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…
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…
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.
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…
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…
Knowledge sharing in virtual teams : action research
2004
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 …
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...
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…
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).