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Wyświetlanie 1-8 z 8
Tytuł:
Platonic Computer— the Universal Machine That Bridges the “Inverse Explanatory Gap” in the Philosophy of Mind
Autorzy:
Duan, Simon X.
Powiązania:
https://bibliotekanauki.pl/articles/31234154.pdf
Data publikacji:
2022
Wydawca:
Polska Akademia Nauk. Instytut Filozofii i Socjologii PAN
Tematy:
Platonism
Platonic computer
pancomputationalism
metacomputics
metaconsciousness
metaprocessor
metadata
metaprogram
abstract entities
physical reality
nonphysical reality
Opis:
The scope of Platonism is extended by introducing the concept of a “Platonic computer” which is incorporated in metacomputics. The theoretical framework of metacomputics postulates that a Platonic computer exists in the realm of Forms and is made by, of, with, and from metaconsciousness. Metaconsciousness is defined as the “power to conceive, to perceive, and to be self-aware” and is the formless, contentless infinite potentiality. Metacomputics models how metaconsciousness generates the perceived actualities including abstract entities and physical and nonphysical realities. It is postulated that this is achieved via digital computation using the Platonic computer. The introduction of a Platonic computer into the realm of Forms thus bridges the “inverse explanatory gap” and therefore solves the “inverse hard problem of consciousness” in the philosophy of mind.
Źródło:
Filozofia i Nauka; 2022, 10, zeszyt specjalny; 285-302
2300-4711
2545-1936
Pojawia się w:
Filozofia i Nauka
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Dziwny świat kwantów
The strange world of quanta
Autorzy:
Pączkowski, Jacek
Powiązania:
https://bibliotekanauki.pl/articles/2178211.pdf
Data publikacji:
2011-12
Wydawca:
Wyższe Seminarium Duchowne Diecezji Elbląskiej w Elblągu
Tematy:
physical theory
quantum mechanics
perception of reality
microscale
macroscale
Opis:
The article entitled “The strange world of quanta” tries to explain, in a very general and selective way, the physics theory known as the quantum mechanics. In opposition to the classical modern theories – the classical mechanics and the mechanism – the quantum mechanics has been characterized as the new revolutionary theory which changed the scientific method and the way the reality was perceived in the XXth century. The title of this article is inspired by the apparent divergence between the everyday world and the world described by the quantum mechanics. The quantum physics is a theory which has been confirmed empirically multiple times and which greatly influenced the technological development in the XXth century. It is also hoped that it will help the humanity in the future. However, as the theory which describes the micro-scale world it stands in opposition to another influential theory of the XXth century – the general theory of relativity – which describes the macro-scale world. The problem is that these two theories can not be both fundamental and true at the same time, as they describe the two aspects of the same world. This incoherence of the laws of the universe is especially disturbing when we take into account the fact that according to the Big Bang theory the universe emerged from the micro-world. Therefore, the science community awaits the emergence of the so-called “theory of everything” which could unify both theories and explain the processes taking place in the micro- and macro-scale equally well.
Źródło:
Studia Elbląskie; 2011, 12; 309-328
1507-9058
Pojawia się w:
Studia Elbląskie
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Virtual Reality Could Improve Exercise Performance on a Stationary Bike
Autorzy:
Kowal, Marta
Piskorz, Joanna
Czub, Marcin
Powiązania:
https://bibliotekanauki.pl/articles/2129930.pdf
Data publikacji:
2021
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
stationary bike
cycling
optic flow
physical training
Virtual Reality
Opis:
The present study aimed to investigate the effects of manipulating visual information about one’s movement in Virtual Reality (VR) during physical training on a stationary bike. In the first experiment, the participants’ (N=30) task was to cycle on a stationary bike while embodying a virtual avatar. Fifteen participants experienced the Slow condition, in which a virtual avatar cycled at the constant speed of 15km/h, while the other fifteen participants experienced the Fast condition, in which a virtual avatar cycled at the constant speed of 35km/h. In the second experiment, we tested whether introducing agency (i.e., linking real-life cycling speed with the cycling speed of a virtual avatar), would improve exercise performance. Participants (N=31) experienced counterbalanced conditions: Faster optic flow (avatar’s speed was 15% faster than the participants’ real cycling speed), and Slower optic flow (avatar’s speed was 15% slower than the participants’ real cycling speed). Results showed that all participants increased their cycling speed when experiencing altered cycling speed of a virtual avatar compared with their baselines, but in the first experiment, participants cycled faster in the faster optic flow condition, while in the second experiment, when participants controlled the virtual avatar’s cycling speed, there were no differences between the Fast and Slow conditions. Participants described the cycling in VR as a pleasant experience. The present study suggests that the addition of Virtual Reality during exercise training may increase cycling performance.
Źródło:
Polish Psychological Bulletin; 2021, 52, 4; 365-372
0079-2993
Pojawia się w:
Polish Psychological Bulletin
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The effect of virtual reality exercise on physical fitness
Wpływ ćwiczeń z wykorzystaniem wirtualnej rzeczywistości na sprawność fi zyczną u osób zdrowych
Autorzy:
Bedrunka, Dawid
Buchta, Katarzyna
Szary, Patryk
Maniakowska, Katarzyna
Kiper, Pawel
Rutkowska, Anna
Rutkowski, Sebastian
Powiązania:
https://bibliotekanauki.pl/articles/1790828.pdf
Data publikacji:
2019-08-26
Wydawca:
Akademia Wychowania Fizycznego im. Bronisława Czecha w Krakowie
Tematy:
virtual reality
exergaming
Senior Fitness Test
physical fitness
wirtualna rzeczywistość
sprawność fizyczna
Opis:
Introduction: The aim of this study was to assess physical fitness (PF) in healthy volunteers using the Senior Fitness Test (SFT) after a series of training sessions in virtual reality (VR) using the X-box 360 Kinect System. Materials and methods: This pilot study consisted of 32 healthy subjects aged 19 to 24 years (12 males and 20 females) with the mean age of 20.6±1.4 years and the mean BMI of 23.29±2.3. The subjects participated in the study for 2 weeks, at a frequency of 4 sessions weekly. Each session comprised 4 Kinect Adventures games: 20 000 Leaks, Curvy Creak, Rally Ball and Reflex Ridge. The Senior Fitness Test was used to assess physical fitness. Results: Analysis of data showed improvement in Arm-Curl (30.0 repetitions (rep.)) vs. 35.8 rep., p<0.001), Chair Stand (26.6 rep. vs. 30.2 rep., p<0.001), Back Scratch (3.1 cm vs. 6.1 cm, p<0.033), Chair Sit-and-Reach (1.0 cm vs. 5.3 cm, p<0.001), Up-and-Go (3.5 sec. vs. 3.2 sec., p<0.001) and 6-Minute Walk Test (731.3 m vs. 747.8.m, p<0.220). Statistically significant improvement was noted in 5 out of 6 STF trials. Only the 6-Minute Walk test results were not statistically significant. Conclusions: Training using a console with the Kinect motion sensor had positive effects on the physical fitness of the healthy volunteers.
Wstęp: Celem badań była ocena sprawności fizycznej (SF) u osób zdrowych z wykorzystaniem Senior Fitness Testu (SFT) po serii sesji treningowych w wirtualnej rzeczywistości (WR) z wykorzystaniem systemu X-box 360 Kinect. Materiał i metody: W badaniu pilotażowym wzięły udział 32 zdrowe osoby w wieku od 19 do 24 lat (12 mężczyzn i 20 kobiet), ze średnią wieku 20,6 (±1,4) lat oraz ze średnim BMI 23,29 (±2,3). Badani uczestniczyli w projekcie przez okres 2 tygodni, z częstotliwością 4 dni w tygodniu. Każda sesja obejmowała 4 gry Kinect Adventures: 20 000 Przecieków, Rwąca Rzeka, Odbijana Piłka, Grań Refleksu. Do oceny sprawności fizycznej wykorzystano Senior Fitness Test. Wyniki: Analiza danych wykazała poprawę wyników w próbach: Podnieś Ciężarek (30,0 powtórzeń (rep.)) kontra 35,8rep., p<0,001), Wstań i Siądź (26,6 rep. kontra 30,2 rep., p<0,001), Złącz Dłonie (3,1 cm kontra 6,1 cm, p<0,033), Sięgnij Ręką Stopy (1,0 cm kontra 5,3 cm, p<0,001), Wstań i Idź (3,5 sec. kontra 3,2 sec., p<0,001) i 6-Minutowym Marszu (731,3 m kontra 747,8 m, p<0,220). Istotna statystycznie poprawa nastąpiła w 5 z 6 prób testu SFT. Jedynie wyniki próby 6-minutowego marszu okazały się nieistotne statystycznie. Wnioski: Trening z wykorzystaniem konsoli z sensorem ruchu Kinect wpłynął na poprawę sprawności fizycznej u osób zdrowych.
Źródło:
Medical Rehabilitation; 2019, 23(2); 4-9
1427-9622
1896-3250
Pojawia się w:
Medical Rehabilitation
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Wszystko na wierzchu, czyli o fenomenie „prawdy na ekranie”
It is Worth Perceiving, or the Worldwide Popularity of the TV-Format of the So-Called Medical Show from the Sociological Perspective as a Kind of Phenomenon.
Autorzy:
Abramowicz, Bartosz
Powiązania:
https://bibliotekanauki.pl/articles/2141369.pdf
Data publikacji:
2014-03-31
Wydawca:
Wydawnictwo Naukowe Dolnośląskiej Szkoły Wyższej
Tematy:
poradnictwo
atrakcyjność fizyczna
chirurgia estetyczna
telewizja
medialne reprezentacje piękna
reality show
counselling
physical attractiveness
aesthetic surgery
television
media representations of beauty
reality shows
Opis:
Na popularność, jaką cieszy się na całym świecie format telewizyjny zwany medical show, warto spojrzeć z socjologicznego punktu widzenia jako na swego rodzaju fenomen. Programy,w których uczestnicy zmagający się z kompleksami dotyczącymi różnych aspektów swojego wyglądu fizycznego poddają się operacjom plastycznym, stanowić mogą interesujące źródło analiz dotyczących zarówno: 1) przemian rynku telewizyjnego i prezentowanej oferty programowej coraz wyraźniej pozycjonowanej w kategoriach emotainment; 2) prezentowanych/propagowanych przez media kanonów atrakcyjnego wyglądu fizycznego, traktowanego we współczesnego kulturze jako cenne dobro, jak również 3) zjawiska upubliczniania prywatności, które łączy się z wieloma innymi zagadnieniami, opisywanymi hasłowo przez takie pojęcia, jak „kultura obnażania”, czy też „kultura narcyzmu”.Celem niniejszego artykułu jest propozycja teoretycznego usystematyzowania zagadnień mieszczących się w trzech obszarach zarysowanych powyżej. W dalszej części wywodu, za ilustrację posłuży analiza programu Sekrety chirurgii emitowanego na antenie stacji TVN Style oraz TVN.
It is worth perceiving the worldwide popularity of the TV-format of the so-called medical show from the sociological perspective as a kind of phenomenon. The shows, where participants that struggle with complexes about various aspects of their physical appearance undergo plastic surgery, can constitute a crucial source of analysing both: 1) the transformations of the TV market and the presented offer of TV shows, which is more and more frequently positioned in the categories of emotainment; 2) the canons ofattractive looks promoted by media, which is considered in the contemporary culture as a very precious treasure as well as 3) the phenomena of publicizing privacy, which is combined with numerous other issues, described concisely by such concepts as “the culture of exhibitionism” or “the culture of narcissism”. The aim of this article is the proposal of a theoretic systematization of issues that are included in the three areas outlined above. In the further part of the study it will be illustrated by the analysis of the show “Secrets of surgery” broadcast in TVN Style and TVN.
Źródło:
Teraźniejszość – Człowiek – Edukacja; 2014, 17, 1(65); 37-56
1505-8808
2450-3428
Pojawia się w:
Teraźniejszość – Człowiek – Edukacja
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Ageing and its consequences – the use of virtual reality (VR) as a tool to visualize the problems of the elderly
Autorzy:
Bortkiewicz, Alicja
Jóźwiak, Zbigniew
Laska-Leśniewicz, Anna
Powiązania:
https://bibliotekanauki.pl/articles/22372929.pdf
Data publikacji:
2023-09-08
Wydawca:
Instytut Medycyny Pracy im. prof. dra Jerzego Nofera w Łodzi
Tematy:
Ageing
physical activity
virtual reality
elderly people
old-age-simulating equipment
psychological problems of elderly
Opis:
Background The population ageing phenomenon is mainly attributable to the increasing proportion of people >60 years of age. This demographic situation requires more attention to the needs of the elderly. Given the lack of effective methods to expand the knowledge of and increase sensitivity to elderly people’s problems, especially among the younger generation, an attempt has been made to use virtual reality (VR) to prepare an educational tool focused on these problems. This paper will focus on the use of VR in depicting fundamental problems in the daily live of older people. Material and Methods For project purposes, a questionnaire (26 question) was developed, concerning data on socio-demographic situation, health and physical conditions; social, living and housing support needs. Additionally, qualitative interviews were conducted with elderly people regarding their needs about housing arrangements and daily activities. It was distributed to 100 people, 34 completed questionnaires were obtained from 30 women and 4 men. The study results were intended as information that would provide the basis for developing VR scenarios, not for the epidemiological purposes. Results The mean age of the respondents was 73.7±7.5 (60‒86 years). Different situations, as heavy housework, lifting/carrying heavy objects, lifting hands above the shoulder level, bending and squatting were identified that pose problems for elderly people. Based on these results, 3 scenario proposals were prepared, including situations: in the bathroom, in the supermarket, on a trip to the city. These scenarios were used to prepare the exercises in VR in the frame of European project – the Mixed Reality on Universal Design’s Secret Service (Mr. UD) Project. Conclusions The use of immersive technology such as VR can be beneficial for young people to be able to see perspectives of the elderly. Students from various fields (medicine, nursing, future engineers, designers, sociologists, etc.) may feel like the elderly and experience their daily challenges.
Źródło:
Medycyna Pracy. Workers’ Health and Safety; 2023, 74, 3; 159-170
0465-5893
2353-1339
Pojawia się w:
Medycyna Pracy. Workers’ Health and Safety
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Typology of Game Principles in Digital Games: A Case Study of Mafia III
Autorzy:
Bučková, Zuzana
Powiązania:
https://bibliotekanauki.pl/articles/485091.pdf
Data publikacji:
2019
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
action game
adrenaline
agon
alea
competition
digital game
fortune
game
game genres
game principles
ilinx
Mafia III
media reality
mimicry
physical and mental identity
risk
vertigo
virtual reality
Opis:
The presented study dwells on the issue of game theory by Roger Caillois to be applied to the contemporary dimension of digital games. The actual attempt is to find out the extent to which the game principle categories apply to media products, i.e. digital games. The paradigms by authors engaged in cultural anthropology, philosophy, psychology, and sociology, besides others, served as key theoretical groundwork for the present paper. Nevertheless, the theories concluded within media study addressing the game and game principles in contemporary society have not been excluded either. In essence, the theoretical reflection introduces the basic terminology axis creating an apt platform for the game variants in use, to perform within the forms of new reality, i. e. virtual reality. The primary aim is to define elementary concepts like “game”, “game principles”, “media or virtual space”, “digital game”, and “game genres”. Secondary is then to explicate certain game principles designated by Roger Caillois present in the particular game. Material to be applied for this study ranks among the genre of action games. “Action game” particularly is a digital genre that belongs to frequent genre types as well as RPG games, strategy and others. Drawing from this fact, one of the actual digital games called Mafia III was chosen for empirical study. The main purpose of the paper is through logical analysis to illustrate the issue of games, and subsequently point out the cases of their occurrence in the media space. Theoretical postulates by Roger Caillois are by author assumed to be potentially applicable to the current media reality of digital games that come under action genres.
Źródło:
Acta Ludologica; 2019, 2, 1; 42-54
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
THE NATURE OF COMMON SENSE AND HOW WE CAN USE COMMON SENSE TO RENEW THE WEST
Autorzy:
Redpath, Peter A.
Powiązania:
https://bibliotekanauki.pl/articles/507346.pdf
Data publikacji:
2014
Wydawca:
International Étienne Gilson Society
Tematy:
aim
analogy
anarchy
art
body of knowledge
cause
common sense
communication
comprehensive understanding
concept
contemporary
contrary
contrariety
culture
demonstration
demonstrative
disorder
education
equality
emotion
end
enlightened
enlightenment
excellence
existence
explanation
fear
fundamentalistic
genus
God
habit
happiness
harmony
hierarchically ordered
history
hope
human
humanist
inequality
inspiration
inspired
judgment
justice
knowledge
language
leadership
logic
mathematics
memory
metaphysics
modern
multitude
nature
Nietzschean
operational
opposite
order
part
person
philosophy
physical
poetry
power
principle
provocative thought
quality
reality
reason
receptivity
relationship
renaissance
resistance
rhetoric
science
scientism
skeptic
sophist
soul
species
strength
success
system
truth
utopian
West
Western civilization
unity
universe
values
virtue
whole
will
wisdom
wonder
World War
Opis:
Since most pressing today on a global scale is to be able to unite religion, philosophy, and science into parts of a coherent civilizational whole, and since the ability to unite a multitude into parts of a coherent whole essentially requires understanding the natures of the things and the way they can or cannot be essentially related, this paper chiefly considers precisely why the modern world has been unable to effect this union. In so doing, it argues that the chief cause of this inability to unite these cultural natures has been because the contemporary world, and the West especially, has lost its understanding of philosophy and science and has intentionally divorced from essential connection to wisdom. Finally, it proposes a common sense way properly to understand these natures, reunite them to wisdom, and revive Western and global civilization.
Źródło:
Studia Gilsoniana; 2014, 3: supplement; 455-484
2300-0066
Pojawia się w:
Studia Gilsoniana
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-8 z 8

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