Search results for "reality"

showing 10 items of 662 documents

Oryginalne pojęcia pneumatologiczne w Kościelnej dogmatyce Karla Bartha

2019

Artykuł wyjaśnia kilka podstawowych pojęć, które Karl Barth w swojej słynnej Kościelnej Dogmatyce proponuje zastosować w nauce o Duchu Świętym. Po wstępnej charakterystyce myśli reformowanego teologa, punkt drugi prezentuje pojęcie „sposób bytowania” („Seinsweise”). Tym pojęciem chciałby on zastąpić pojęcie „osoby” Ducha Świętego. Kolejny punkt mówi, że dla Bartha Duch Święty to „subiektywna rzeczywistość objawienia” (subjective Wirklichkeit der Offenbarung) i subiektywna możliwość objawienia (subjective Möglichkeit der Offenbarung). To „subiektywne” objawienie różni się od obiektywnego objawienia się Jezusa Chrystusa. W ostatnim punkcie ukazana jest nauka Bartha o chrzcie Duchem Świętym ro…

osoba„subiektywna rzeczywistość objawienia” (subjective Wirklichkeit der Offenbarung)PersonHoly Spiritbaptism with the Holy SpiritSubjective possibility of revelation (subjective Möglichkeit der Offenbarung)„sposób bytowania” („Seinsweise”)„Subjective reality of revelation” (subjective Wirklichkeit der Offenbarung)„Way of being” („Seinsweise”)chrzest Duchem ŚwiętymDuch Święty„subiektywna możliwość objawienia” (subjective Möglichkeit der Offenbarung)Gdański Rocznik Ewangelicki
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Immersive gaming as journalism

2021

This chapter discusses immersion and how it may be applied to journalism. It begins by unraveling the concept of immersion itself as a reminder that it is not only connected to virtual reality or augmented reality technologies, but rather that it is a multifaceted concept that may be understood in many ways. The chapter turns specifically to the theorizing done in the context of digital games research, where immersion and some related concepts have been explored in detail over the last decades. This theorizing helps us see how immersion can be understood and in what way the concept may be problematic. The chapter maps out some of the historical precedents for immersion, discusses alternativ…

pelaaminenmediaimmersiivinen journalismiComputingMilieux_PERSONALCOMPUTINGContext (language use)Virtual realityAdventuredigitaalitekniikkavirtuaalitodellisuuspelillistäminenosallistaminenimmersioAestheticsjournalismiteknologiaImmersion (virtual reality)immersive gamingJournalismAugmented realityimmersive technologySociologylisätty todellisuusdigitaaliset pelit
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Pelillistämisen ja lisätyn todellisuuden mahdollisuudet liiketoimintaprosessien parantamisessa

2018

Pelillistäminen ja lisätty todellisuus ovat nousseet suuriksi trendeiksi nykyajan yritystoiminnassa. Teknologiat tuovat tuoretta lähestymistapaa rutiininomaisiin tehtäviin ja luovat mielekkyyttä työtehtäviin. Uusien teknologioiden hyödyntämisen suunnittelun ajankohtaisuus lähenee, koska diginatiivit ovat siirtymässä työelämään ja heidän tarpeet työtehtävissä eroavat vanhemmista ikäluokista. Liiketoimintaprosessit toimivat tutkielman näkökulmana ja pelillistämisen sekä lisätyn todellisuuden avulla pyritään parantamaan liiketoimintaprosesseja. Kirjallisuuskatsauksessa tutkittiin pelillistämisen ja lisätyn todellisuuden mahdolli- suuksia liiketoimintaprosessien parantamisessa. Tutkielman kirja…

pelillistäminenliiketoimintaprosessigamificationbusiness processlisätty todellisuusaugmented reality
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Games as Blends : Understanding Hybrid Games

2017

The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in the terms usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through viewing game experiences as blends from different domains, designers can understand the inherent hybridity in various t…

pelithybridity mixed reality gamespervasiiviset pelitComputingMilieux_PERSONALCOMPUTINGaugmented reality gamesconceptual metaphorpelitutkimusconceptual blending
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Seeing Gravity: Gait Adaptations to Visual and Physical Inclines – A Virtual Reality Study

2020

Using advanced virtual reality technology, we demonstrate that exposure to virtual inclinations visually simulating inclined walking induces gait modulations in a manner consistent with expected gravitational forces (i.e., acting upon a free body), suggesting vision-based perception of gravity. The force of gravity critically impacts the regulation of our movements. However, how humans perceive and incorporate gravity into locomotion is not well understood. In this study, we introduce a novel paradigm for exposing humans to incongruent sensory information under conditions constrained by distinct gravitational effects, facilitating analysis of the consistency of human locomotion with expecte…

perception and actionvisionmedia_common.quotation_subjectSensory systemVirtual reality050105 experimental psychologylcsh:RC321-571Gravitation03 medical and health sciences0302 clinical medicineGait (human)Perception0501 psychology and cognitive sciencessensorimotor integrationlcsh:Neurosciences. Biological psychiatry. NeuropsychiatrySensory cueOriginal Researchmedia_commonmultisensory integrationGeneral Neuroscience05 social sciencesMultisensory integrationAnticipationgravitylocomotionvirtual realityPsychology030217 neurology & neurosurgeryNeuroscienceCognitive psychologyFrontiers in Neuroscience
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Imitation and Simulation of Number: Ancient Cosmos and Postmodern Hyperreality

2020

postmodemitynumber:HUMANITIES and RELIGION::History and philosophy subjects::Philosophy subjects [Research Subject Categories]ancienthyperrealityrealityglobal
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Media in enhancing physical activities : the case study "Dynamic Duo"

2012

This Master’s Thesis deals with the potentials of media in enhancing physical activities in the Western postmodern society in the light of a case study Dynamic Duo. Dynamic Duo was a media related campaign in the Finnish national broadcasting company YLE that was targeted in enhancing people’s physical activity. The aim of the thesis is to study in which ways the Dynamic Duo campaign possesses capacity in activating people and, what are the reasons of the participants to take part in the Dynamic Duo campaign. In addition, this thesis investigates what reasons there are in organising campaigns that utilise media in order to increase physical activity. The research data was collected from the…

postmodern societymediatosi-tvSuomiphysical activityFinlandfyysinen aktiivisuusreality television
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Hyperreality and Simulacrum: Jean Baudrillard and European Postmodernism

2017

The aim of this paper is to present and explore one of the most fundamental concepts of postmodernity, that is, Jean Baudrillard’s elaboration of the ideas of hyperreality and simulacrum that characterise today’s global consumer culture in which the image of the product is more significant that the product itself. Some attention has also been devoted to European postmodernism, Jean-François Lyotard’s concept of the postmodern articulated in his renown book, The Postmodern Condition, in particular, and the merging of high and popular cultures to form consumer culture of late capitalism.

postmodernityJean Baudrillardsimulacrumconsumer societyhyperreality
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Articulating the Practice Architectures of Collaborative Research Practice

2016

This chapter explores a collaborative practice of comparative data analysis through the researching activities of four researchers from Australia and Finland. We interrogate the ontological and empirical reality we experienced while engaged in a practice of analysing narrative data on mentoring. In this chapter, we are not reporting on the outcomes of our analysis of mentoring practice; instead we focus on our collaborative engagement, articulating the practice architectures of our research practice. This collaborative research practice was pre-figured by: (1) philosophical traditions instituted through a theory of practice architectures; and (2) normalised practices of researching mentorin…

practice architecturesPractice theory05 social sciencescollaborative practices050401 social sciences methods050301 educationSpace (commercial competition)research practicescollaborationFocus (linguistics)0504 sociologyPedagogyNarrativeEmpirical realitySociologytutkimus0503 education
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El pluralismo polarizado ante la nueva política y el columnismo digital

2020

El modelo de pluralismo polarizado del sistema mediático español se caracteriza por un periodismo ideológicamente alineado con los principales partidos políticos. Ello se ha traducido en que, en los géneros de opinión, la interpretación sosegada haya sido sacrificada en favor de un discurso dirigido a enjuiciar la realidad y movilizar ideológicamente a las audiencias. Este trabajo aborda las posibles transformaciones en el sistema mediático español como consecuencia de la irrupción de nuevos partidos y de los medios digitales. Con ese objetivo, se han sometido a un análisis cualitativo las columnas de opinión publicadas en dos de los principales cibermedios españoles, Eldiario.es, donde fir…

premsa i políticaPremsa i políticabusiness.industryCommunicationmedia_common.quotation_subjectSocial reality05 social sciences050801 communication & media studies050905 science studiesDigital mediaPolitics0508 media and communicationsPluralism (political theory)Political scienceJournalismIdeology0509 other social sciencesbusinessHumanitiesmedia_commonEstudios sobre el Mensaje Periodístico
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