42 resultados para first person pronouns

em Deakin Research Online - Australia


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Personal identity theory has become increasingly sensitive to the importance of the first-person perspective. However, certain ways of speaking about that perspective do not allow the full temporal aspects of first-person perspectives on the self to come into view. In this paper I consider two recent phenomenologically-informed discussions of personal identity that end up yielding metaphysically divergent views of the self: those of Barry Dainton and Galen Strawson. I argue that when we take a properly temporally indexical view of the first-person perspective, and thereby resist the assumption that phenomenally figured and theoretically-figured identity claims must have a common object, the metaphysically awkward accommodations each of these authors is compelled to make cease to be necessary.

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This article reports on the difference between points of view in narrating a short story. The EFL learners taking part in the control group were required to recount the events from the third person perspective and the subjects in the experimental group from the first person perspective. The methodological frame of the study was based on Koven’s (2002) ‘content analysis’ of codification of various speaker role inhabitances, published in the Journal of Pragmatics. The results demonstrate that the first person narrators’ recall performance and the length of their stories are closer to the original version of the story than those of the other group, which indicates a specific ‘orientation’ towards the sequence of events. This was seen in the patterning of clauses as well as in authorial and interlocutory double voicing speech in the first person narrators, which may be justified by the enhancement of two components essential to literary engagement: namely, ‘aesthetic reading’ and ‘personal response’ as parts of ‘critical focalization’.

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Worldwide, there has been a rapid increase in both the use of mobile technologies as a conduit for student learning and the use of wearable cameras to record sporting and recreational activities. The Expert in My Pocket project (EiMP) has combined these two technologies to produce a repository of freely available short videos and supporting materials to enhance student development of psychomotor clinical skills. The videos are presented from a first person point of view (1PPOV) with expert health professionals ‘thinking aloud’ as they demonstrate selected skills. Research indicates that students and educators overwhelmingly support the concept of EiMP videos and more importantly value the 1PPOV as an authentic view. This paper demonstrates the techniques and equipment employed to produce these videos, which consisted of a chest or head mounted GoPro camera operated via an iPad. Additionally, the paper explains another innovative feature, Quick Response (QR) Codes, that when linked to the videos placed on equipment assists with “just in time” mobile learning.

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Without proposing anything quite so grandiose as a return to existentialism, in this paper we aim to articulate and minimally defend certain core existentialist insights concerning the first-person perspective, the relationship between theory and practice, and the mode of philosophical presentation conducive to best making those points. We will do this by considering some of the central methodological objections that have been posed around the role of the first-person perspective and “lived experience” in the contemporary literature, before providing some neo-existentialist rejoinders. We will suggest that the dilemma that contemporary philosophy poses to existentialism, vis-à-vis methodology, is that it is: a) committed to lived experience as some sort of given that might be accessed either introspectively or retrospectively (with empirical science posing prima facie obstacles to the veridicality of each); and/or b) it advocates transformative experiences, and the power of philosophy in connection with such experiences, to radically revise our doxastic and inter-connected web of beliefs. In short, the charge is conservatism on the one hand, radicalism on the other. Each of these concerns will be addressed in turn, utilizing ideas from Kierkegaard (as the source for many existentialist themes, methodological concerns, and formal practices) and from the German and French twentieth century versions of existentialism

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BACKGROUND: Suicide is a statistically rare event, but devastating to those left behind and one of the worst possible outcomes associated with mental illness. Although a friend, family member or co-worker may be the first person to notice that a person is highly distressed, few have the knowledge and skills required to assist. Simple guidelines may help such a person to encourage a suicidal individual to seek professional help or decide against suicide.

METHODS: This research was conducted using the Delphi methodology, a method of reaching consensus in a panel of experts. Experts recruited to the panels included 22 professionals, 10 people who had been suicidal in the past and 6 carers of people who had been suicidal in the past. Statements about how to assist someone who is thinking about suicide were sourced through a systematic search of both professional and lay literature. The guidelines were written using the items most consistently endorsed by all three panels.

RESULTS: Of 114 statements presented to the panels, 30 were accepted. These statements were used to develop the guidelines appended to this paper.

CONCLUSION: There are a number of actions which are considered to be useful for members of the public when they encounter someone who is experiencing suicidal thoughts or engaging in suicidal behaviour. These guidelines will be useful in revision of curricula of mental health first aid and suicide intervention training programs. They can also be used by members of the public who want immediate information about how to assist a suicidal person.

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Recent studies show that children with developmental coordination disorder (DCD) have difficulties in generating an accurate visuospatial representation of an intended action, which are shown by deficits in motor imagery. This study sought to test this hypothesis further using a mental rotation paradigm. It was predicted that children with DCD would not conform to the typical pattern of responding when required to imagine movement of their limbs. Participants included 16 children with DCD and 18 control children; mean age for the DCD group was 10 years 4 months, and for controls 10 years. The task required children to judge the handedness of single-hand images that were presented at angles between 0° and 180° at 45° intervals in either direction. Results were broadly consistent with the hypothesis above. Responses of the control children conformed to the typical pattern of mental rotation: a moderate trade-off between response time and angle of rotation. The response pattern for the DCD group was less typical, with a small trade-off function. Response accuracy did not differ between groups. It was suggested that children with DCD, unlike controls, do not automatically enlist motor imagery when performing mental rotation, but rely on an alternative object-based strategy that preserves speed and accuracy. This occurs because these children manifest a reduced ability to make imagined transformations from an egocentric or first-person perspective.

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Harry Williams at Footscray, the first person of Aboriginal heritage to play soccer for Australia, c.1980.

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Role play is an increasingly popular technique in tertiary education, being student centred, constructivist and suitable for a range of subject areas. The choice of formats is wide open, with options ranging from the traditional face to face performance through to multi-user online computer games. Some teachers prefer to take advantage of features of both online and face to face formats and offer a blended form. This case study describes an innovative blended role play in which the online component plays a small but important part. The findings show that decisions on not only how to make the best use of technology but also how to design and facilitate a role play can have a profound effect on the creation of an engaging first-person story from which powerful learning can be drawn—in this case, learning outcomes including deep insights into strengths and weaknesses of participants' personal change management styles.

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'In the Dreaded Park', first published in the Bulletin in 1961 under Gwen Harwood's first pseudonym, Walter Lehmann, is an example of Harwood listing one of her subpersonalities. It is the best illustration of a site of conflict between scholars of Gwen Harwood's poetry and she is the first person to use the word 'dreaded' in her poem.

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This thesis is concerned to reveal, by means of textual analysis, ideologies connected to human subjectivity within eight contemporary novels for 'children' . The analyses draw upon the work of Macherey, Eagleton, Jameson and Bakhtin among others. The texts discussed cover more than two decades, from 1955 to 1977. The first, Philippa Pearce's Minnow on the Say, attempts to reconcile a traditional form of subjectivity with a less hierarchic and mare open type. Lyotard's account of customary and scientific knowledge, and Said's of affiliation ion , are the basis for discussion here. Susan Cooper's sequence The Dark is Rising grounds humanism in a mythic British past. Within these texts the problem of situating the subject within a wider social framework is linked to one of nationalism. Her novels are fantasies, and provide an opportunity for a discussion of a non-realist form and its ideological implications, Todorov's account of the fantastic as a genre is a reference—point in this analysis. Jane Garden’s Bilge water presents a discontinuous subject—in-process. Her story is told by a firstperson narrator, situated within a framed narrative. Through its themes and structures the text interrogates its central character's project of subjectivity as perfectible, centered and continuous, and finds it untenable. In Russell Hagan’s The House and his Child the possibility of self-determination within language as discourse is of central concern. The tin mice, who are hollow, echo in their persons the text's interest in the distinction between inside and outside, the difference which Lacanian theory posits as essential for an accession to subjectivity- Hoban's work gives an account of the postmodern subject, and calls into question the subjectivities assumed in Pearce's and Cooper's texts.

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Recent proliferation and popularity of personal computer and console games has meant that scholarship around video arcade games has been largely ignored. Arcade games had their halcyon days during the 1970s and 1980s when 'Space Invaders', 'Pong' and 'Donkey Kong' were household names. The inception of scholarship into games occurred in the 1990s; a time when arcade games were writ small in the cultural imagination, at least compared to the newer home computer and video games. Thus in games theory they are typically discussed only in terms of their role as antecedents to their more popular kin. Moreover, they seem innocuous because they are so publicly accessible. Against this assumption, and lack of scholarship, this paper explores a selection of contemporary arcade games which we describe as 'hunting' games. Arcade hunting games are first-person shooter (FPS) involving one or more players shooting simulated wild animals. They are commonly situated in cinema foyers, hotels, and family entertainment centres. However, despite a presumption of institutional moderation afforded by the public accessibility of these spaces, this paper argues that this genre works through a range of political modalities that require more scholarly consideration than currently given.

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An iconic staple of the First-Person Shooter genre, Team Fortress 2 , is popular for its chaotic action, distinguished by its painterly aesthetics, and made unique by the introduction of hats as rewards for its players. This study investigates the intersection of virtual millinery items, player achievements, user generated content and the implications for online gamer personas as they are connected to the digital distribution platform, Steam. The article examines the iterations of affect involved in the design and play of a game no longer imagined by its publisher, the Valve Corporation, as a distinct commodity but rather a commercial community service.

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Online computer gamers are a creative bunch, from the mayhem of first-person shooters (FPS) to the more social experiences of massive multiplayer online role-playing games (MMORPG), gamers are producing new content for their favourite titles at an amazing rate. This paper explores the rewriting of the boundaries in the production and ownership of intellectual property in the computer games industry. The purpose is to examine the potential for computer game studies to contribute to an understanding of an alternative intellectual property regime known as the commons. This paper will explore how computer games users establish commons-like formations, specific to the digital environment, that extend the confines of current intellectual property rights. It will argue that the productive activities of online gamers are not motivated by the traditional logic of market-based incentives. This represents a new condition which may contribute to a reformation of the privatising enclosure of the intellectual property system.
Keywords: massive multiplayer online