in performed using World-in-Motion software -
now included with the package.
With Amusement Park Physics, students can investigate the
exciting real world physics of amusement park rides. Having gathered
position-time data from a number of frames in the digitised video
clip, the motion of the ride can be fully studied: time,
displacement, velocity, acceleration, momentum, force, and energy
can all be readily measured. Students can discover the magnitude of
acceleration, or “g’s”, experienced by riders; a roller
coaster’s conversion of gravitational potential energy into
kinetic energy; and the role of centripetal forces on the motion of
rotating rides.
In addition to studying amusement park rides, use World-in-Motion
to analyze your own video clips. With World-in-Motion,
virtually any motion event that can be captured with a camcorder can
be brought into the software for motion analysis, including
one-dimensional, two-dimensional, circular, oscillatory and
rotational motion.
- Amusement park rides from numerous amusement parks across the
United States, including Six Flags Magic Mountain in California,
Six Flags Great America in Illinois, Valley Fair in Minnesota,
and Six Flags over Texas.
- Ideally suited as a preparation or follow-up activity for
Amusement Park Physics Day.
- High quality digitised clips at full screen resolution (640 x
480).
- Motion Analysis Software included.
- Includes teacher guide with student activity sheets.
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System
Requirements: Windows
95/98/NT/2000/Me/XP, 486 or Pentium class processor, 16MB RAM. |
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After completing these activities,
students should:
- Outline the relationship between speed, velocity, acceleration
and force for various combinations of forces.
- Explain what is meant by 'resultant force' and understand its
relationship to acceleration. Give the meaning of 'acceleration'.
- Explain how variations in forces and masses can affect
acceleration both in situations where friction is operating and in
those when it is not.
- Describe the effect of frictional force on motion.
- Understand the relationship between speed, velocity,
acceleration and force for various combinations of forces.
- Know what is meant by 'resultant force' and understand its
relationship to acceleration.
- Know the meaning of 'acceleration'.
- Be able to explain how variations in forces and masses can
affect acceleration both in situations where friction is operating
and when it is not.
- Understand the effect of frictional force on motion.
- Be able to state each of Newton 's laws of motion.
- Be able to define, recall and use (linear) momentum as the
product of mass and velocity.
- Be able to define force as the rate of change of momentum, and
use this definition in situations where mass is constant.
- State the principle of conservation of momentum.
- Use the principle of conservation of momentum in simple
applications, including elastic and inelastic interactions between
two bodies in one dimension, and separation of an initially
stationary body into two parts.
Lesson: Force, Mass and Acceleration
These activities provide animated screens that present opportunities
to investigate forces that act and the sort of motion which will
result in a range of scenarios. They provide an interactive means of
studying practical examples of the physical principles that are
expressed in Newton 's first and second laws, rather than
concentrating on formal statements. The activities also provide
practice in the use of the laws to analyse motion.
Lesson: Newton's Laws of Motion
Detailed definitions of Newton 's laws of motion are given
and a number of different interactive scenarios are then presented to
explore the practical implications of each law.
Lesson: Vertical Motion
These activities allow momentum to be examined. Interactive
screens with animated graphics enable students to explore collisions
and explosions involving two toy trucks. Students can manipulate mass,
velocity, elasticity and energy to investigate how altering these
variables affects the results. In this way, they can obtain a solid
qualitative grasp of how bodies collide. Studying the values of
momentum and kinetic energy extends this to a quantitative
understanding, which allows the outcome of an event to be predicted
mathematically.
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System Requirements:
Windows
Pentium III class processor; Windows 95, 98, Me, NT 4.0, 200 & XP;
600MHz processor; 128 MB RAM; sound card; video display at 1024 x
768 resolution; 32 bit colour; 3D acceleration. |
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