928 resultados para Ultimate reality


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En este trabajo se presenta la concepción aristotélica de la filosofía primera como ciencia de los principios y de las causas primeras según el libro primero de la Metafísica. Para ello, se distinguen tres momentos sucesivos que constituyen el análisis de la naturaleza y la meta que debe alcanzar esta ciencia: 1) la concepción de la sabiduría como ciencia que se ocupa de ciertos principios y causas; 2) la sabiduría como ciencia de los primeros principios y de las causas; 3) la determinación de las cuatro causas primeras como tarea de la filosofía primera. De este modo, se pretende mostrar que la Metafísica de Aristóteles es un intento para explicar las últimas cuestiones, el último porqué, indicando cuatro géneros diferentes de respuesta.

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El trabajo explica el vínculo existente entre las distintas concepciones platónicas del éros y de la poesía, como parte del legado poético del siglo v. Y analiza su evolución, y la de su relación con la filosofía, en Fedro, Banquete y República, como un proceso de destilación del éros elaborado por la poesía, del que es afín el éros filosófico configurado en el Fedro, pero cuya incompatibilidad, insinuada en el Banquete, se hace explícita y taxativa en la República. Todo ello con el fin de demostrar hasta qué punto asume el pensamiento de Platón la herencia poética precedente, poniendo en evidencia que dicho proceso responde, en todas sus fases, a un mismo objetivo: materializar el anhelo poético por excelencia: la creación de un «terreno intermedio» donde conciliar la irrenunciable dualidad de las aspiraciones humanas. En consecuencia, se invita aquí a mirar la ciudad platónica como materialización posible, no utópica, de un espacio logrado en el que integrar armónicamente la realidad y el deseo.

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Deeply conflicting views on the political situation of Judaea under the Roman prefects (6-41 c.e.) have been offered. According to some scholars, this was a period of persistent political unrest and agitation, whilst according to a widespread view it was a quiescent period of political calm (reflected in Tacitus’ phrase sub Tiberio quies). The present article critically examines again the main available sources –particularly Josephus, the canonical Gospels and Tacitus– in order to offer a more reliable historical reconstruction. The conclusions drawn by this survey calls into question some widespread and insufficiently nuanced views on the period. This, in turn, allows a reflection on the non-epistemic factors which might contribute to explain the origin of such views.

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It is usually assumed that Heraclitus is, exclusively, the philosopher of flux, diversity and opposition while Parmenides puts the case for unity and changelessness. However, there is a significant common understanding of things (though in differing contexts), not simply an accidental similarity of understanding. Both philosophers, critically, distinguish two realms: on the one hand, there is the one, common realm, identical for all, which is grasped by the ‘logos that is common’(Heraclitus) or the steady nous (Parmenides) that follows a right method in order to interpret the real. On the other hand, the realm of multiplicity seen and heard by the senses, when interpreted by ‘barbarian souls’, is not understood in its common unity. Analogously, when grasped by the wandering weak nous it does not comprehend the real’s basic unity. In this paper I attempt to defend the thesis that both thinkers claim that the common logos (to put it in Heraclitean terms) or the steady intellect (to say it with Parmenides) grasp and affirm the unity of the real.

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Adolf Hitler suscitó desde su entrada en la escena política alemana una fascinación perversa, un sentimiento que, con el tiempo, ha dado lugar a numerosas representaciones culturales sobre el Führer. La muestra, rica y variada tanto en el fondo como en la forma, nos permitirá trazar tres estadios en lo referente al proceso de construcción historiográfica del hitlerismo, iniciado con la caída del Tercer Reich. Estos responden en buena medida al devenir sociopolítico y cultural de la sociedad a escala global desde el final de la guerra y hasta nuestros días y pueden resumirse en tres: primero, la satanización; segundo, la humanización; tercero, el retrato caricaturesco. Proponemos un recorrido histórico por diversos productos culturales del dictador alemán cuyo propósito es desentrañar el retrato psicológico poliédrico que se ha construido en torno a la figura de Hitler.

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This paper studies the novel The Kindly Ones, whose main plot charts the anguished memories of a Nazi officer. The reader of this novel is plunged into the harshest atrocities of the Holocaust and WWII, as these are recounted by a perverse conscience who is unmoved by the most terrible actions. Fiction and reality are contrasted in the novel against the framework of history writing and the subsequent debates sparked by historical elaboration. This novel perceptively captures historical truth, thus calling for critical attention upon the collective responsibility which will prevent the repetition of events.

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This study examines whether virtual reality (VR) is more superior to paper-based instructions in increasing the speed at which individuals learn a new assembly task. Specifically, the work seeks to quantify any learning benefits when individuals have been given the opportunity and compares the performance of two groups using virtual and hardcopy media types to pre-learn the task. A build experiment based on multiple builds of an aircraft panel showed that a group of people who pre-learned the assembly task using a VR environment completed their builds faster (average build time 29.5% lower). The VR group also made fewer references to instructional materials (average number of references 38% lower) and made fewer errors than a group using more traditional, hard copy instructions. These outcomes were more pronounced during build one with differences in build time and number of references showing limited statistical differences.

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This article introduces the concept of an emerging shared austerity reality, which refers to the socio-economic context of austerity that is shared both by social workers and service users, albeit to different degrees. Traditionally, the concept of the shared reality has been utilized to encompass the experiences of welfare professionals working in situations where both they and service users are exposed to the adverse effects of a natural disaster, war or terrorist attack. Here, the concept of shared reality is expanded through the introduction of the context of austerity. Drawing on 21 in-depth interviews with public sector social work practitioners in Greece it discusses, among other things, social anxieties about their children’s future, and their inability to take care of their elderly relatives that suggest an emerging shared austerity reality, reflecting the deterioration of socio-economic conditions. The paper ends with a discussion about the possibilities of alliance and division that emerge from the concept and future research directions. Moreover, it concludes with a reflection on the role of the social work profession and recent political developments in Greece in anti-austerity struggles.

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Målet med detta projekt är att ta fram en applikationsprototyp för Androidenheter som ska locka användare av applikationen till och tillbaka till broparken i Skönsberg med hjälp av augmented-reality. Applikationen ska känna av om användaren befinner sig inom eller utanför parkens område och visa olika bilder/modeller på specifika GPS-koordinater i det digitala lagret beroende på användarens positionering. Arbetet har genomförts i samarbete med Dohi på uppdrag av Sundsvalls kommun där regelbundna möten hafts med uppdragsgivaren. Utvecklingen av applikationen sker i PhoneGap med Wikitude-plugin. Projektet har resulterat i en applikationsprototyp som använder ActionRanges, som är en typ av GeoFence, för att presentera olika bilder hämtade från en egen server i det digitala lagret beroende på användarens position. Användarna har inom parkens område möjlighet att själv påverka de bilder som visas i det digitala lagret genom att i applikationen ta en bild som laddas upp till servern där bilderna lagras och där bilden som tagits även visar det digitala lagret.

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Nella presente tesi, dopo una prima parte dedicata all'analisi del concetto di realtà mediata e delle sue varie specializzazioni, verranno illustrati i principali dispositivi hardware presenti attualmente sul mercato, analizzandone le caratteristiche, gli aspetti innovativi e la diffusione raggiunta al momento. Si passerà quindi ad esaminare nel dettaglio il visore Microsoft HoloLens, impiegato per la realizzazione del progetto di laurea, per arrivare alla descrizione dello sviluppo di un'applicazione. Il software realizzato rappresenta un esempio di applicazione della realtà mista al campo del design di interni: verranno esaminati strumenti di sviluppo, architettura, casi d'uso e work-flow dell'applicazione. Infine verranno descritte le fasi di test, i costi di sviluppo dell'applicazione e il feedback ricevuto dagli utenti.

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Thesis (Master's)--University of Washington, 2016-01

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Il progetto di testi consiste in un caso di presentazione aziendale (FAAC), pensato attraverso l'utilizzo della Virtual Reality. Si tratta il percorso progettuale partendo dal Brief fino ad arrivare all'ambiente virtuale per la presentazione nelle fiere di un nuovo dissuasore mobile pensato per le infrastrutture.

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Objective: Caffeine has been shown to have effects on certain areas of cognition, but in executive functioning the research is limited and also inconsistent. One reason could be the need for a more sensitive measure to detect the effects of caffeine on executive function. This study used a new non-immersive virtual reality assessment of executive functions known as JEF© (the Jansari Assessment of Executive Function) alongside the ‘classic’ Stroop Colour- Word task to assess the effects of a normal dose of caffeinated coffee on executive function. Method: Using a double-blind, counterbalanced within participants procedure 43 participants were administered either a caffeinated or decaffeinated coffee and completed the ‘JEF©’ and Stroop tasks, as well as a subjective mood scale and blood pressure pre- and post condition on two separate occasions a week apart. JEF© yields measures for eight separate aspects of executive functions, in addition to a total average score. Results: Findings indicate that performance was significantly improved on the planning, creative thinking, event-, time- and action-based prospective memory, as well as total JEF© score following caffeinated coffee relative to the decaffeinated coffee. The caffeinated beverage significantly decreased reaction times on the Stroop task, but there was no effect on Stroop interference. Conclusion: The results provide further support for the effects of a caffeinated beverage on cognitive functioning. In particular, it has demonstrated the ability of JEF© to detect the effects of caffeine across a number of executive functioning constructs, which weren’t shown in the Stroop task, suggesting executive functioning improvements as a result of a ‘typical’ dose of caffeine may only be detected by the use of more real-world, ecologically valid tasks.

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The education of the radiography profession is based within higher education establishments, yet a critical part of all radiography programmes is the clinical component where students learn the practical skills of the profession. Assessments therefore not only have to assess a student’s knowledge, but also their clinical competence and core skills in line with both Health and Care Professions Council and the Society and College of Radiographers requirements. This timely thesis examines the possibility of using the Virtual Environment for RadioTherapy (VERT) as an assessment tool to evaluate a student’s competence so giving the advantage of a standard assessment and relieving time pressures in the clinical department. A mixed methods approach was taken which can be described as a Quantitative Qualitative design with the emphasis being on the Quantitative element; a so called QUAN  qual design. The quantitative evaluation compared two simulations, one in the virtual reality environment and another in the department using a real treatment machine. Students were asked to perform two electron setups in each simulation; the order being randomly decided and so the study would be described as a randomised cross-over design. Following this, qualitative data was collected in student focus groups to explore student perspectives in more depth. Findings indicated that the performance between the two simulators was significantly different, p < 0∙001; the virtual simulation scoring significantly lower than the hospital based simulation overall and in virtually all parameters being assessed. Thematic analysis of the qualitative data supported this finding and identified 4 main themes; equipment use, a lack of reality, learning opportunities and assessment of competence. One other sub-theme identified for reality was that of the environment and senses.