2 resultados para Interação gene-ambiente

em Universidade Federal de Uberlândia


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This dissertation will be marked by our proposal to hold a theoretical perspective to the classical mind-body problem, and more precisely for the defense of the idea that consciousness (or conscious mind) emerges from the interaction and integration relationships between body proper, brain and environment. This purpose will lead us to assume an alternative position with respect to the more traditional perspectives to the mind-body problem, ie an alternative perspective not only in relation to the dualistics forms of mind-body, but also in regards to the reductive physicalists, which usually reduces mind to brain. Aiming to support a position that both avoid the idea that mind and body are distinct substances and the theory that the brain explains the consciousness in its totality, we will dedicate an important part of this work to explain how the structure of consciousness depends significantly of the body proper and the bodily information mechanisms as well as the environment and the physiological mechanisms through which we place ourselves in space, in front of us and the other bodies (organic and inorganic). Given that the relationship between brain, body and environment involves different mental levels — from the most primitive and unconscious mental mechanisms until conscious and sophisticated levels — we will proceed to the task of assuming a model to explain in what sense these levels contribute to that our instincts and the most sophisticated dimensions of our mental life are part of the one and the same process, which is why we will structure our argument from the ideia that mind, self, and consciousness are the different hierarchical levels which make up the totality of our psychic life and therefore organic one. Imbued with this conceptual approach, we will advance to the focus of this work, namely the reasons that will lead us to give a prominent role to the body proper and the environment in the constitution of the conscious mind, or even the reasons that will lead us to defend the thesis according to which we are embodied and situated, as well as the reasons that will lead us to reject the theoretical positions that dichotomize man and world. In order to support the thesis that we are embodied and situated, and therefore with the purpose of overcoming the theoretical paradigms that dichotomize consciousness and world, we will turn out to the authors and the perspectives we believe to be more successful in this endeavor, including the phenomenological approaches to bodily self-consciousness, the enactivists perspectives and the researches dedicated to mapping the interaction and integration relationships between brain, body and environment. To achieve our goals, the dissertation will be divided into two chapters: the first chapter will emphasize in what way the structuring of consciousness depends on the body proper and the environment, while in the second chapter we will resort to the phenomenological dimensions of bodily self-consciousness, emphasizing the bodily information channels that provide us the immediate certainty, in a first person perspective, that the self is bodily in a non-metaphorical sense.

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The number of overweight people has increased in the last few years. Factors such as attention to diet and changes in lifestyle are crucial in the prevention and control of obesity and diseases related to it. Experts believe that such actions are most effective when initiated during childhood, and that children raised in an environment that encourages physical activity ultimately become healthier adults. However, to arouse and maintain interest in such activities represent a major challenge, which are initially perceived as repetitive and boring, and, thus, soon abandoned. Computer games, traditionally seen as stimulants to a sedentary lifestyle are changing this perception using non-conventional controls that require constant movement of the player. Applications that combine the playfulness of such games to physical activity through devices, like Microsoft Kinect, might become interesting tools in this scenario, by using the familiarity of Natural User Interfaces along with the challenge and the fun of video games, in order to make attractive exercise routines for schoolchildren. The project carried out consists of an exergame composed of several activities designed and implemented with the participation of a Physical Educator, aimed at children between eight and ten years old, whose performance and progress can be remotely monitored by a professional via web interface. The application arising from this work was accompanied by tests with a group of graduating Physical Education students from the University of Rio Verde GO, and subsequently validated through questionnaires whose results are shown on this work.