Search results for "Creatures"

showing 10 items of 14 documents

México y el surrealismo: Leonora Carrington y el laberinto fantástico de Xilitla

2018

En 1965 Leonora Carrington pinta un mural en una de las paredes del laberíntico Castillo de Xilitla, muy cerca de la surreal obra arquitectónica creada por Edward James en selva de la Huasteca potosina (Xilitla, México). El encuentro con el extravagante mecenas y coleccionista de arte, el inglés Edward James, resulta crucial en su recorrido artístico y lleva a la realización de la única obra mural creada por Carrington: La minotaura. En este mural la artista representa una de las insólitas y extremadamente seductoras criaturas híbridas que habitan su espacio pictórico. El ensayo sigue analizando la compleja producción de la la artista inglesa que desde 1942 vive in México. En particular est…

HistoryVisual Arts and Performing ArtsCreaturesmedia_common.quotation_subjectJungleArt historyMuralArtDreamThe artsmedia_commonBoletín de Arte
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Monstrous Hybrids in Shakespeare’s King Lear

2017

ABSTRACT: This article seeks to present the different languages (emblems, Renaissance translations of classical myths, biblical exegesis) that inform the images of monsters which, as hybrid creatures blending human and animal characteristics, serve a dramatic function in Shakespeare’s King Lear . It means to question the ways in which the play links filial ingratitude with female monstrosity and Lear’s madness. Tracing the classical and medieval lineage of the monstrous bestiary (serpent, tiger, vulture) in King Lear and connecting it to emblematic readings of Shakespeare’s time, it explores how Shakespeare provides a dynamic characterisation of Goneril and Regan through their bestialisatio…

EmblemLinguistics and Language[SHS.LITT]Humanities and Social Sciences/LiteratureVisual Arts and Performing ArtsFilologíasmedia_common.quotation_subjectBestiarySerpent (symbolism)Language and Linguistics[SHS.LITT] Humanities and Social Sciences/LiteratureKing Lear:HISTORIA [UNESCO][SHS.CLASS]Humanities and Social Sciences/Classical studiesmedia_commonLiteratureUNESCO::HISTORIACreaturesbusiness.industryCommunicationEmblemThe RenaissanceMythologyArtMythologyFilologías hispánicasHistoria del arte. Artes plásticasFilologías clásicas y antiguasShakespeare William 1564-1616[SHS.CLASS] Humanities and Social Sciences/Classical studiesArteExegesisbusinessHumanitiesDrama
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Nurtured by Nature

2015

This chapter is about the metaphysical and psychological assumptions underlying early Stoic epistemology. I show that, according to the Stoics, each thing is qualified by nature in such a way as to be both a kind of thing and a unique thing. I also show that the mind of a human adult is qualified by nature in such a way as to be able to form thoughts about all sorts of qualified things, as long as it has acquired notions about them. I then detail how notions are acquired, i.e. how nature operates in such a way that human beings first receive all sorts of information through the senses and then retain some of this information, so that we acquire the ability to recognize things in our environ…

CreaturesSense organOrder (business)PhilosophyMetaphysicsEpistemology
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Observing animals and humans : dogs target their gaze to the biological information in natural scenes

2020

Background This study examines how dogs observe images of natural scenes containing living creatures (wild animals, dogs and humans) recorded with eye gaze tracking. Because dogs have had limited exposure to wild animals in their lives, we also consider the natural novelty of the wild animal images for the dogs. Methods The eye gaze of dogs was recorded while they viewed natural images containing dogs, humans, and wild animals. Three categories of images were used: naturalistic landscape images containing single humans or animals, full body images containing a single human or an animal, and full body images containing a pair of humans or animals. The gazing behavior of two dog populations,…

Eye gaze trackingcognitionkognitioKennel dogsgenetic structuresFAMILIAR413 Veterinary sciencehuman imageskennel dogsTRACKINGCognitionsceneCATEGORIZATIONNatural (music)Social informationvertaileva psykologiaCreaturesAnimal BehaviorGeneral Neuroscience05 social sciencesNoveltyanimal imagesGeneral MedicineAnimal imagesSceneFull body imagesSTIMULIGeneral Agricultural and Biological SciencesPsychologyfamily dogsBiological informationkoira050105 experimental psychologyGeneral Biochemistry Genetics and Molecular BiologyHuman imagesFACEfull body images0501 psychology and cognitive sciences050102 behavioral science & comparative psychologyBody imagestarkkaavaisuusPERCEPTIONCommunicationVISUAL-DISCRIMINATIONbusiness.industrybiological informationATTENTIONGazeeye gaze trackingFamily dogsPATTERNSkatseenseurantaEXPERIENCEEye trackingbusinessZoology
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Stories of Scylla and Charybdis in Homer and Vergil (Italian)

2007

A comparison between Odyssey's book 12 and Aeneis' book 3 shows some similarities in the handling of the myth: Scylla and Charybdis are hidden creatures, which the reader of both the poems can glimpse only behind the veil of the description of the seers Elenus and Circe. In the Vergilian version, however, there are traces of the rationalizations of the myth operated by Sallust and Lucrece.

LiteratureCharybdisPoetryCreaturesbiologybusiness.industrymedia_common.quotation_subjectPerformance artMythologyArtbiology.organism_classificationbusinessmedia_commonSSRN Electronic Journal
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Forms of Animality: The Dog

2018

Animals are not the object of zoosemiotics as discussed here, neither is their language nor any other system of signs that affects them directly as living creatures that communicate, but the forms of animality, forms through which the concept of animal itself is socially constructed and transformed over time. Now, if there is one place in which such forms are plain to see, it is in those areas that focus on their nutrition. Looking at feeding animals as a semiotic activity, this paper wants to focus on what I call a nutritional pact, an implicit agreement that binds humans and animals, and that is being continuously negotiated by cultures. A relationship that advertising deeply contributes …

Focus (computing)CommunicationSemiotics animal nature advertisingCreaturesbusiness.industryTheory of FormsSemioticsZoosemioticsSociologySocial constructionismbusinessObject (philosophy)Settore M-FIL/05 - Filosofia E Teoria Dei Linguaggi
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Chirotheria and Other Ichnotaxa of the European Triassic

2004

At the end of the Permian, numerous amphibians and therapsids vanished, creating many empty ecological niches, which were occupied by new creatures. This event brought new trends in animal locomotion thanks to modifications of the skeleton limbs. The newcomers were faster and more dangerous for other families. The prominent ichnogenera were Synaptichnium, Chirotherium, Brachychirotherium, Isochirotherium, and Sphingopus. Their trackmakers were Thecodonts, reptiles having the above-mentioned evolutive characteristics. Dinosaurs, which appeared at the end of the Triassic period, were likely their descendants, which raises the question of when and where the dinosaurs originated. The comparison…

PaleontologyPermianCreaturesIchnotaxonChirotheriumPeriod (geology)SphingopusPaleontologyTrace fossilBiologyIchnitesbiology.organism_classificationIchnos
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Early usage of Pokémon Go and its personality correlates

2017

Pokmon Go is a popular augmented reality mobile game. Players find imaginary creatures by wandering into the real world, which can then be collected and used in combat. In this paper an assessment of Pokmon Go early usage in the Italian community and of its correlates with the Big Five personality traits is given. The resulting profile of early PG player is one of a more Introverted, close person with high agreeability and conscientiousness. Extraversion and Stability are positively correlated with the collection part of the game, while Agreeableness is a negative predictor thereof. Openness is correlated to the level of proficiency. Display Omitted We assess Pokmon Go early usage and its c…

Social networkSettore M-PSI/01 - Psicologia GeneraleAgreeablenessExtraversion and introversionSettore INF/01 - InformaticaCreaturesmedia_common.quotation_subject05 social sciences050801 communication & media studies050109 social psychologyConscientiousnessBig FiveHuman-Computer InteractionPokémon Go0508 media and communicationsArts and Humanities (miscellaneous)Openness to experiencePersonality0501 psychology and cognitive sciencesAugmented realityBig Five personality traitsPsychologySocial psychologyGeneral Psychologymedia_commonComputers in Human Behavior
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Contemporary Children’s Film, CGI, and the Child Viewer’s Attention

2019

The aim of this chapter is to methodologically characterize a group of contemporary children’s films that have rarely been addressed as a separate category, namely live-action/animation hybrids. Using four recent films, the chapter illustrates a range of possible relationships between the analogue (live-filmed) and computer-generated content and the likely impact on the child viewer of various configurations of such hybrids. In particular, the chapter addresses the role of the live child actor and the function of animated creatures. Because many live-action/animation hybrids are directed toward the younger child audience represented by a G rating, this chapter also addresses the child viewe…

CreaturesAestheticsmedia_common.quotation_subjectEmpathyAnimationYounger childFunction (engineering)PsychologyContent (Freudian dream analysis)media_common
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An efficient synthetic vision system for 3D multi-character systems

2003

This poster deals with the problem of sensing virtual environments for 3D intelligent multi-character simulations. As these creatures should display reactive skills (navigation or gazing), together with the necessary planning processes, required to animate their behaviours, we present an efficient and fully scalable sensor system designed to provide this information (low level + high level) to different kinds of 3D embodied agents (games, storytelling, etc).

Sensor systemCharacter (mathematics)Creaturesbusiness.industryEmbodied cognitionComputer scienceHuman–computer interactionSynthetic vision systemScalabilityArtificial intelligencebusinessStorytelling
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