975 resultados para secular magic


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Baltic Winter Shorts 02 - a Slavic mermaid rests upon a rock on the edge of the Baltic Sea. It is night time during the depths of winter. She risks not being able to return to the sea as it could freeze in the time that she drapes the snow crested pine trees with her ethereal calls. Her voice travels through the Medieval forest in search of her nymph . . . will he hear her? Or will her calls only serve to sing her loneliness?

OK . . . now for the technical . . . I wrote this with a documentary in mind. I have used a sampled Finnish/Estonian Kantele, a touch of an acoustic guitar, female vocals, percussion, and a couple of synths.

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Baltic Winter Short 01 - a Slavic mermaid rests upon a rock on the edge of the Baltic Sea. It is night time during the depths of winter. She risks not being able to return to the sea as it could freeze in the time that she drapes the snow crested pine trees with her ethereal calls. Her voice travels through the Medieval forest in search of her nymph . . . will he hear her? Or will her calls only serve to sing her loneliness?

OK . . . now for the technical . . . I wrote this with a documentary in mind. I have used a sampled Finnish/Estonian Kantele, a touch of an acoustic guitar, female vocals, percussion, and a couple of synths.

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Baltic Winter Shorts 03 - a Slavic mermaid rests upon a rock on the edge of the Baltic Sea. It is night time during the depths of winter. She risks not being able to return to the sea as it could freeze in the time that she drapes the snow crested pine trees with her ethereal calls. Her voice travels through the Medieval forest in search of her nymph . . . will he hear her? Or will her calls only serve to sing her loneliness?

OK . . . now for the technical . . . I wrote this with a documentary in mind. I have used a sampled Finnish/Estonian Kantele, a touch of an acoustic guitar, female vocals, percussion, and a couple of synths.

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The essay critically discusses the predominant role played by water in the lives of people from Vedic times to the present day, in the Hindu world. A number of ceremonies both happy or auspicious-making and secular have been associated with water. Several hymns of the Vedas, Brāhmanas, Mahābhārata, Āgamic and Purānic texts are drawn upon to bring out the legends and myths, and genuine beliefs, connected with water that underscore the sacred and profane, purificatory, healing and resuscitating dimensions of water. The essay treats readers to many ancient motifs concerning the pervasive value and utility of water. These comprise, variously, sacrifice, fertility rites, water-medium birth, divine metamorphosis, self-conceiving cosmic birth, totemism life-cycle rites, sanctifications, consecration and installation of icons and edifices, food rituals, monsoon rites, to pacifications, possession and exorcism, death, after-life and rebirth rituals. Reference is also made to the ecology of water resources, the economy of water scarcity, ‘war-wars’ or water imperialism, and water justice in the socio-political arenas of post independent India, in a rapidly liberalising and globalising world. In that regard practical applications of the knowledge-base are explored through the work of NGOs and Water Swamis in the subcontinent.

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Recent growth in broadband access and proliferation of small personal devices that capture images and videos has led to explosive growth of multimedia content available everywhereVfrom personal disks to the Web. While digital media capture and upload has become nearly universal with newer device technology, there is still a need for better tools and technologies to search large collections of multimedia data and to find and deliver the right content to a user according to her current needs and preferences. A renewed focus on the subjective dimension in the multimedia lifecycle, fromcreation, distribution, to delivery and consumption, is required to address this need beyond what is feasible today. Integration of the subjective aspects of the media itselfVits affective, perceptual, and physiological potential (both intended and achieved), together with those of the users themselves will allow for personalizing the content access, beyond today’s facility. This integration, transforming the traditional multimedia information retrieval (MIR) indexes to more effectively answer specific user needs, will allow a richer degree of personalization predicated on user intention and mode of interaction, relationship to the producer, content of the media, and their history and lifestyle. In this paper, we identify the challenges in achieving this integration, current approaches to interpreting content creation processes, to user modelling and profiling, and to personalized content selection, and we detail future directions. The structure of the paper is as follows: In Section I, we introduce the problem and present some definitions. In Section II, we present a review of the aspects of personalized content and current approaches for the same. Section III discusses the problem of obtaining metadata that is required for personalized media creation and present eMediate as a case study of an integrated media capture environment. Section IV presents the MAGIC system as a case study of capturing effective descriptive data and putting users first in distributed learning delivery. The aspects of modelling the user are presented as a case study in using user’s personality as a way to personalize summaries in Section V. Finally, Section VI concludes the paper with a discussion on the emerging challenges and the open problems.

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We examined whether the cognitive interview (CI) procedure enhanced the coherence of narrative accounts provided by children with and without intellectual disabilities (ID), matched on chronological age. Children watched a videotaped magic show; one day later, they were interviewed using the CI or a structured interview (SI). Children interviewed using the CI reported more correct details than those interviewed using the SI. Additionally, children interviewed using the CI reported more contextual background details, more logically ordered sequences, more temporal markers, and fewer inconsistencies in their stories than those interviewed using the SI. However, the CI did not increase the number of story grammar elements compared with the SI. Overall children interviewed with the CI told better stories than those interviewed with the SI. This finding provided further support for the effectiveness of the CI with vulnerable witnesses, particularly children with ID.

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We begin with Tony Blair's July 2009 Australian visit. Mr Blair converted publicly to Catholicism in 2008. In Australia that year, he argued that the West was facing an internal crisis of confidence, as well as external threats. Blair warned in particular against what he called 'aggressive secularism' and the Western tendency to 'see people of religious faith as people to be pushed to one side'. The Australian's 'editor at large', Paul Kelly, responded enthusiastically. Blair's position represented 'the best argument against the rise of secular intolerance and its distorting of history in the education system by seeking to downgrade or eliminate religion in the West's story'. This stood in contrast to the Australian Labour Party's disastrous' distancing from the Christian tradition. Kelly styled Blair as opposing 'the fashionable Western idea that religion can be suppressed or confined to the private realm' as 'a delusion and dangerous'. The Australian's position is not surprising, given the news paper's long- standing, US-influenced neoconservative position.

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This paper explores existing literature concerning permadeath - the permanent in-game death of a playable character. Research concerning the depiction of death in video games is extensive, however research on the underlying concept of death within the magic circle of a game is scarce. Furthermore, although controversial, permadeath more closely connects with the original death concept than general in-game death as it adopts finality, a key characteristic of death. This is significant when we consider successful video games which have delved into deeper philosophical ideas and the realm of art, a deeper exploration of death, and dying, is within the capabilities of the maturing game industry, and may pave the way for unique in-game (death) experiences. To gain a better understanding of the nature of permadeath this paper draws together existing literature, highlights the difficulty of defining permadeath and death's meaning beyond penalty, identifies two approaches to permadeath, and suggests a holistic, interdisciplinary approach in future research.

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The aim of this experiment was to examine the effectiveness of two techniques in enhancing children's recall of an event that they experienced approximately a week earlier. Younger (5–6 years) and older (8–9 years) children were interviewed about a magic show event in one of three conditions. Before recalling the event, some children were instructed to mentally reinstate the context of the event (MCR group), others were asked to draw the context of the event (DCR group), and others received no reinstatement instructions (NCR). Results showed that these instructions had no impact on children's free recall or responses to open-ended prompts. However, reinstatement instructions impacted children's responses to suggestive questions: those in the DCR group gave more accurate responses than those in the NCR group. These findings provide preliminary support for the use of drawing as a potentially protective exercise that lessens the impact of biased questions with child witnesses.