Search results for " dream"
showing 5 items of 105 documents
Why are dreams interesting for philosophers? The example of minimal phenomenal selfhood, plus an agenda for future research.
2013
This metatheoretical paper develops a list of new research targets by exploring particularly promising interdisciplinary contact points between empirical dream research and philosophy of mind. The central example is the MPS-problem. It is constituted by the epistemic goal of conceptually isolating and empirically grounding the phenomenal property of “minimal phenomenal selfhood,” which refers to the simplest form of self-consciousness. In order to precisely describe MPS, one must focus on those conditions that are not only causally enabling, but strictly necessary to bring it into existence. This contribution argues that research on bodiless dreams, asomatic out-of-body experiences, and ful…
1993
The formulation of the synthetic theory represented a significant-advance for evolutionary studies, which had previously been hampered by apparently irreconcilable contractions. Combining Mendelian laws with Darwinism, it joined the antitheses in a synthesis which was subsequently refined and completed. Today, its content may not be simply rejected or ignored, although there are those who think of it as little more than a corpse.
Sir Thomas More's Utopia : An overlooked economic classic
2019
Sir Thomas More's Utopia, published in 1516, is a classic work of how to organise a society based on common property. With a unique mix of common property, institutions and sound economic insights, we argue that More built a framework for a society that could be viable in the long run. While the conditions that make Utopia work are quite restrictive, it does provide a sketch of a society where common property may not stifle long‐term development, but is associated with productive workers and people content with their lives.
Reconsidering passivity and activity in children’s digital play
2016
The discussion around children’s digital game culture has resulted in two contradictory images of children: the passive, antisocial children uncritically and mechanically consuming digital game content and the active, social children creatively using and interacting with digital game content. Our aim is to examine how these seemingly contradictory ideas of “active” and “passive” children could be considered. By means of empirical examples of children playing digital dress-up and makeover games, we will point out that for the successful use of these concepts, they need to be thoroughly contextualized. By discussing the context and referent of activity and passivity, it is possible to overcom…
Changing content and form: corporate training in Finnish retailing, 1900–1975
2018
In this paper, I study the history of corporate training in the Finnish retail industry from the beginning to the last quarter of the 20th century. In this effort, I search for answers to questions...