To see the other types of publications on this topic, follow the link: Nature of reality.

Dissertations / Theses on the topic 'Nature of reality'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 dissertations / theses for your research on the topic 'Nature of reality.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.

1

Miller, Jonathan Scott. "MYSTICAL EXPERIENCES, NEUROSCIENCE, AND THE NATURE OF REALITY." Bowling Green State University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1174405835.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Vallo, Laura Elizabeth. "Stress recovery by exposure to nature in virtual reality." Kansas State University, 2017. http://hdl.handle.net/2097/35527.

Full text
Abstract:
Master of Landscape Architecture<br>Department of Landscape Architecture/Regional & Community Planning<br>Brent Chamberlain<br>The purpose of this research is to identify if virtual reality environments with varying degrees of exposure to nature influence stress recovery at different rates. In 1991, environmental psychologist and architect, Rodger Ulrich, conducted a study on how varying degrees of exposure to nature influences stress recovery by showing participants videos with different levels of nature. His research concluded that participants who viewed the tapes containing scenes with higher degrees of nature recovered from stress quicker than those shown the tapes with higher degrees of human intervention. To expand on this research, it is important to understand how different mediums influence stress recovery. In particular, analyzing how fully immersive virtual reality environments influence the amount of time it takes to recover from a stressor. Virtual reality is particularly beneficial for testing as it enables variable isolation and complete environmental control. A test similar to Ulrich’s was conducted in three parts, a baseline, a stressor, and a stress recovery period. Two environments with varying degrees of human intervention were tested. The virtual reality environments were strategically designed along a same path to minimize the addition of extraneous variables. During this test, biometric data was taken in addition to stated stress levels and stated affective response. The study concluded that regardless of the environment type, participants lowered their baseline stress level. This study represents one of the firsts of its type and can serve as a valuable learning mechanism for testing in virtual reality. Results show promise for mitigating stress levels. However, it is recommended that a similar study be replicated in a more refined manor. Lessons learned from this study could be used to inform future studies investigating the effect of VR environments on stress and mental health.
APA, Harvard, Vancouver, ISO, and other styles
3

Bacha, Ryan Joseph. "Intensified Nature." Thesis, Virginia Tech, 2002. http://hdl.handle.net/10919/33910.

Full text
Abstract:
While art can be an intensification of perception, this nature center recognizes the presence of nature through symbiotic connotations of its primordial elements as architectural form. Deepened experiences of both nature and architecture are to be achieved through a clarified ordering of architectonic elements and their relationship to each other, nature, and humanity.<br>Master of Architecture
APA, Harvard, Vancouver, ISO, and other styles
4

Ayers, Abigail E. "The Collaborative Nature of Designing Narrative VR Applications." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1587130850965235.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Williams, Holly. "The cluttered mind and the illusory nature of perception and reality." Thesis, The University of Sydney, 2005. https://hdl.handle.net/2123/28047.

Full text
Abstract:
This paper is conceived of as an overview and a discussion positing that there is inherent uncertainty in the subject, and that installation art can act as a revelatory agent in the viewer’s understanding of this uncertainty. This - the recognition of uncertainty - can be achieved through the inclusion of uncertainty itself as a trope in artwork. The self and subjectivity are open to a myriad of speculation and theory. Informing my discussion are theories of the uncanny, the abject and Buddhist discourse of the misapprehension of self. In this paper, I will focus on the concept of uncertainty in relation to subjectivity and suggest the existence of the narratizing process that determines the individual’s sense of self and perception of the world. This proposes an idea of the ‘self’ as a fiction, and includes discussions surrounding narcissism (the shoring up of identity), anxiety (existential fear), certainty (misguided search for solidity of self), imagination (the fictionalising process and the amelioration of anxiety), the interstice (breaks in the cognitive narrative). As well as my own work, 1 am focussing on artists whoutilize elements of fantasy and the uncanny in their work, namely Mike Nelson, et a1., Gregor Schneider, Eija- Liisa Ahtila and Gregory Crewdson.
APA, Harvard, Vancouver, ISO, and other styles
6

Epstein, Philip. "The reality and myth of business cycles : the nature and representation of short-run economic fluctuations." Thesis, University of Warwick, 1995. http://wrap.warwick.ac.uk/65208/.

Full text
Abstract:
Business cycles as a distinct type of economic behaviour originated in the severe instabilities experienced by European banking systems in the nineteenth century. A large number of divergent explanations of the phenomenon were proposed by contemporary economists; but by 1900 a consensus had emerged about how they were propagated, if not about causes. Business cycles were thought to be induced by disequilibrium relations among real and monetary variables. This quantity-theoretic view was formulated as self-sustaining sequences of phases of prosperity, recession and depression in 'general conditions' by Wesley Mitchell in 1913. Mitchell, with Arthur Burns, attempted to document these 'comovements' between the wars, but found that actual behaviour was complex and that all episodes were effectively unique. Their results were taken as 'proof of the comovement hypothesis by later economists, and most current research assumes such behaviour. Econometric research proposes an a priori decomposition into 'trend' and 'cycle' on the identifying assumption of separate data generating processes for each component, following the standard interpretation of Burns and Mitchell. Most empirical studies find that such decompositions either are rejected by the data or else fail to capture important empirical properties. Theoretical research assumes comovements to be the effects of random shocks propagated through moving average processes. This model is not in general supported empirically owing to the difficulties in identifying shocks from time-series data. The current literature mostly describes growth-rate rather than levels fluctuations, and models are increasingly being formulated explicitly in terms of growth. Evidence from undecomposed time series in levels suggests that the comovement hypothesis is not supported and further, that timing relations among economic variables are not stable.
APA, Harvard, Vancouver, ISO, and other styles
7

Carter, Lewis A. "Design Considerations for a Virtual Reality Serious Game Towards Connectedness to a Nature-Based Tourism Attraction." Thesis, Griffith University, 2020. http://hdl.handle.net/10072/396198.

Full text
Abstract:
This dissertation explores the potential of a virtual reality serious game to help people understand the complexity of a nature-based attraction, and leverage this to cultivate a connectedness to the ecosystem, working towards increasing pro-environmental behaviour. Specifically, this research examines what design considerations are necessary in working towards these goals. To this end, the opportunities in the tourism space for serious games and virtual reality were investigated through a site visit and subsequent pilot application. The opportunities were used to create a set of objectives for a virtual reality serious game artefact. Through several iterations the artefact was developed and modified, and was used to analyse the design considerations relevant to building a videogame around a nature-based tourism attraction. Further to this, design considerations around influencing a player’s connectedness to the attraction were investigated. Iterations One and Two were developed as part of Associate Professor Alexandra Coghlan’s project on VR games and reef conservation through tourism. The final iteration formed part of this dissertation. Utilising a Design Science methodology, the artefact was developed through a series of iterative activities. The Design, Play, Experience (DPE) Framework, a serious game specific extension of the Mechanics-Dynamics-Aesthetics (MDA) Framework, is used to guide the development and evaluation process. While design considerations for creating serious games exists in literature, theory has neglected those specific to nature-based attractions and those around creating a connection between real-world attractions and players. Through the iterative process, a virtual reality serious game is created around the Great Barrier Reef, the chosen nature-based tourism attraction context for the work. Involvement in the project during the Pilot, Iteration One and Iteration Two was as a paid employee for Associate Professor Alexandra Coghlan. Through the first two iterations of design science, the work identifies a series of design considerations for creating virtual reality serious games about nature-based tourism attractions for visitors. From a gameplay perspective, designers can look to engage players with non-typical elements of the attraction, while using both completely player-controlled and completely simulated events and actions from the attraction to show the attraction’s complexity. Towards teaching visitors about the attraction, designers shouldn’t focus on accuracy but interpretation when representing the environment and allow the player to conduct detrimental activities so they can see the consequences of those actions. Designers can utilize virtual reality to showcase unique perspectives, both from a literal vantage point in the attraction, and to help embody the player as the attraction. Finally, designers can create a visual language that separates the videogame components and the simulated real-world components to ensure visitors know how to interpret various elements. Through the final iteration of design science, the work identifies several more design considerations pertaining specifically to creating a sense of connectedness between the visitor and the tourism attraction. Designers should highlight knowledge about the attraction that pertains to its struggles or threats not necessarily to for visitors to remember, but to create emotional moments. Designers should find ways to evoke different emotions from a typical visit to the attraction or find ways to evoke similar emotions towards different elements of the attraction. Designers can consider the emotional journey the visitor goes on while playing the videogame and make clear connections to the real-world attraction through various stages of their journey. Designers can highlight actions that mimic pro-environmental behaviour in the videogame to help visitors continue those actions in the real-world. The findings seek to better enable videogame creators and designers to create systems around complex ecosystems, towards encouraging pro-environmental behaviour in players. The significance of this dissertation is that it gives videogame designers new lenses to look at their designs through, to better capture the complexity of an ecosystem into a simplified, interactive and educational videogame, while ensuring their videogame brings people closer emotionally to the attraction.<br>Thesis (PhD Doctorate)<br>Doctor of Philosophy (PhD)<br>School of Info & Comm Tech<br>Science, Environment, Engineering and Technology<br>Full Text
APA, Harvard, Vancouver, ISO, and other styles
8

Grieshaber, Verene. "The monster in the mirror : Delisle de Sales and the human body in 'De la Philosophie de la Nature' (1774)." Thesis, University College London (University of London), 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.313726.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Widegren, Markus, and Josef Alin. "Augmented reality-markörer, deras utformning och platsbaserat berättande." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-108228.

Full text
Abstract:
När det gäller design av augmented reality­markörer och platsbaserat berättande finns det många aspekter att ta hänsyn till för att skapa en djup och engagerande upplevelse för användaren. Det finns olika tekniska och kommunikativa faktorer att ta hänsyn till, bland annat måste markörerna vara igenkännbara som just markörer samtidigt som de måste vara tolkningsbara av bildigenkänningen i augmented reality­enheten. Mitt i denna konflikt ligger en designutmaning i vilket det estetiska uttrycket och berättandet måste passa in. Denna studie har genomförts som en kvalitativ fallstudie där scenarier och prototyper har utvecklats utifrån designmetoder som bland annat brainstormning och idéloggar baserat på teorier om designprinciper för augmented reality och berättande i olika medier. En intervju med en potentiell uppdragsgivare ligger delvis till grund för designarbetet. Det producerade materialet har utvärderats genom användbarhetstester samt observationer och intervjuer med ett antal testpersoner. Under arbetet utvecklades “Naturens gång” – en platsbaserad berättelse med tillhörande augmented reality­markörer. Upplevelsen bestod av bild, ljud, video och animation som förde användaren genom en suggestiv berättelse med hjälp av GPS­punkter och markörer. Som teknisk plattform användes augmented reality­applikationen Minnesmark. Utvärderingen visade på vikten av att användandet av tekniken flyter skarvlöst, att markörerna görs skarvfulla och ges betydelse i sig så att de är relevanta för berättelsen och inte bara ett tekniskt hjälpmedel, att vända de tekniska begränsningarna till fördelar, att den estetiska och kommunikativa stilen är genomgående i alla delar, det vill säga i markörer, filmer, bilder och så vidare, för att bibehålla användarens inlevelse i situationen.<br>Regarding design of augmented reality markers and location­based storytelling, there are several aspects to consider in order to create a deep and engaging user experience. There are various technical and communicative factors to take into account, for example: The markers must be specifically recognizable as markers while they also must be interpretable by image recognition in an augmented reality device. In the midst of this conflict lies a design challenge in which the aesthetic expression and storytelling must fit. This study was conducted as a qualitative case study where scenarios and prototypes have been developed based on theories of design principles for augmented reality and storytelling in different mediums. Design methods including brainstormning and idéa logs have been used in the developement. An interview with a potential stakeholder has partly formed the basis for the design work. The produced material has been evaluated through usability testing, observation and interviews with a number of test persons. "The Course of Nature" – a location­based story with accompanying augmented reality markers – was developed as a part of the study. The experience consisted of image, sound, video and animation that brought the user through a suggestive story using GPS locations and markers. As a technical platform the augmented reality application Minnesmark was used. The evaluation showed the importance of how the technology should seamlessly integrate the different elements of the experience, that the markers are given seamfulness and importance in themselves so that they are relevant to the story and not just a technical tool, turning the technical limitations into benefits, that the aesthetic and communicative style is consistent across all parts, the markers, video, images and so on, in order to maintain the user's immersion.
APA, Harvard, Vancouver, ISO, and other styles
10

Furmuzachi, Gabriel. "Emotions, metaphors and reality, a phenomenological approach to William Lyall's Intellect, the emotions and the moral nature." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/MQ60843.pdf.

Full text
APA, Harvard, Vancouver, ISO, and other styles
11

Favier, Diane. "Ecotourism--ideal and reality : a study of guided nature-based tourism in the Flinders Ranges National Park /." Title page, table of contents and abstract only, 1996. http://web4.library.adelaide.edu.au/theses/09ENV/09envf274.pdf.

Full text
APA, Harvard, Vancouver, ISO, and other styles
12

Adriano, Moran Juan. "The reality of home remote patient monitoring : a thesis on the nature, dynamics and effects of telehealth." Thesis, City University London, 2012. http://openaccess.city.ac.uk/3004/.

Full text
APA, Harvard, Vancouver, ISO, and other styles
13

Carter, Jonathan Mark. "'Partakers of his divine nature' : the reality of union with Christ in Thomas Goodwin's defence of Reformed soteriology." Thesis, University of Edinburgh, 2017. http://hdl.handle.net/1842/23000.

Full text
Abstract:
This thesis examines Thomas Goodwin’s (1600–1680) doctrine of union with Christ within his soteriology. It builds upon Michael Lawrence’s historical reassessment which uncovered that, contrary to previous scholarly assumptions, the majority of Goodwin’s treatises were composed during the 1650s and intended to form a grand project defending Reformed soteriology against the new threats of Socinian and radical teachings as well as its traditional opponents, Catholics and Arminians. Goodwin considered this grand project to be his life’s work. It represents the longest exposition of Reformed soteriology composed by an English puritan. However, no modern critical study of the soteriology of his grand project has appeared to date. This thesis, therefore, offers a theological examination in light of his immediate historical context. The study focuses on union with Christ, because Goodwin assumed it occupied a fundamental role in salvation and, therefore, it allows identification of the architectonic structures of his soteriology. The immediate historical context is privileged, because union with Christ (and related loci) was a point of sharp dispute in the 1640s–1650s. By offering a careful examination of this theme in an important individual theologian, this study also aims to make a significant contribution to recent controversy over union with Christ in the post-Reformation period. At stake are two competing visions of the structure of Reformed applied soteriology: some scholars contend that the Reformed tradition granted priority to union with Christ; others contend that priority was granted to justification. The former commonly argue that seventeenth-century divines allowed the priority of union with Christ to be displaced by a causal chain of application; the latter, disputing this claim, argue for continuity within the tradition and that the priority of justification was held alongside broader notions of union with Christ. The main argument of this thesis is a demonstration that Goodwin founded the application of every aspect of salvation upon a ‘real’ union with Christ (i.e., mystical union forged by Christ’s indwelling within the believer) rather than upon a mere ‘relative’ union (i.e., legal union external to the believer). Moreover, Goodwin contended that real union with Christ must involve the indwelling of the uncreated grace of the person of the Holy Spirit. This, he believed, was essential to maintain a trinitarian, federal, high Reformed soteriology in which redemption from the problem of sin is set within a Reformed scheme of christocentric deification. Goodwin’s conception of union with Christ and his high soteriology departed from the views of the conservative majority of seventeenth-century Reformed puritan divines who denied the indwelling of uncreated grace. Instead, his conception often resembled the teachings of antinomians and radicals, though Goodwin remained within the bounds of orthodoxy by repeated application of key theological distinctions. These findings support the view in recent controversy that Reformed applied soteriology was governed by the priority of union with Christ. Yet, neither side accurately construes seventeenth-century views on union with Christ, because disagreement amongst divines over the nature of real union with Christ has not been adequately recognised. Chapter 1 establishes the case for this study from a literature survey. The argument then unfolds in four main chapters. Chapter 2 establishes the nature of real union with Christ embraced by Goodwin. Chapters 3 and 4 demonstrate that Goodwin advocated high doctrines of transformation and forensic justification respectively and determine how each was founded in his conception of real union with Christ. Chapter 5 advances the argument by demonstrating that real union with Christ occupied a fundamental place in his soteriology as a consequence of his conviction that salvation principally consists in participation in Christ and his divine nature. Chapter 6 concludes by assessing the significance of Goodwin’s doctrine of union with Christ in his grand project, in his immediate historical context, and for the recent controversy over union with Christ.
APA, Harvard, Vancouver, ISO, and other styles
14

Juillac, Sylvie. "A la recherche du paysage enfoui chez José Martín Ruiz, Azorín." Thesis, Pau, 2015. http://www.theses.fr/2015PAUU1003/document.

Full text
Abstract:
José Martínez Ruiz, Azorín, écrivain levantin, architecte de la « Génération de 98 », consacrera une partie importante de son oeuvre à la recherche d’une identité à travers la description d’un paysage. Il n’aura de cesse de décrire le même paysage, tout au long de sa vie, mis montañas1. Pourquoi ? Comment ? Est-ce seulement un projet esthétique ? Plus qu’un objet d’étude ou d’observation, n’est-il pas une ressource, une raison de vivre pour lui ? Examinant avec minutie et rigueur les pages qu’il produit, tant dans la presse qu’au coeur de ses livres, telles qu’elles apparaissent sous sa plume au fil du temps, nous tenterons d’apporter une réponse à ces questions<br>José Martínez Ruiz, Azorin, a writer, levantine, an architext of the « Generation of 98 » will devote a large part of his works to the pursuit of an identity through describing a landscape. He never gave up describing the same landscape, all along his life, « mis montanas ». Why? How? Is it only an aesthetic scheme? More than a study or a pure observation subject, isn'it rather for him a recourse or the reason for his own existence? A thorough and close study of the pages he produced, both in the written press and his books, as they appear along the years (under his signature), will help us answer these questions
APA, Harvard, Vancouver, ISO, and other styles
15

Bucolo, Salvatore. "Revealing the nature of interaction between designers and physical and virtual artifacts to support design reflection and discovery." Thesis, Queensland University of Technology, 2008. https://eprints.qut.edu.au/17035/2/Salvatore_Bucolo_Thesis.pdf.

Full text
Abstract:
This thesis aims at developing a better understanding of the design process and the tools required to support it. Specifically it focuses on the early or conceptual stages of the industrial design process and the role of emerging technology based artifacts in supporting this activity. The starting point for this thesis is that industrial design focuses on discovery of new knowledge and that this process of discovery is reflective in nature. Further designers make use of artifacts throughout the design process to support them in this discovery and their reflection. To reveal the role of artifacts in this process, a study of the interaction between designers and their artifacts has been undertaken. To intensify these relationships this thesis has focused on design review activity undertaken in the early stages of industrial design process. Two ethnographic case studies were conducted which allowed for teams of final year industrial design students to be observed during a conceptual design review. The first case study focused on the student designers interacting with traditional artifacts such as sketches, form studies and illustrations as part of the design review session. In the second case study, the student designers made use of low fidelity digital models which were displayed in a highly immersive virtual reality environment to support the design review. Both case studies captured a time slice of a larger design project which the students were undertaking as part of their university studies. The design project focused on the redesign of a consumer product where the students were required to innovate on an existing design based on a number of technology and market constraints. The design review session which formed the basis of the case study was part of a weekly design critique which required the students to bring to the class all of their design development progress. Students were offered an additional review session which was held in a virtual reality facility to supplement their weekly design review session which formed the basis of the second case study. The objective of the review sessions were for the designers to discuss their progress, identify where they were having difficulty, be challenged on design decision and develop a shared understanding of their direction with the class. The case study approach has allowed for an authentic in situ account of how designers make use of artifacts within the early stages of an industrial design process. It has allowed for a comparison between traditional and technology based artifacts and has revealed how they impact on the nature of discovery and reflection. Through a detailed qualitative analysis of the video data which was captured from the case studies, this thesis makes a number of substantial contributions to the current knowledge gaps on the role of artifacts and to our understanding of this phase of design activity. It substantiates conceptual design activity as a reflective process allowing for new discoveries to be made by representing our existing knowledge and understandings in artifacts which can be reflected upon and extended to create new meaning and innovation. From this grounded perspective it has enabled further understandings into the role of the artifact in supporting the design activity. Artifacts are seen as critical in supporting early stage design activity. However it is the nature of the interaction between the designers and their artifacts within the different settings which have been revealed through this research which is of significance. The affordances of the different artifacts have been shown to alter how the students situate their activity and modify their actions within a design review. page 5 of 171 Further designers are required to make use of additional resources such as gestures and rich design language to supplement their design engagement; and they are required to adapt to the environment where the review is being undertaken to ensure that the objective of the design review can be achieved. This thesis makes its primary contribution in outlining the differences between the various types of artifacts and how they can be used to positively support early stage design activity. It is recommended that both traditional and virtual artifacts have a role in supporting activity, but future approaches should consider them as complimentary and consider ways in which they can be merged. The significance of the research is three fold. Firstly, from a pedagogical perspective, within an educational or practiced based setting, it provides a framework to consider the use of emerging technology based artifacts to support early stage design activity. Secondly, from a technology development perspective the grounded observation in authentic experience of design activity, it provides the foundation to inspire and develop new interfaces to support designer interactions with artifacts. Finally, it makes a substantial contribution to the growing body of design research substantiating and revealing new understanding between designers and their artifacts to support early stage design activity.
APA, Harvard, Vancouver, ISO, and other styles
16

Bucolo, Salvatore. "Revealing the nature of interaction between designers and physical and virtual artifacts to support design reflection and discovery." Queensland University of Technology, 2008. http://eprints.qut.edu.au/17035/.

Full text
Abstract:
This thesis aims at developing a better understanding of the design process and the tools required to support it. Specifically it focuses on the early or conceptual stages of the industrial design process and the role of emerging technology based artifacts in supporting this activity. The starting point for this thesis is that industrial design focuses on discovery of new knowledge and that this process of discovery is reflective in nature. Further designers make use of artifacts throughout the design process to support them in this discovery and their reflection. To reveal the role of artifacts in this process, a study of the interaction between designers and their artifacts has been undertaken. To intensify these relationships this thesis has focused on design review activity undertaken in the early stages of industrial design process. Two ethnographic case studies were conducted which allowed for teams of final year industrial design students to be observed during a conceptual design review. The first case study focused on the student designers interacting with traditional artifacts such as sketches, form studies and illustrations as part of the design review session. In the second case study, the student designers made use of low fidelity digital models which were displayed in a highly immersive virtual reality environment to support the design review. Both case studies captured a time slice of a larger design project which the students were undertaking as part of their university studies. The design project focused on the redesign of a consumer product where the students were required to innovate on an existing design based on a number of technology and market constraints. The design review session which formed the basis of the case study was part of a weekly design critique which required the students to bring to the class all of their design development progress. Students were offered an additional review session which was held in a virtual reality facility to supplement their weekly design review session which formed the basis of the second case study. The objective of the review sessions were for the designers to discuss their progress, identify where they were having difficulty, be challenged on design decision and develop a shared understanding of their direction with the class. The case study approach has allowed for an authentic in situ account of how designers make use of artifacts within the early stages of an industrial design process. It has allowed for a comparison between traditional and technology based artifacts and has revealed how they impact on the nature of discovery and reflection. Through a detailed qualitative analysis of the video data which was captured from the case studies, this thesis makes a number of substantial contributions to the current knowledge gaps on the role of artifacts and to our understanding of this phase of design activity. It substantiates conceptual design activity as a reflective process allowing for new discoveries to be made by representing our existing knowledge and understandings in artifacts which can be reflected upon and extended to create new meaning and innovation. From this grounded perspective it has enabled further understandings into the role of the artifact in supporting the design activity. Artifacts are seen as critical in supporting early stage design activity. However it is the nature of the interaction between the designers and their artifacts within the different settings which have been revealed through this research which is of significance. The affordances of the different artifacts have been shown to alter how the students situate their activity and modify their actions within a design review. page 5 of 171 Further designers are required to make use of additional resources such as gestures and rich design language to supplement their design engagement; and they are required to adapt to the environment where the review is being undertaken to ensure that the objective of the design review can be achieved. This thesis makes its primary contribution in outlining the differences between the various types of artifacts and how they can be used to positively support early stage design activity. It is recommended that both traditional and virtual artifacts have a role in supporting activity, but future approaches should consider them as complimentary and consider ways in which they can be merged. The significance of the research is three fold. Firstly, from a pedagogical perspective, within an educational or practiced based setting, it provides a framework to consider the use of emerging technology based artifacts to support early stage design activity. Secondly, from a technology development perspective the grounded observation in authentic experience of design activity, it provides the foundation to inspire and develop new interfaces to support designer interactions with artifacts. Finally, it makes a substantial contribution to the growing body of design research substantiating and revealing new understanding between designers and their artifacts to support early stage design activity.
APA, Harvard, Vancouver, ISO, and other styles
17

Bailie, J. E. C. "Transcribing reality : how the nature of audio and visual media have affected culture, perception, and the role of the artist." Thesis, City, University of London, 2017. http://openaccess.city.ac.uk/20257/.

Full text
Abstract:
The research presented in this thesis was motivated by my own need as a composer to position my work within the broadening of artistic practice that has become a significant aspect of the contemporary music scene. Roughly speaking, this research consists of two interconnected topics: the nature of the complex relationship between reality and the means we have to record it, and a rethinking of the audio visual correlations that might arise as a result of such an investigation into the workings of media. Through the study of these two topics, further important issues will be brought to light such as the distinction between discrete and continuous recording methods, ideas of medial loss, intermedia, and the role that we ourselves play in the development and consumption of media, and as makers and spectators of artworks that use media. I will investigate these questions through my own artistic work. This work, as befits the research topic, employs a variety of formats including some, such as film and audio-visual installation which I have never used before. As a counterpoint to my portfolio I have chosen to examine a carefully selected set of pieces by other artists, also in a variety of media, that taken as a whole help to outline the artistic and theoretical territory to be studied. The investigations of my own work as well as of these case studies are knitted together with theory drawn from a wide range of sources including psychology, science, art, media and music theory, in addition to ideas gleaned from fiction, in order to form the basis of the written part of my thesis. The text is divided into an introductory chapter, three main chapters and a concluding chapter, and has a quasi-historical trajectory starting with the long-exposure that characterized early photography, moving through the single short sample, to the stringing of these samples together into film and digital audio. The fourth chapter concerns sound film, synchronisation and the FT domain, and explores what happens when we put sound and image together, or try to imagine one through the lens of the other. The concluding chapter deals with recent developments in media technology such as high film frame rates and the domination of the digital world, and examines the problematics associated with these developments.
APA, Harvard, Vancouver, ISO, and other styles
18

Mat, Sham A. (Anis). "Beyond the physical realm of mindfulness:the nature of reality and concept of mind in traditional eastern philosophy of Sufism and the quantum paradigm." Master's thesis, University of Oulu, 2019. http://jultika.oulu.fi/Record/nbnfioulu-201904121457.

Full text
Abstract:
Abstract. The pandemonium seizing the world is not so much a physical one, rather a reflection of the chaos in the human mind. As a result, a plethora of concepts have been proposed to address this need in society, one being mindfulness. Central to this concept of mindfulness is the nature of reality and notion of mind. Yet, contemporary mindfulness literature is sparse in addressing these fundamental aspects and instead tends to be undergirded by scientific evidence-based approach which is rooted in modern science also known as Classical Science. This trend is not only widespread in the contemporary mindfulness studies but is the sine qua non of the larger social sciences and humanities research traditions. Despite this prevalence, science has moved into a promising, contemporary branch of science of the Quantum where the non-physical, non-material reality is the default state. This new model of reality introduces a more holistic thought tradition of “both/and” probabilistic thinking perspective instead of “either/or”. Adopting this Quantum Science reality, this thesis explores the nature of reality and concept of mind in contemporary mindfulness and Sufism, comparing both frameworks to that of Quantum Science. Findings demonstrate parallel tenets with regards to the nature of reality, the nature of human and the concept of mind between Quantum Science and Sufism, ultimately bridging the gap between spirituality, religion and science. Furthermore, the thesis uncovers that the perpetual implicit assumptions underpinning contemporary mindfulness are still largely based on the axioms of Classical Science emphasizing physical matter. These axioms continue to assert influence in many academic disciplines even though it had been shown not to be a concrete, default view of science but resulting from historical circumstances. As such, contemporary mindfulness assumes that the mind is an epiphenomenon of the brain. Contrarily, both Sufism and Quantum Science demand a deeper and richer understanding of reality and matter that goes beyond the physical. Neither of them subscribes to the perspective that mind is an emergent property of the brain. Instead, the mind or consciousness, is metaphysical in essence. This significance given to the metaphysical inadvertently provides scientific legitimacy to philosophies, theories, methodologies, approaches and others that center around subjectivity like in education, better capturing the essence of the human.
APA, Harvard, Vancouver, ISO, and other styles
19

Arvidsson, Cecilia, Izabella Henningsson, and Linnea Nilsson. "Levande ytor - Världen är vår canvas : Rumslig upplevelse med Spatial AR." Thesis, Blekinge Tekniska Högskola, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20807.

Full text
Abstract:
I detta kandidatarbete undersöker vi hur projection mapping (projicering på en yta) kan användas för att skapa en rumslig berättelse eller upplevelse. Utifrån vår egna tolkning av calm technologys (lugn teknologi) principer har vi skapat ett designperspektiv som syftar till att göra designen lugn, genom att teknologin inte ska bli störande för åskådaren. Till vår hjälp har vi använt oss utav Keri Smiths metoder till att utforska och experimentera med omgivningen och material. För att sedan kunna utöka kreativiteten och hitta nya idéer inom projection mapping har vi använt oss av metoder såsom brainstorming, moodboards och skisser. Vi har även utgått från Stolterman och Löwgrens syn på en designprocess. Detta resulterade till tre gestaltningar där alla utgår från naturens lugna atmosfär. Under detta arbete har vi kommit fram till att det finns många olika sätt att berätta med ytor, det behöver inte bara vara ett fysiskt rum med väggar och tak. Ytor kan bli rum genom att manipulera fysiska föremål med projektorer. Genom att lägga på ett extra lager på objekten som till exempel en animation så kan det förstärka objektet i sig eller få en helt ny karaktär. Med enkla medel som olika mönster, färger och ljus.<br>In this bachelor thesis we will examine how projection mapping (projection on a surface) can be used as a spatial experience. From our own interpretation of calm technology’s principles, will we create a design perspective that could keep the design calm with respect to the technology, and not be a disturbing moment for the viewer. To guide us through this we have taken Keri Smith’s methods to explore and experiment the environment and different materials. To expand the creativity to find new possibilities in projection mapping, we have used methods like brainstorming, moodboards and sketches. To help our process we based our project on Stolterman and Löwgren’s view of the design process. This led to a result of three figurations where all of them are inspired by the atmosphere of our nature. Through this project we have reached that there’s a lot of ways you can narrate with spaces, it doesn't need to be a physical room where you can stand in. Spaces can transform by manipulating physical artifacts. By adding an extra layer onto these artifacts like an animation it can amplify it’s meaning or give it a new character. Only with simple means like different patterns, colors and light.
APA, Harvard, Vancouver, ISO, and other styles
20

Scarfe, Adam Christian. "On the nature and function of scepticism in speculative philosophy: A study of G. W. F. Hegel's "Logic" and A. N. Whitehead's "Process and Reality"." Thesis, University of Ottawa (Canada), 2001. http://hdl.handle.net/10393/9161.

Full text
Abstract:
The following doctoral dissertation constitutes a conjoint analysis of the workings of scepticism as contained within Hegel's and Whitehead's respective and contrasting philosophies of 'process'. In it, I hypothesize that for these speculative thinkers, scepticism may be described as the 'mover' of philosophical, religious, and scientific endeavour. Part One of the thesis focuses on Hegel's 'initially-idealistic' standpoint of Absolute Idealism as contained in the Logic. I find that for him, scepticism is to be defined as the recognition and negation of finitude. Drawing from Hegel's general distinction of Ancient and Modern forms of scepticism, I argue that scepticism is representative of the moment of 'cancellation' implicit within the dialectical progression of the logical Concept (Begriff). Subsequently, I trace the role of scepticism as the recognition of finitude with respect to the unfolding of Hegel's criterion of truth characteristic of Absolute Idealism, namely, within the process by which the dialectical opposition of 'idealism' and 'realism' is worked out. Part Two concerns Whitehead's 'provisionally-realistic' philosophy of Organism as advanced in Process and Reality. I elucidate the fact that for him, scepticism is the main contributor to the problem of the radical 'bifiurcation' of actualities. Following from an elucidation of the interplay between his ontological principle and the principle of relativity, as well as an analysis of his three modes of perception, I propose that Whitehead's notions of the 'division' and 'decision' of the extensive continuum signify the workings of scepticism. In carrying out this interpretation, I show that 'negative prehensions' constitute the means by which the extensive continuum is divided by the organism, and are the efficient element in the creativity of organisms. And, I trace both the 'realistic' and 'idealistic' activities of 'negative prehensions' with respect to his descriptions of the unfolding of the creative processes of organisms. Part Three of the dissertation focuses directly on the ramifications of accepting my initial hypothesis that, in speculative philosophy, scepticism is described as the 'mover' of philosophical, scientific, and religious endeavour. I advance an overall synopsis of the nature and function of scepticism in, and in light of, my study of speculative philosophy. Lastly, I offer a critical response to the radical 'instrumental' scepticism predominant in our era, from both Hegelian and Whiteheadian perspectives.
APA, Harvard, Vancouver, ISO, and other styles
21

Herbertsson, Mattias. "Tri-Svabhava-Vada : Yogacara Buddhist theory applied on film." Thesis, Växjö University, School of Humanities, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-1826.

Full text
Abstract:
<p>A ‘religion means Christianity’ equivalence seem to be predominant within the academic publications on religion and film. If a ‘philosophical’ film does not fit within the Christian doctrine, secular philosophies are usually applied to it. This paper tries to do a Buddhist analysis of the film Fight Club (David Fincher, 1999). The Yogacara Buddhist doctrine is used as a base for the thematic analysis, its vocabulary is applied on the narrative progression of the films protagonist. Structure: The paper starts with an introduction on how Buddhism came about through the life story of the Buddha, and then goes deeper into the Buddhist doctrine of thought. It concludes by using Yogacara Buddhist theories and vocabulary in a thematic analysis of the film Fight Club.</p>
APA, Harvard, Vancouver, ISO, and other styles
22

Kim, Sukho. "The relationships between ultimate reality, human being and nature in Korea : a comparison of the ecological theologies of Chiha Kim (1941-), Pomnyun (1953-) and Hyunju Lee (1944-)." Thesis, University of Edinburgh, 2005. http://hdl.handle.net/1842/30355.

Full text
Abstract:
‘Ecological thought’ in this thesis means a religious or philosophical reflection on a way that humanity and all other existences can co-exist. Korea has a multi-religious context in long history. Shamanism, Taoism, Confucianism, Donghak, Christianity, etc, were introduced, accumulated, and developed in Korean mentality according to the historical progress, and constituted an unique Korean culture coexisting various religions. In this understanding of the multi-religious context, this thesis examined Korean ecological thought through three thinkers who have different religious backgrounds such as Donghak, Buddhism and Christianity. Chiha Kim as a poet, writer and civil activist; Pomnyun as a Buddhist monk and unification campaigner of South and North Korea; and Hyunju Lee as a Methodist church minister and writer of children’s stories, are all well-known people in relation to ecological thought at the present time in Korea. They all argue the relationship between God, humanity and the natural world to overcome ecological crisis, although they are not happy with this artificial classification of God, humanity, and nature. Their understandings of the relationship have been differently described according to their religious backgrounds and bases such as ‘life’, ‘dependent origination’, and ‘incarnation’, but they commonly point to ‘indivisibility’, ‘interconnectedness’, or ‘oneness’ about the relationship. Chiha Kim insists an indivisibility of all realities through the understanding of which ‘life’ is ‘an endless dynamic generation’ within all existences. Pomnyun understands the relationship in which all realities have been endlessly interconnected by the principle of ‘dependent origination’. Hyunju Lee argues that all existences are an expression of divine incarnation and all beings having spirituality cannot be independent but are one.
APA, Harvard, Vancouver, ISO, and other styles
23

Radikovic, Adrijan Silvester. "A true virtual window." Thesis, Texas A&M University, 2004. http://hdl.handle.net/1969.1/1451.

Full text
Abstract:
Previous research from environmental psychology shows that human well-being suffers in windowless environments in many ways and a window view of nature is psychologically and physiologically beneficial to humans. Current window substitutes, still images and video, lack three dimensional properties necessary for a realistic viewing experience – primarily motion parallax. We present a new system using a head-coupled display and image-based rendering to simulate a photorealistic artificial window view of nature with motion parallax. Evaluation data obtained from human subjects suggest that the system prototype is a better window substitute than a static image and has significantly more positive effects on observers’ moods. The test subjects judged the system prototype as a good simulation of, and acceptable replacement for, a real window, and accorded it much higher ratings for realism and preference than a static image.
APA, Harvard, Vancouver, ISO, and other styles
24

Chernov, Gennadiy. "Convergence of agenda setting and attitude change approaches : media effects and the interaction between the characteristics of media messages, the nature of reality underlying media issues and mechanisms of information processing /." Connect to title online (ProQuest), 2008. http://proquest.umi.com/pqdweb?did=1588418311&sid=6&Fmt=2&clientId=11238&RQT=309&VName=PQD.

Full text
Abstract:
Thesis (Ph. D.)--University of Oregon, 2008.<br>Typescript. Includes vita and abstract. Includes bibliographical references (leaves 134-144). Also available online in ProQuest, free to University of Oregon users.
APA, Harvard, Vancouver, ISO, and other styles
25

Marineli, Fábio. "A realidade das entidades científicas e a formação de professores de física: uma análise sociocultural." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/48/48134/tde-29042016-132736/.

Full text
Abstract:
O objetivo da presente tese é realizar uma abordagem acerca da realidade das entidades científicas no contexto da formação de professores de física. A literatura em ensino de ciências destaca a importância do entendimento de aspectos da natureza da ciência por professores. Dentre esses aspectos, exploramos a questão da realidade das entidades inobserváveis descritas pelas teorias científicas, tratando sobretudo de critérios utilizados para a caracterização dessa realidade por licenciandos, bem como possíveis influências na constituição desses critérios. Consideramos que um professor de física, durante sua atuação profissional, precisará lidar com a questão da realidade de entidades não acessíveis aos sentidos, tendo talvez de explicar em que se baseia uma proposição sobre sua existência. No desenvolvimento do presente trabalho, trouxemos alguns elementos de uma discussão que se dá no âmbito filosófico a respeito do realismo científico e também abordamos formulações teóricas que tratam da questão da realidade em perspectivas que se referem ao campo cotidiano e ao senso comum. Como referencial mais geral, utilizamos uma abordagem sobre cultura, que aponta para a influência de diversas estruturas culturais nas formas de entendimento do mundo e permite conceber a ciência como uma dessas estruturas. Entre outras coisas, a aprendizagem da ciência envolveria a compreensão de suas formas específicas de atribuir realidade, em contraposição às formas de outras estruturas culturais. Foram desenvolvidos três estudos, com análises fundamentadas em metodologias qualitativas. No primeiro, investigamos critérios usados por licenciandos em física para definir a realidade de entidades da ciência e de entes relacionados a outros domínios; no segundo, analisamos formas pelas quais certas entidades científicas são caracterizadas e tomadas como reais em uma coleção de livros didáticos de física do ensino superior; e, por fim, o terceiro consistiu na construção e utilização de um heurístico, com o objetivo de proporcionar reflexões acerca de questões relacionadas ao conhecimento científico e a elementos de outras estruturas culturais e foram analisadas as entrevistas de quatro estudantes de licenciatura sobre o uso desse instrumento. Os resultados obtidos parecem mostrar que há influência de elementos vindos de fora da ciência nos critérios utilizados por estudantes para a definição da realidade das entidades. Além disso, mostram que esse tema não é comumente trazido à reflexão dos alunos, o que não contribui para a reelaboração dos critérios de realidade já trazidos por eles de outros campos que não o científico. O heurístico utilizado no terceiro estudo serviu para trazer à tona as bases do pensamento dos estudantes e lhes indicar certos elementos para reflexão; existiram diferenças nos tipos de reflexão suscitados pelo instrumento, o que consideramos ser uma espécie de \"contextualização cultural\" na maneira de compreender as questões trazidas por ele. O desenvolvimento dos três estudos nos permitiu compreender alguns aspectos relevantes sobre os modos de entendimento das entidades da ciência e pensar sobre suas formas de tratamento em um curso de física.<br>The goal of this thesis is to approach the problem of reality of scientific entities within the education of physics teachers. The literature in the field of Science Education highlights the relevance of the teachers\' understanding of aspects of the nature of science. Among these aspects, we explore the problem of the reality of non-observable entities described by scientific theories. We particularly address criteria used for characterizing such reality by undergraduate physics students as well as possible influences on the constitution of such criteria. We consider that a physics teacher, throughout the teacher\'s professional career, will have to address the problem of reality of entities that are not perceivable through the senses, which leads to the possibility that the teacher may have to explain the basis of the proposition of the existence of such entities. During the development of this research, we have brought some elements of a discussion within the philosophical sphere about scientific realism as well as theoretical elaborations that address the matter of reality in everyday use and common sense. As a general reference, we utilize an approach of culture that points out the influence of several cultural structures in the understanding of the world and allows conceiving science as one of these structures. Among other things, learning science would involve comprehending its specific ways of assigning reality as opposed to the ways of other cultural structures. We have conducted three studies whose analysis is based on qualitative methods. In the first study, we investigate which criteria pre-service physics teachers use for defining the reality of scientific entities and of entities related to other spheres. In the second study, we analyze ways in which certain scientific entities are characterized and taken as real in a collection of didactic books of physics for higher education. The third study, at last, consists of the construction and use of a heuristic, which aims to induce reflections about matters related to scientific knowledge and to elements of other cultural structures, and of the analysis of interviews with four pre-service physics teachers about the use of this instrument. The results obtained seem to show that there is an influence of elements from outside the scientific field on the criteria used by students to define the reality of entities. Furthermore, they reveal that this issue is not commonly addressed to students, which does not contribute to the re-elaboration of such reality criteria that are brought by them from other fields apart from the scientific field. The heuristic used in the third study has revealed the basis of the students\' thoughts as well as served to give them certain reflection elements; there were differences in the types of reflection aroused by the instrument, which we consider a sort of \"cultural contextualization\" in the way of understanding the problems that it points out. The development of the three studies has allowed us to perceive some relevant aspects of the way of understanding scientific entities and to consider means to approach them within an undergraduate course of physics.
APA, Harvard, Vancouver, ISO, and other styles
26

Collette, Bernard. "Hénologie et idée de système chez Plotin: étude sur les fondements et la nature de la détermination du réel." Doctoral thesis, Universite Libre de Bruxelles, 2004. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/211113.

Full text
Abstract:
Mon travail a pour objet l’étude de l’idée de système telle qu’elle est pratiquée par Plotin et l’analyse du type de détermination hénologique que sous-entend une telle idée. Pour ce faire, j’ai axé mes recherches sur trois pôles :premièrement, sur le rôle que joue l’indétermination dans la constitution du système de l’être ;deuxièmement, sur le nombre comme manifestation de la détermination du réel ;troisièmement, sur la présence de l’indétermination dans le système de l’être. Mes recherches montrent qu’il existe une perméabilité du système de l’être relativement à la double indétermination qui l’entoure, à savoir celle de l’Un et celle de la matière dernière. Cette perméabilité est ce qui assure au système une vitalité interne, vitalité dont témoigne le double mouvement de procession et de conversion qui le caractérise./<p>My work’s object is the study of the idea of system which is practised by Plotinus and the kind of henological determination implied by this idea. In that perspective, my researches are shared out in three mains subjects :firstly, the function of the indetermination in the constitution of being’s system ;second, the number as expression of the determination of reality ;third, the presence of the external indetermination inside the being’s system. My researches show the existence of a system’s permeability with regard to the double indetermination which surrounds it, namely those of the One and of the ultimate Matter. This permeability ensure a vitality to the system, vitality of which the double movement of procession and conversion testifies.<br>Doctorat en philosophie et lettres, Orientation philosophie<br>info:eu-repo/semantics/nonPublished
APA, Harvard, Vancouver, ISO, and other styles
27

Younge, Janni. "Creating resonance in emptiness with visual theatre : how the metaphorical potential of puppets, objects and images in theatre can be used to explore the constructed nature of reality and the complexity of the self." Master's thesis, University of Cape Town, 2007. http://hdl.handle.net/11427/8158.

Full text
Abstract:
Includes the performance script of the play.<br>Includes bibliographical references (leaves 88-93).<br>The aim of this explication is to set my practical theatre research, and the production Dolos in particular, in a theoretical framework and performance historical context. Since the central theme of Dolos is the construction of reality and the consequent attachment to aspects of the self, my study draws on the ideas proposed by Phenomenology and Madhyamaka Buddhist philosophy.According to these two philosophical systems, the concept of reality is subjective and relative. This leads me to question the functioning of meaning-making in artistic practice. Metaphor is explored as a vehicle for the meaning-making process and for the creation of resonant experience in theatre and performance. The production style of Dolos is one that I have defined as Visual Theatre, a theatre of puppets, objects, visual and theatrical images. Visual Theatre is examined in the context of theatre as an artistic medium; it is then contextualised in terms of its 20th development through the Century; and definitions are offered of the major elements at play within Visual Theatre. A series of interviews conducted with five creator/ directors from four South African companies working in the general terrain of Visual Theatre is used to contextualise current practice in South Africa and to locate my own work. The interviews are used to establish trends of thought around the object/puppet and its relationship in theatre to constructed reality. The views of these practitioners on their own creative process as well as my observations about their practical work are used as examples throughout.
APA, Harvard, Vancouver, ISO, and other styles
28

Maines, Lauren Ann. "The nature of realism /." Online version of thesis, 1988. http://hdl.handle.net/1850/11541.

Full text
APA, Harvard, Vancouver, ISO, and other styles
29

Lopez-Betancur, Olga del Pilar. "La philosophie tragique chez Clément Rosset : un regard sur le réel." Thesis, Paris 10, 2014. http://www.theses.fr/2014PA100188/document.

Full text
Abstract:
A partir du concept « philosophie tragique », nous proposons une approche de l’ensemble de la philosophie de Rosset, qui a jusqu’ici peu été étudiée en France. Nous envisageons le rapport, dans son œuvre, entre philosophie tragique et esthétique à partir de ses analyses d’œuvres d’art dramaturgiques, littéraires et musicales. Pour ce faire, nous analysons le terme même de tragique, la fortune du drame antique et l’usage que propose Nietzsche de la tragédie pour déterminer la ligne philosophique propre à Rosset. Nous proposons ainsi une cartographie de l’ensemble de son œuvre pour analyser les nouvelles tactiques qu’il met en œuvre pour renouveler l’approche du tragique, et par là, pour évaluer la manière de philosopher singulière qu’il met en œuvre. Analysant dans ses premiers travaux le tragique à travers une analyse de l’événement tragique et de son expérience individuelle, Rosset élargit son champ de réflexion pour faire du tragique l’objet d’une philosophie du réel. Ce tournant dans son œuvre nous amène à penser le tragique non comme une question circonstancielle ou réservée à l’analyse dramaturgique ou esthétique mais comme le programme d’une nouvelle philosophie, qui conteste l’idée de nature, et propose une nouvelle philosophie du réel. En précisant cette philosophie comme « logique du pire », « anti-nature » et philosophie du hasard, nous confrontons ainsi ses ouvrages de la maturité avec son premier geste philosophique, qui détermine la philosophie comme tragique. Cela nous amène à distinguer le tragique de l’absurde et du pessimisme, en insistant sur le rapport paradoxal à la joie qu’il comporte, qui détermine le tragique comme une philosophie de l’approbation. Le rôle que tiennent la littérature et la musique est alors évalué à la lumière de cette nouvelle rencontre, que Rosset nous propose, entre une esthétique de l’artifice et une éthique de l’approbation tragique. Nous espérons ainsi contribuer à l’ouverture en France d’une réception de la philosophie de Clément Rosset<br>Starting from the concept of “tragic philosophy”, we offer a complete analysis of the complete philosophy of Rosset, up to now little studied in France. We contemplate the link in his work between tragic philosophy and the arts, based on his analysis of works of dramatic art, literature and music. In doing this, we analyse even the term ‘tragic’ itself, the fortune of ancient drama and the usage of tragedy proposed by Nietzsche, in order to establish the philosophical approach that belongs to Rosset. We thus present a mapping of the whole of his works in order to analyse the new tactics that he puts to work in order to re-invent the approach to tragic, and in this manner, evaluate the singular manner of the philosopher that he puts to work. Analysing in his earliest works on tragic by means of the tragic event and his personnel experience, Rosset then enlarges his field of reflexion to make tragic the object of the philosophy of reality. This twist in his work brings us to think not of the tragic as a circumstantial question or the reserve of the dramatical or artistic analysis but as the plan for a new philosophy, which contests the idea of nature, and offers a new philosophy of reality. By clarifying this philosophy as the « logic of the worst », « anti-nature » and the philosophy of chance, we thus consider his works with the maturity of his first philosophical gesture that sets out the philosophy as tragic. This method in his work leads us to distinguish the absurd tragic from that of pessimism, whilst insisting on the paradoxical link of the joy that it brings, that determines the tragic as a philosophy of approval. The role played by literature and music is thus evaluated in the light of this new encounter that Rosset proposes to us, between an art of the subtle and the ethics of tragic approval. We hope in this manner to contribute to opening France up to the philosophy of Clément Rosset<br>Esta tesis tiene como objetivo comprender y precisar los términos a partir de los cuales Clément Rosset retoma y reelabora el termino filosofía trágica. Para hacerlo, hemos hecho una travesía que abarca el conjunto de su obra, para así hacer visibles los diferentes estratos que conforman este concepto. En primer lugar, la filosofía trágica de la que Rosset nos habla en sus libros de juventud aparece a une escala humana: él se interroga sobre el acontecimiento trágico y la relación del humano con ese tipo de situaciones. El describe, por tanto, el sujeto trágico que se sorprende cada vez que esas situaciones aparecen. Su elaboración no solamente su nutre y está ligada definitivamente a Nietzsche, sino también a las tragedias antiguas y modernas, reforzando así el lazo entre estética y filosofía. En segundo lugar, Rosset extiende su visión de lo trágico al mundo. Así él nos invita a pensar en la actividad misma de la materia, lo cual implica que no solamente el individuo es trágico sino el mundo en su totalidad. En este momento de la reflexión es necesario precisar que Rosset no comprende lo trágico como el “hecho lamentable”, sino que su visión es mucho mas compleja, puesto él debe entenderse como el “indeterminismo” que acompaña cada acto de nuestra vida y la actividad del mundo en su conjunto. Así una filosofía trágica se dedica a pensar ese ingrediente crucial, el “indeterminismo”, de donde surgen todos los determinismos que vemos y habitamos constantemente: los acontecimientos y los seres (animados e inanimados). En tercer lugar, si Rosset instaura una nueva concepción de lo trágico, ella va permitirle, algunos años más tarde, conducir su reflexión hacia lo “real”. Es así que la palabra “trágico” se diluye, pero no su sentido, el “indeterminismo”, el cual se incrusta en el centro mismo de sus reflexiones sobre lo real. Vemos así como Rosset desliza su pensamiento hacia una filosofía de lo real que por tanto es completamente equiparable a la filosofía trágica de sus primeros libros. Eso no significa que la reflexión de Rosset permanezca estática, todo lo contrario, ella es muy activa - pero guardando una profunda coherencia -, puesto que se dedica a reformular el problema de lo real, esta vez a partir del “indeterminismo”, que aparecerá como la verdadera “naturaleza” de lo real. Finalmente si la filosofía de Rosset se dedica pensar lo real, su solo objetivo es proponernos una reconciliación con lo inmediato, con el empirismo de las cosas que nos rodean. De esta manera su filosofía es una celebración de lo real, la cual también podría leerse como una celebración del “indeterminismo”. Para garantizar mejor nuestra cohabitación con lo real, Rosset la refuerza a través de un campo de sensaciones provenientes de la música y la literatura. Es así que una filosofía de lo real, puede mejor comprenderse por las sensaciones que nos producen estas manifestaciones estéticas. De esta manera Rosset conserva el lazo entre filosofía y estética que habíamos descubierto al comienzo de su reflexión sobre lo trágico
APA, Harvard, Vancouver, ISO, and other styles
30

Savage, Ruthann. "TRAINING WAYFINDING: NATURAL MOVEMENT IN MIXED REALITY." Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3929.

Full text
Abstract:
The Army needs a distributed training environment that can be accessed whenever and wherever required for training and mission rehearsal. This paper describes an exploratory experiment designed to investigate the effectiveness of a prototype of such a system in training a navigation task. A wearable computer, acoustic tracking system, and see-through head mounted display (HMD) were used to wirelessly track users' head position and orientation while presenting a graphic representation of their virtual surroundings, through which the user walked using natural movement. As previous studies have shown that virtual environments can be used to train navigation, the ability to add natural movement to a type of virtual environment may enhance that training, based on the proprioceptive feedback gained by walking through the environment. Sixty participants were randomly assigned to one of three conditions: route drawing on printed floor plan, rehearsal in the actual facility, and rehearsal in a mixed reality (MR) environment. Participants, divided equally between male and female in each group, studied verbal directions of route, then performed three rehearsals of the route, with those in the map condition drawing it onto three separate printed floor plans, those in the practice condition walking through the actual facility, and participants in the MR condition walking through a three dimensional virtual environment, with landmarks, waypoints and virtual footprints. A scaling factor was used, with each step in the MR environment equal to three steps in the real environment, with the MR environment also broken into "tiles", like pages in an atlas, through which participant progressed, entering each tile in succession until they completed the entire route. Transfer of training testing that consisted of a timed traversal of the route through the actual facility showed a significant difference in route knowledge based on the total time to complete the route, and the number of errors committed while doing so, with "walkers" performing better than participants in the paper map or MR condition, although the effect was weak. Survey knowledge showed little difference among the three rehearsal conditions. Three standardized tests of spatial abilities did not correlate with route traversal time, or errors, or with 3 of the 4 orientation localization tasks. Within the MR rehearsal condition there was a clear performance improvement over the three rehearsal trials as measured by the time required to complete the route in the MR environment which was accepted as an indication that learning occurred. As measured using the Simulator Sickness Questionnaire, there were no incidents of simulator sickness in the MR environment. Rehearsal in the actual facility was the most effective training condition; however, it is often not an acceptable form of rehearsal given an inaccessible or hostile environment. Performance between participants in the other two conditions were indistinguishable, pointing toward continued experimentation that should include the combined effect of paper map rehearsal with mixed reality, especially as it is likely to be the more realistic case for mission rehearsal, since there is no indication that maps should be eliminated. To walk through the environment beforehand can enhance the Soldiers' understanding of their surroundings, as was evident through the comments from participants as they moved from MR to the actual space: "This looks like I was just here", and "There's that pole I kept having trouble with". Such comments lead one to believe that this is a tool to continue to explore and apply. While additional research on the scaling and tiling factors is likely warranted, to determine if the effect can be applied to other environments or tasks, it should be pointed out that this is not a new task for most adults who have interacted with maps, where a scaling factor of 1 to 15,000 is common in orienteering maps, and 1 to 25,000 in military maps. Rehearsal time spent in the MR condition varied widely, some of which could be blamed on an issue referred to as "avatar excursions", a system anomaly that should be addressed in future research. The proprioceptive feedback in MR was expected to positively impact performance scores. It is very likely that proprioceptive feedback is what led to the lack of simulator sickness among these participants. The design of the HMD may have aided in the minimal reported symptoms as it allowed participants some peripheral vision that provided orientation cues as to their body position and movement. Future research might include a direct comparison between this MR, and a virtual environment system through which users move by manipulating an input device such as a mouse or joystick, while physically remaining stationary. The exploration and confirmation of the training capabilities of MR as is an important step in the development and application of the system to the U.S. Army training mission. This experiment was designed to examine one potential training area in a small controlled environment, which can be used as the foundation for experimentation with more complex tasks such as wayfinding through an urban environment, and or in direct comparison to more established virtual environments to determine strengths, as well as areas for improvement, to make MR as an effective addition to the Army training mission.<br>Ph.D.<br>Department of Psychology<br>Sciences<br>Psychology
APA, Harvard, Vancouver, ISO, and other styles
31

Johnson, Peter. "The constants of nature : a realist account." Thesis, University of Oxford, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.321556.

Full text
APA, Harvard, Vancouver, ISO, and other styles
32

Ketland, Jeffrey John. "The mathematicization of nature." Thesis, London School of Economics and Political Science (University of London), 1999. http://etheses.lse.ac.uk/2241/.

Full text
Abstract:
This thesis defends the Quine-Putnam indispensability argument for mathematical realism and introduces a new indispensability argument for a substantial conception of truth. Chapters 1 and 2 formulate the main components of the Quine-Putnam argument, namely that virtually all scientific laws quantify over mathematical entities and thus logically presuppose the existence thereof. Chapter 2 contains a detailed discussion of the logical structure of some scientific theories that incorporate or apply mathematics. Chapter 3 then reconstructs the central assumptions of Quine's argument, concluding (provocatively) that "science entails platonism". Chapter 4 contains a brief discussion of some major theories of truth, including deflationary views (redundancy, disquotation). Chapter 5 introduces a new argument against such deflationary views, based on certain logical properties of truth theories. Chapter 6 contains a further discussion of mathematical truth. In particular, non-standard conceptions of mathematical truth such as "if-thenism" and "hermeneuticism". Chapter 7 introduces the programmes of reconstrual and reconstruction proposed by recent nominalism. Chapters 8 discusses modal nominalism, concluding that modalism is implausible as an interpretation of mathematics (if taken seriously, it suffers from exactly those epistemological problems allegedly suffered by realism). Chapter 9 discusses Field's deflationism, whose central motivating idea is that mathematics is (pace Quine and Putnam) dispensable in applications. This turns on a conservativeness claim which, as Shapiro pointed out in 1983, must be incorrect (using Godel's Theorems). I conclude in Chapter 10 that nominalistic views of mathematics and deflationist views of truth are both inadequate to the overall explanatory needs of science.
APA, Harvard, Vancouver, ISO, and other styles
33

Homan, Jacqueline. "Realism, social constructionism and 'natural' hazards : a study of people-nature relations in Egypt and the U.K." Thesis, University of Liverpool, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.366403.

Full text
Abstract:
Recent literature in the social sciences has emphasized the socially constructed nature of knowledge. Consequently, this has had a bearing upon the understanding of science; interpretations of the natural world; and issues associated with understanding 'the Other'. The relevance of these wider social debates can be extended into a consideration of 'natural' hazards in different cultural contexts. This thesis attempts to develop a 'middle ground', drawing on theories of critical realism, that appreciates the socially constructed nature of scientific practice, but that retains the empancipatory, positive potential of science and that allows intervention in other cultural contexts. The remainder of the thesis attempts to put some of these ideas into practice and to develop the implications of these arguments for those interested in understanding and mitigating 'natural' hazards in other cultures. Two case studies are used, relating to Egypt and the U.K., which explore the scientific understandings of 'natural' hazard events in two different cultural contexts. Fundamental to the approach adopted is the need to acknowledge science as a social practice and how it functions within different societies. Examples are given, pertaining to both Egypt and the U.K., of what this might mean in 'practice'. In summary, therefore, there is an appreciation of the implications of recent social science literature for hazards research and the development of a practical approach to hazards with a social and philosophical justification
APA, Harvard, Vancouver, ISO, and other styles
34

Threatt, Patrick Lee. "NATURAL HAZARDS IN MISSISSIPPI: REGIONAL PERCEPTIONS AND REALITY." MSSTATE, 2008. http://sun.library.msstate.edu/ETD-db/theses/available/etd-11092007-145929/.

Full text
Abstract:
This study comprised of a survey of 807 students in geosciences classes at Mississippi State University to determine the perceived level of threat from eight natural hazards: hurricanes, hail, lightning, tornadoes, earthquakes, ice storms, floods, and wildfires. Responses were analyzed to detect spatial differences in perceptions of threats across the state of Mississippi for comparison. Actual occurrences of the natural hazards and preparations for dealing with these hazards were recorded by county and MEMA districts. Threat perceptions for hurricanes, ice storms, floods, and lightning showed spatial differences, whereas threats from hail, tornadoes, earthquakes, and wildfire showed no spatial differences. All perceived threats except ice storms paralleled the actual recorded occurrences of the respective hazards spatially. Preparations for each hazard included the adoption of MEMAs Basic Plan for the entire state.
APA, Harvard, Vancouver, ISO, and other styles
35

Gao, Lei. "Natural Gesture Based Interaction for Handheld Augmented Reality." Thesis, University of Canterbury. Computer Science and Software Engineering, 2013. http://hdl.handle.net/10092/8614.

Full text
Abstract:
The goal of this research thesis is to explore and evaluate a novel interaction interface performing canonical manipulations in 3D space for Augmented Reality (AR) on handheld devices. Different from current handheld AR applications usually using touch-screen based interaction methods, we developed a 3D gesture based interaction approach for handheld AR using an attached RGB-Depth camera to provide intuitive 3D interaction experience in 3D space. By identifying fingertips and mapping their 3D positions into the coordinate system of AR virtual scene, our proposed method allows users to perform operations on virtual objects using their fingers in midair with six-degrees-of-freedom (6DOF). We applied our methods in two systems: (1) a client-server handheld AR system, and (2) a standalone handheld tablet AR system. In order to evaluate the usability of our gesture-based interface we conducted a user study in which we compared the performance to a 2D touch-based interface. From the results, we concluded that traditional 2D touch-based interface performed faster than our proposed 3D gesture-based interface. However, our method proved a high entertainment value, suggesting great possibilities for leisure applications.
APA, Harvard, Vancouver, ISO, and other styles
36

Marshall, Jeremy H. "Natural classification and the reality of higher taxa." Thesis, University of Oxford, 1989. http://ora.ox.ac.uk/objects/uuid:240dd5d5-41f2-4378-a6d0-4c11c1e5351a.

Full text
Abstract:
Having outlined the present situation as regards rival taxonomic philosophies, and some of its historical background, the thesis examines this attempt to recategorize taxa as individual-like entities, and finds it wanting. The properties of species which render them regardable as individuals do not readily extend to more inclusive levels, or, if they do, are not readily restricted solely to cladistic taxa. Cladistic systematization, in moving away from the notion of a taxon as a class of similar entities, may cease to convey the information expected of a classification system. The practice of biology requires a more flexible and more stable taxonomy than can be provided by strict adherence to cladistic rules, and taxa are-better regarded as 'historical classes', delineated neither by pure unanalysed similarity nor by logical transformation of hypotheses of phylogenetic relationship, but by a considered pragmatic synthesis of the two, employing the notion of convexity as a criterion of acceptability.
APA, Harvard, Vancouver, ISO, and other styles
37

Threatt, Patrick Lee. "Natural hazards in Mississippi regional perceptions and reality /." Master's thesis, Mississippi State : Mississippi State University, 2007. http://library.msstate.edu/etd/show.asp?etd=etd-11092007-145929.

Full text
APA, Harvard, Vancouver, ISO, and other styles
38

Burback, Kyle. "Expanded and Integrated Entries from the Orthogonal Encyclopedia on Nature." Ohio University Art and Sciences Honors Theses / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ouashonors149277574680419.

Full text
APA, Harvard, Vancouver, ISO, and other styles
39

Beato, Nicholas. "Towards Real-time Mixed Reality Matting in Natural Scenes." Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5119.

Full text
Abstract:
In Mixed Reality scenarios, background replacement is a common way to immerse a user in a synthetic environment. Properly identifying the background pixels in an image or video is a difficult problem known as matting. In constant color matting, research identifies and replaces a background that is a single color, known as the chroma key color. Unfortunately, the algorithms force a controlled physical environment and favor constant, uniform lighting. More generic approaches, such as natural image matting, have made progress finding alpha matte solutions in environments with naturally occurring backgrounds. However, even for the quicker algorithms, the generation of trimaps, indicating regions of known foreground and background pixels, normally requires human interaction or offline computation. This research addresses ways to automatically solve an alpha matte for an image in real-time, and by extension video, using a consumer level GPU. It do so even in the context of noisy environments that result in less reliable constraints than found in controlled settings. To attack these challenges, we are particularly interested in automatically generating trimaps from depth buffers for dynamic scenes so that algorithms requiring more dense constraints may be used. We then explore a sub-image based approach to parallelize an existing hierarchical approach on high resolution imagery by taking advantage of local information. We show that locality can be exploited to significantly reduce the memory and compute requirements of previously necessary when computing alpha mattes of high resolution images. We achieve this using a parallelizable scheme that is both independent of the matting algorithm and image features. Combined, these research topics provide a basis for Mixed Reality scenarios using real-time natural image matting on high definition video sources.<br>Ph.D.<br>Doctorate<br>Computer Science<br>Engineering and Computer Science<br>Computer Science
APA, Harvard, Vancouver, ISO, and other styles
40

Schütt, Robert. "Political realism, Freud, and human nature in international relations." Thesis, Durham University, 2009. http://etheses.dur.ac.uk/2085/.

Full text
Abstract:
Political realism has enjoyed a renaissance in International Relations (IR). Recent studies have provided insightful accounts of its timeless virtues and philosophical depth. Although the concept of human nature has long been the philosophical basis of realism, it has now become a largely discredited idea. The thesis, Political Realism, Freud, and Human Nature in International Relations, provides an important re-examination of the concept of human nature in realist international-political theory with special reference to one of the truly consequential figures of Western thought: Sigmund Freud. The thesis questions whether human nature is really dead and also asks whether human nature ought to be dead. Examining a variety of theorists from Morgenthau to Mearsheimer commonly invoked as classical and post-classical realism's foremost proponents, the thesis shows that contemporary realism has not eliminated the concept of human nature from its study of world politics. Further, the thesis offers a powerful argument for the necessity of a sophisticated theory of human nature within realism, seeing Freud as offering the most appropriate starting point. This study will interest IR theorists and historians of international thought as well as Freud scholars.
APA, Harvard, Vancouver, ISO, and other styles
41

Kelly-Lopez, Catherine Ann. "The Reality of This and That." See Full Text at OhioLINK ETD Center (Requires Adobe Acrobat Reader for viewing), 2005. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=toledo1113844791.

Full text
APA, Harvard, Vancouver, ISO, and other styles
42

Johansson, Daniel. "Convergence in mixed reality-virtuality environments : facilitating natural user behavior." Doctoral thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-21054.

Full text
Abstract:
This thesis addresses the subject of converging real and virtual environments to a combined entity that can facilitate physiologically complying interfaces for the purpose of training. Based on the mobility and physiological demands of dismounted soldiers, the base assumption is that greater immersion means better learning and potentially higher training transfer. As the user can interface with the system in a natural way, more focus and energy can be used for training rather than for control itself. Identified requirements on a simulator relating to physical and psychological user aspects are support for unobtrusive and wireless use, high field of view, high performance tracking, use of authentic tools, ability to see other trainees, unrestricted movement and physical feedback. Using only commercially available systems would be prohibitively expensive whilst not providing a solution that would be fully optimized for the target group for this simulator. For this reason, most of the systems that compose the simulator are custom made to facilitate physiological human aspects as well as to bring down costs. With the use of chroma keying, a cylindrical simulator room and parallax corrected high field of view video see-though head mounted displays, the real and virtual reality are mixed. This facilitates use of real tool as well as layering and manipulation of real and virtual objects. Furthermore, a novel omnidirectional floor and thereto interface scheme is developed to allow limitless physical walking to be used for virtual translation. A physically confined real space is thereby transformed into an infinite converged environment. The omnidirectional floor regulation algorithm can also provide physical feedback through adjustment of the velocity in order to synchronize virtual obstacles with the surrounding simulator walls. As an alternative simulator target use, an omnidirectional robotic platform has been developed that can match the user movements. This can be utilized to increase situation awareness in telepresence applications.
APA, Harvard, Vancouver, ISO, and other styles
43

Kavanagh, Matthew. "Second nature: American fiction in the age of capitalist realism." Thesis, McGill University, 2007. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=18440.

Full text
Abstract:
Second Nature: American fiction in the age of capitalist realism During the 1990s the global triumph of capitalism has made it, paradoxically, all the more difficult to see. Not only is capitalism increasingly derealized (e.g. cyber-capital), its very ubiquity renders it unremarkable, to the point that it appears a neutral part of objective reality. This dissertation examines how American writers have responded to the 'spectrality' that results from the mediation of everyday experience through the market. I discuss formal strategies in the work of Bret Ellis, Chuck Palahniuk, Don DeLillo, William Gibson and others to represent the unrepresentable: what Slavoj ?i?ek calls the impersonal and anonymous function of the global market mechanism. Chapter one provides a formalist reading of Ellis's American Psycho, a novel whose claustrophobic narrative represents the world of late capitalism at the level of its concept ("This is not an exit"). Lacking any sense of a horizon, Patrick Bateman experiences the world as radically closed. Because he is incapable of recognizing an elsewhere, he cannot imagine an otherwise; demonstrating no awareness of antagonism, Patrick acts it out in increasingly brutal and frenetic outbursts of violence. Where American Psycho presents Patrick's sadistic violence as a symptom, my second chapter suggests that Fight Club's consensual beatings treat violence as a fetish. Palahniuk's novel aims to domesticate antagonism by staging it as a piece of masochist theatre. Its limits, however, are painfully apparent. Fight Club's strategy of fetishistic disavowal has pathological effects, namely, the narrator's split personality. Chapter three discusses DeLillo's critique of cyber-capital: a vision of the market as a perpetual motion machine, one capable of circulating solely on its own momentum without reference to anything beyond itself. Inevitably, though, antagonism reasserts itself in the form of a collateral crisis—the subject of Cosmopo<br>Deuxième nature : la fiction américaine à l'époque du réalisme capitaliste Au cours des années 1990, le triomphe mondial du capitalisme a paradoxalement rendu les choses plus difficiles à voir. Le capitalisme est non seulement de plus en plus déréalisé (p. ex. : cybercapital), son ubiquité même le rend imperceptible, à un point tel qu'il semble être un élément neutre de la réalité objective. La présente dissertation aborde comment les auteurs américains ont réagi à la « spectralité » qui fait en sorte que l'expérience quotidienne est de plus en médiatisée au sein du marché. J'examine les stratégies formelles des œuvres de Bret Ellis, Chuck, Palahniuk, Don DeLillo, William Gibson et autres auteurs afin de représenter ce qui ne peut être représenté : ce que Slavoj ?i?ek appelle la fonction impersonnelle et anonyme des rouages du marché mondial. Le premier chapitre se veut une interprétation formelle de l'œuvre American Psycho d'Ellis, un roman dont la narration claustrophobe représente le monde du capitalisme tardif au niveau de son concept (« This is not an exit »). Souffrant d'un manque de perspective, Patrick Bateman vit une expérience du monde très fermée. Puisqu'il est incapable de reconnaître ailleurs, il ne peut s'imaginer autrement; faisant preuve d'un manque de connaissance de l'antagonisme, Patrick présente des excès de brutalité frénétique de plus en plus violents. Bien qu'American Psycho présente la violence sadique de Patrick comme étant un symptôme, mon deuxième chapitre laisse entendre que les raclées consensuelles de Fight Club traitent la violence en tant que fétiche. Le roman de Palahniuk vise à domestiquer l'antagonisme en en faisant une pièce de théâtre masochiste. Toutefois, ses limites sont affreusement évidentes. La stratégie de Fight Club de manque de foi pathologique a une incidence, entre autres sur le dédoublement de personnalité du narrateur. Le troisième chapitre aborde
APA, Harvard, Vancouver, ISO, and other styles
44

Johansson, Jimmy. "Brottets natur: Etisk spekulation eller positivistisk realitet?" Thesis, Linköping University, Department of Management and Economics, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-1332.

Full text
Abstract:
<p>All lagstiftning kan ses som resultatet av val mellan olika, ofta oförenliga, intressen. Kriminaliseringsförfarandet skiljer sig i detta avseende inte från annan lagstiftning, utan det är viktigt att lagstiftaren, vid prioritering mellan sådana intressen, tar sitt ansvar för de medborgare de representerar. Detta bör ske genom att de kriterier som legat till grund för kriminaliseringen redovisas öppet och att valalternativen svarar upp mot de etiska krav som skall gälla för en sådan process. I denna uppsats analyserar Jimmy Johansson vad som utgör brottets natur. Med stöd av framförallt pliktetiska skäl, argumenterar han mot att kriminaliseringen kan rättfärdigas enbart genom anförande av grunder inom ramen för den positiva rätten. Även om brott är en straffrättslig term, är författaren av åsikten att vad som utgör det brottsliga måste definieras utifrån etiken. Både straffrättslig och etisk teoribildning har avgränsats med syfte att klargöra uppsatsens egentliga huvudfråga; I vad består brottets natur? Viljan att hålla juridiken ren från värderande och därför otydliga och svårdefinierade begrepp, ställs i relation till svårigheterna att påvisa den etiska"lagsamlingens"existens och därför dess bristande giltighet.</p>
APA, Harvard, Vancouver, ISO, and other styles
45

Swerhun, Bryce. "Social and natural reality : prospects for a consilient theory of nationalism." Thesis, Stellenbosch : Stellenbosch University, 2008. http://hdl.handle.net/10019.1/3107.

Full text
Abstract:
Thesis (MA (Political Science))--Stellenbosch University, 2008.<br>Nationalism is quite easy to understand, but somewhat difficult to explain. In terms of understanding nationalism, we do not need to know anything more about society and sentiment than what is taken for granted in everyday life. An individual who ‘drops’ into a foreign culture may know absolutely nothing about its people’s songs, rituals, amusements and traditions: why some customs evoke tears, and others, bravado. This person would feel no sense of collective awe or inspiration when touring historic battlefields and monuments of an unfamiliar country. Nevertheless, he or she would likely understand and appreciate that all of these things are steeped in meaning and identity. These instances of meaning and identity may not be felt, shared or even fully known, but their role as expressions of nationalism can be readily appreciated. The global spread of nations entails an array of mutually unfamiliar national identities, but the actual phenomenon nationalism is rarely foreign to anyone. From an outsider’s perspective we do not know how certain expressions are significant to a particular group, but we do understand that they are expressions of national belonging. Explaining nationalism is more difficult for the simple reason that experiencing and recognizing a phenomenon is not sufficient to account for its existence. Customs and rituals are two suggested properties of nationalism, but what is the causal relationship between such properties and the end phenomenon (how does custom actually lead to nationalism, if at all)? The answers to these questions are still a matter of debate. The situation is only made worse by the fact that most theories explaining nationalism seem to rest on a tower of abstractions. For instance, it may seem uncontroversial for some to argue that nationalism is an outgrowth of ethnic identity. However, this just begs the question. What is ethnicity? The potential for regress to abstraction is a major impediment to theory. This thesis will examine the problem of explanation: the reasons why theories of nationalism have struggled with explaining nationalism, and a discussion on how to overcome these difficulties. Specifically, this thesis will show that: 1) The problem of explaining nationalism is due in part to the ‘classical’ problem found in the literature: whether nationalism is an ‘ancient’ social phenomenon, or a ‘modern’ phenomenon which can be dated (roughly) to the late eighteenth century. 2) Debates regarding the classical problem are closely affected by philosophical issues in the social sciences. 3) The incorporation of a consilient methodology (i.e. a research program that unifies theories of social science with theories of natural science) can provide a new strategy for future theories of nationalism and work to solve the classical problem.
APA, Harvard, Vancouver, ISO, and other styles
46

Bedke, Matthew. "Meta-normativity: An Inquiry into the Nature of Reasons." Diss., The University of Arizona, 2007. http://hdl.handle.net/10150/194231.

Full text
Abstract:
The most important questions we ask are normative questions. And the most fundamental normative questions are couched in terms of reasons: What do I have reason to do? and What do I have reason to believe? Although not always explicitly about reasons, I take it that much of normative philosophy at least implicitly offers first order normative answers to such questions. But stepping back, we can ask what these questions and answers are about - what are reasons anyway? This dissertation addresses those meta-normative questions, questions about the conceptual structure, semantics, ontology and epistemology of reasons. In the inquiry to come, chapters 1 and 2 consider the conceptual structure and core semantics of reasons. I argue that all reasons-internal reasons grounded in motivational states, external reasons connected to morality, epistemic reasons for belief, whatever--share the same conceptual structure and core semantics, so they all will stand or fall together when it comes to questions of reason truths and facts. In chapters 3-5 I argue that reason discourse has realist purport because reason judgments feature cognitive and belief-like attitudes about the way the world is, normatively speaking. To vindicate normativity's realist purport would require an ontology of favoring relations flowing from considerations in the world to actions and attitudes of various agents. So in chapters 6 and 7 I consider such an ontology. Unfortunately, favoring relations do not fit into the emerging naturalized view of the world. To make matters worse, based on the kinds of reasons we accept, there are no good reasons for admitting non-natural favoring relations in to the ontology. Reasons cannot bear their own survey. As a result, this dissertation culminates in a revisionary semantics, discussed in chapter 8, whereby I suggest we all adopt a fictive stance toward propositions about any kind of reason. In the end, we can preserve reason discourse and its characteristic roles in our lives so long as we are disposed to avow irrealism about reasons in critical contexts.
APA, Harvard, Vancouver, ISO, and other styles
47

MARCUTTI, SIMONE. "Sistemi immersivi per contesti sociali: come progettare e sviluppare nuovi tipi di esperienze ed interazioni." Doctoral thesis, Università degli studi di Genova, 2020. http://hdl.handle.net/11567/1010690.

Full text
Abstract:
In questo lavoro verrà affrontato e discusso il concetto di esperienza immersiva e delle tematiche ad esso collegate con l’obiettivo finale di individuare e descrivere i principali fattori da tenere in considerazione durante la progettazione e lo sviluppo di artefatti digitali immersivi in contesti sociali. Nella prima parte del lavoro verranno quindi introdotti i concetti di immersività, le tecnologie che consentono la creazione della sensazione di immersione e i sensi che vengono stimolati. La seconda parte del lavoro introduce invece quella che è una classificazione dei contesti in cui è possibile fruire questo tipo di esperienze, permettendo quindi di evidenziare possibili differenze tra le necessità, i vincoli e gli agenti presenti all’interno di ciascuno. La combinazione e l’applicazione dei primi due argomenti ha portato a dover affrontare e definire il concetto di esperienza immersiva, le teorie e i concetti importanti da seguire per una sua buona realizzazione. Durante l’argomentazione delle tematiche relative al concetto di esperienza immersiva si è arrivati a delineare quelli che sono gli elementi caratterizzanti di questo tipo di esperienze (social contexts, environment, content, fruition, people relation, people disabilities, involved display, tracking e outcomes) e che si vanno a riflettere su quattro variabili principali da tenere in considerazione durante la progettazione, lo sviluppo e l’analisi. Queste riflessioni hanno portato alla concezione di un modello che si basa sulla descrizione delle informazioni legate al contesto in cui l’esperienza viene fruita (Context), la tipologia di utenti coinvolti (Users), la tecnologia necessarie per lo sviluppo (Technology), e le competenze necessarie per la sua realizzazione (Expertise). Tale modello, abbreviato in CUTE (Context, Users, Technology, Expertise), è stato poi quindi utilizzato per la progettazione e lo sviluppo delle esperienze immersive realizzate durante l’intero percorso di dottorato oltre che per l’analisi di progetti esistenti a cui si è contribuito, permettendo di evidenziare con facilità le alternative che i singoli elementi sono in grado assumere e consentendo l’identificazione di bisogni, requisiti e problematiche in maniera agile per ciascuna delle singole variabili. Le singole esperienze hanno riguardato lo sviluppo di funzionalità aggiuntive per un simulatore di operazioni videolaparoscopiche; la progettazione e sviluppo di un prototipo di simulatore di parto; lo sviluppo di un’esperienza di realtà aumentata in contesto education per l’apprendimento; la creazione di un virtual coach per il recupero motorio; un survey sulle possibili alternative d’uso di Natural User Interfaces su dispositivi mobile; uno studio su un’applicazione per la fruizione di luoghi non accessibili a causa di limiti strutturali degli ambienti o fisici/cognitivi degli utenti; la realizzazione di un prototipo immersivo per la progettazione di spazi dedicati a eventi pubblici; lo sviluppo di un’applicazione dedicata al immersive journalism; ed infine lo studio di un sistema intelligente per lo smaltimento dei rifiuti. Nelle conclusioni verranno i ripresi i concetti introdotti nelle varie sezioni e che insieme ai risultati emersi dalle singole esperienze permetteranno di fare delle riflessioni sulla readiness, cioè il livello di prontezza operativa, dei singoli contesti rispetto all’introduzione delle tecnologie immersive oltre che delle considerazioni sull’applicabilità e le possibili evoluzioni del modello CUTE sviluppato.<br>This work will analyze the concept of “immersive experience” and notions related to it, with the final aim to identify and describe the key elements to consider when designing and developing immersive digital artifacts in social contexts. The first part of the dissertation introduces the concepts of immersiveness and immersion, with a specific focus on technologies able to stimulate various human senses, thus enabling a perception called “sense of immersion”. Then, I will classify the possible social contexts in which an immersive experience can happen, highlighting the differences in terms of needs, constraints and agents involved. The combination of the knowledge belonging to immersion and social contexts leads to a deeper concept of immersive experience with theories and best practices useful for its development. This insight allowed the categorization of nine key elements that shape an immersive experience: social contexts, environment, content, fruition, people relation, people disabilities, involved display, tracking and outcomes. Such elements converge in four different variables to consider during the stages of analysis, design and development. Such variables refer to the information related to the context in which the experience occurs, the kind of users involved, the technologies and expertise required to complete the development. Starting from these considerations, I developed a model named CUTE (Context, Users, Technologies, Expertise) that can be used to analyze existing products and develop new projects. The model has been used for all the immersive experiences I realized during these years of PhD. In particular, the development of additional features for a videolaparoscopic simulator; the design and development of a birth simulator; the development of an augmented reality experience in educational context; a survey on the possible alternatives to enable Natural User Interfaces on mobile devices; the creation of a virtual coach for motor recovery; the development of an application to visit inaccessible places; the creation of an immersive solution for the design of public spaces and events; the development of an application dedicated to immersive journalism; the study of an intelligent system for waste disposal. Altogether the concepts introduced in the various sections and the results of single experiences gives hints about the readiness of the individual contexts regarding the introduction of immersive technologies as well as considerations on the applicability and possible evolutions of the CUTE model developed.
APA, Harvard, Vancouver, ISO, and other styles
48

Slepcevic, Reinhard. "Litigating for the environment EU law, national courts, and socio-legal reality." Wiesbaden VS, Verl. für Sozialwiss, 2008. http://d-nb.info/994548494/04.

Full text
APA, Harvard, Vancouver, ISO, and other styles
49

Hosseini-Shakib, Fatemeh. "The hybrid nature of realism in the Aardman Studio's early animated shorts." Thesis, University of Brighton, 2009. https://research.brighton.ac.uk/en/studentTheses/a40cef4d-f7d3-4be6-a074-94d7a4846dda.

Full text
Abstract:
This study investigates the complex operation of realism in the representational make-up of animated films of the Aardman studio. It focuses on ten early films made in a three-dimensional clay/puppet medium. All the films are based on ‘real’ soundtracks, gathered via secretly recorded conversations of ordinary people in everyday situations or by direct interview. The key argument is that these stop-motion films show a hybrid composition of realist strategies and approaches, in terms of their adaptation of realist aesthetics as well as their subject matter. It is argued that their aesthetic make-up is associated with, or copied, from certain modes of live-action documentary film such as observational style and interviews. The thesis contends that realism in these films is of a complex nature. It studies and illustrates different aspects of realism in the corpus, with particular emphasis on three films chosen for specific case study.
APA, Harvard, Vancouver, ISO, and other styles
50

Nilsson, Susanna. "Augmentation in the Wild : User Centered Development and Evaluation of Augmented Reality Applications." Doctoral thesis, Linköpings universitet, CSELAB - Cognitive Systems Engineering Laboratory, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-54241.

Full text
Abstract:
Augmented Reality (AR) technology has, despite many applications in the research domain, not made it to a widespread end user market. The one exception is AR applications for mobile phones. One of the main reasons for this development is technological constraints of the non-mobile phone based systems - the devices used are still neither mobile nor lightweight enough or simply not usable enough. This thesis addresses the latter issue by taking a holistic approach to the development and evaluation of AR applications for both single user and multiple user tasks. The main hypothesis is that in order for substantial wide spread use of AR technology, the applications must be developed with the aim to solve real world problems with the end user and goal in focus. Augmented Reality systems are information systems that merge real and virtual information with the purpose of aiding users in different tasks. An AR system is a general system much like a computer is general; it has potential as a tool for many different purposes in many different situations. The studies in this thesis describe user studies of two different types of AR applications targeting different user groups and different application areas. The first application, described and evaluated, is aimed at giving users instructions for use and assembly of different medical devices. The second application is a study where AR technology has been used as a tool for supporting collaboration between the rescue services, the police and military personnel in a crisis management scenario. Both applications were iteratively developed with end user representatives involved throughout the process and the results illustrate that users both in the context of medical care, and the emergency management domain, are positive towards AR systems as a technology and as a tool in their work related tasks. The main contributions of the thesis are not only the end results of the user studies, but also the methodology used in the studies of this relatively new type of technology. The studies have shown that involving real end users both in the design of the application and in the user task is important for the user experience of the system. Allowing for an iterative design process is also a key point. Although AR technology development is often driven by technological advances rather than user demands, there is room for a more user centered approach, for single user applications as well as for more dynamic and complex multiple user applications.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!