Search results for "WORLDS"

showing 10 items of 40 documents

Philosophical film worlds : can films themselves philosophize and if so, how can this be achieved and furthermore interpreted?

2010

The mission and function of this thesis is to generally explore the ways in which philosophy studies and investigates films. More specifically its aim is to examine the theories of Stephen Mulhall and Stanley Cavell, on how films could be regarded as philosophic in nature through philosophy, that films could indeed be independently seen as philosophical excercises in action, film as philosophizing. My goal is to clarify the connection between these two cultural, human endeavours by also having a look at a theory of worldmaking by Nelson Goodman, on how aesthetical art worlds are created and abated. I will try in my thesis to explain why the film as philosophy approach is problematic for phi…

film as philosophyfilosofiafilm worldsworldmakingelokuvatphilosophy of film
researchProduct

Soluzioni innovative nell’e-learning: l’insegnante “in ruolo” nelle comunità virtuali.

2012

Un settore dinamico nella ricerca educativa è quello relativo alla correlazione tra la formazione degli insegnanti, la progettazione del sillabo e i risultati conseguiti dagli studenti. Alla luce dei recenti comportamenti sociali emergenti, in questo saggio si analizza la figura dell’insegnante nella progettazione degli ambienti di formazione online. Superando i limiti del Virtual Learning Environment (VLE) e le criticità del Personal Learning Environment (PLE) si focalizza l’attenzione sul concetto di person in place, che vive esperienze formative in luoghi densi di relazioni sociali e tecnologicamente arricchiti. Oggi le tecnologie permettono la creazione di ambienti di apprendimento cara…

italiano L2 e-learning virtual worlds CALL
researchProduct

Naratīva elementi videospēlēs

2019

Pētījuma Narratīva elementi videospēlēs galvenais mērķis ir apskatīt rīkus, ko izmanto videospēles naratīva veidošanai. Darbā aplūko tas teorijas par datorspēļu pētniecību un naratoloģiju, kā arī apskatīti naratīva elementi videospēlē Bloodborne. Teorētiskie pētījumi parāda, ka spēļu naratīvu var pētīt no naratoloģijas, ludoloģijas un semiotikas viedokļa. Izvelētās spēles pārbaude apstiprināja, ka stāstījums nav videospēlēm piemītošs līdzeklis, tā uzbūve notiek pēc spēlētāja mijiedarbības ar spēles elementiem, kas atrodas spēles laukumā, kas savukārt sniedz spēlētājam dažādas iespējas kā var rekonstruēt spēles vēstījumu.

narrativesemioticsValodniecībafictional worldsludologyvideo game
researchProduct

How Do Proverbs Get Their Meanings? The Model of Interpretation Based on a Metaphor Theory.

2011

The constellation of proverbs is quite permanent. Only one third of proverbs are supposed to change in about one hundred years (Kuusi 1994: 117−118). This means that the proverbs used in the 21st century are much the same as the proverbs in the beginning of the 20th century and quite the same as in 1850’s. In this article I focus on the proverb as a significant unit. Even if the proverbs are unchangeable, their meanings are not. The proverbial expressions can be looked from at least four stand points: (1) What is the proverb decoded to mean? (2) What do the words mean? (3) What does the speaker mean? (4) How does the listener interpret the proverb? With all the four ways there are some weak…

possible worlds semanticmahdollisten maailmojen semantiikkareferenssimetaforareferencemetaphor
researchProduct

Design principles of educational virtual worlds for preschool children : a case study of JumpStart World Kindergarten's pedagogical methods

2010

This thesis studies the design principles of educational virtual worlds for pre-school children. It examines the culture and contextualization of the virtual worlds for children used for the purpose of informal education through learning games in the case study of JumpStart World Kindergarten. The theoretical background provides an overview of the historical development of educational virtual worlds based on the progression of MUDs, MOOs and MMORPG. In addition, the issues in implementation and adaptation of information and communication technologies (ICT) as part of educational methodologies are examined, thus a perspective is given of possible problems and solutions for optimization of us…

pre-schoolKvantitatiivinen tutkimuspedagogykasvatusKvalitatiivinen tutkimusvirtuaalitodellisuusesikouluchildrenICTComputingMilieux_COMPUTERSANDEDUCATIONEducational virtual worldsverkkopelitconstructionistlapset
researchProduct

Knowledge sharing in virtual teams : action research

2004

social worldstoimintatutkimuskommunikointisocial adaptationknowledge managementgroupwaretietämyksenhallintavirtuaalitodellisuustiimitvirtual teamdistributed teamknowledge sharingCSCWtietämysviestintä
researchProduct

Truth in Fiction Reconsidered

2018

Possible and narrative worlds are traditionally the most influential tools for explaining our understanding of fiction. One obvious implication of this is considering fiction as a matter of pretence. The theory I offer claims that it is a mistake to take truth as a substantial notion. This view rejects possible worlds and pretence as decisive features in dealing with fiction. Minimalist theory of fiction offers a solution that gives a way to combine a philosophical theory of meaning and views of literary theory. Narrative worlds approach saves its usefulness since its focus is more in the psychological process of reading. Minimalist theory of fiction is based on the minimal theory of truth …

truthfiktionarrative worldsfictiontulkintamerkitykset (semantiikka)mahdolliset maailmatpossible worldsnarratologiaminimal theory of truthymmärtäminenuse theory of meaningminimalistinen teoria fiktioistafilosofiakaunokirjallisuustotuus
researchProduct

Domesticating the future?: Citizen’s income discussion in Estonia

2018

ABSTRACTCitizen’s income is an idea that is currently gaining ground in many parts of the world. The prospect of disappearing jobs and social exclusion that the globalized world faces has given the...

tulotEstoniaCultural Studiesmedia_common.quotation_subjecttulotasoneoliberalismNeoliberalism050801 communication & media studiesuusliberalismidomesticationGlobalization0508 media and communicationsArts and Humanities (miscellaneous)UtopiaPolitical science050602 political science & public administrationDomesticationmedia_commonta511Virocitizen’s income05 social sciencesglobalisaatiokansalaispalkkaworlds of justification0506 political scienceeconomykansalaisetutopiaPolitical economySocial exclusionutopiatglobalizationJournal of Baltic Studies
researchProduct

Participation of the young ones in virtual worlds : A look at experiences and motivations

2011

Virtual worlds have become very popular and there have been some attempts to find the motivations and experiences of using them. The aim of this paper is to analyze the motivations and experiences of young ones to utilize virtual worlds. The paper identifies the activities that children perform in virtual worlds, features they use as well as the reasons for abandoning these virtual worlds. The paper presents results of a qualitative field study. The results indicate that features that are liked in the virtual worlds are similar to games. The most liked features for virtual worlds were developing characters and doing things in groups. The activities that were liked the most in virtual worlds…

virtual worldscomputer-assisted learningmotivationuser experiencemulti-user virtual environments
researchProduct

Social integration and interpropositional connection

1997

International audience; The idea put forward in this exploratory research is that connectives, far from appearing haphazardly as the subject changes ideas, appear just like other operators in the discursive styles (Bronckart, 1985) linked with the activation of programs that might be called cognitive discursive (Ghiglione, 1988).

worlds to be compared[SHS.PSY] Humanities and Social Sciences/Psychology[ SHS.PSY ] Humanities and Social Sciences/Psychologyworld to be developedthe world to be affirmed[SHS.PSY]Humanities and Social Sciences/Psychologyconnectives
researchProduct