Results for 'language use, life forms, play, game, family resemblance'

998 found
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  1. A Live Language: Concreteness, Openness, Ambivalence.Hili Razinsky - 2015 - Croatian Journal of Philosophy 15 (1):51-65.
    Wittgenstein has shown that that life, in the sense that applies in the first place to human beings, is inherently linguistic. In this paper, I ask what is involved in language, given that it is thus essential to life, answering that language – or concepts – must be both alive and the ground for life. This is explicated by a Wittgensteinian series of entailments of features. According to the first feature, concepts are not intentional engagements. (...)
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  2. Art from a Wittgensteinian Perspective: Constitutive Norms in Context.Sonia Sedivy - 2014 - Journal of Aesthetics and Art Criticism 72 (1):67-82.
    This article offers a detailed textual reexamination of the ‘family resemblance’ passages to reconsider their implications for understanding art. The reassessment takes into account their broader context in the Philosophical Investigations, including the rule following considerations, and draws on a realist interpretive framework associated principally with the work of Cavell, Diamond, McDowell, and Putnam. Wittgensteinian “realism with a human face” helps us discern that the primary issue is not whether certain concepts are definable, posing a stark opposition between (...)
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  3. Inquiries into Cognition: Wittgenstein’s Language-Games and Peirce’s Semeiosis for the Philosophy of Cognition.Andrey Pukhaev - 2013 - Dissertation, Gregorian University
    SUMMARY Major theories of philosophical psychology and philosophy of mind are examined on the basis of the fundamental questions of ontology, metaphysics, epistemology, semantics and logic. The result is the choice between language of eliminative reductionism and dualism, neither of which answers properly the relation between mind and body. In the search for a non–dualistic and non–reductive language, Wittgenstein’s notion of language–games as the representative links between language and the world is considered together with Peirce’s semeiosis (...)
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  4. HeX and the single anthill: playing games with Aunt Hillary.J. M. Bishop, S. J. Nasuto, T. Tanay, E. B. Roesch & M. C. Spencer - 2016 - In Vincent C. Müller (ed.), Fundamental Issues of Artificial Intelligence. Cham: Springer. pp. 367-389.
    In a reflective and richly entertaining piece from 1979, Doug Hofstadter playfully imagined a conversation between ‘Achilles’ and an anthill (the eponymous ‘Aunt Hillary’), in which he famously explored many ideas and themes related to cognition and consciousness. For Hofstadter, the anthill is able to carry on a conversation because the ants that compose it play roughly the same role that neurons play in human languaging; unfortunately, Hofstadter’s work is notably short on detail suggesting how this magic might be achieved1. (...)
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  5. ‘Grasping the Difficulty in its Depth’: Wittgenstein and Globally Engaged Philosophy.Thomas D. Carroll - 2021 - Sophia 60 (1):1-18.
    In recent years, philosophers have used expressions of Wittgenstein’s (e.g. “language-games,” “form of life,” and “family resemblance”) in attempts to conceive of the discipline of philosophy in a broad, open, and perhaps global way. These Wittgenstein-inspired approaches indicate an awareness of the importance of cultural and historical diversity for approaching philosophical questions. While some philosophers have taken inspiration from Wittgenstein in embracing contextualism in philosophical hermeneutics, Wittgenstein himself was more instrumental than contextual in his treatment of (...)
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  6. Detecting Health Problems Related to Addiction of Video Game Playing Using an Expert System.Samy S. Abu Naser & Mohran H. Al-Bayed - 2016 - World Wide Journal of Multidisciplinary Research and Development 2 (9):7-12.
    Today’s everyone normal life can include a normal rate of playing computer games or video games; but what about an excessive or compulsive use of video games that impact on our life? Our kids, who usually spend a lot of time in playing video games will likely have a trouble in paying attention to their school lessons. In this paper, we introduce an expert system to help users in getting the correct diagnosis of the health problem of video (...)
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  7. Philosophy of games.C. Thi Nguyen - 2017 - Philosophy Compass 12 (8):e12426.
    What is a game? What are we doing when we play a game? What is the value of playing games? Several different philosophical subdisciplines have attempted to answer these questions using very distinctive frameworks. Some have approached games as something like a text, deploying theoretical frameworks from the study of narrative, fiction, and rhetoric to interrogate games for their representational content. Others have approached games as artworks and asked questions about the authorship of games, about the ontology of the work (...)
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  8. A very brief review of the life and work of neuroscientist, physician, psychoanalyst, inventor, animal rights activist and pioneer in dolphins, isolation tanks and psychedelics John C Lilly 1915-2001.Starks Michael - 2016 - In Michael Starks (ed.), Suicidal Utopian Delusions in the 21st Century: Philosophy, Human Nature and the Collapse of Civilization-- Articles and Reviews 2006-2017 2nd Edition Feb 2018. Michael Starks. pp. 577-580.
    Lilly was one of the greatest scientists and pioneers on the limits of human possibility but after his death a collective amnesia has descended and he is now almost forgotten. His Wiki is good but inevitably incomplete so here are a few missing details and viewpoints. Lilly was a generation (or more) ahead of his time. He is almost single-handedly responsible for the great interest in dolphins (which led to the Marine Mammal Protection Act in the USA and helped to (...)
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  9. Language Acquisition: Seeing through Wittgenstein.Sanjit Chakraborty - 2018 - Indian Philosophical Quarterly 45 (2-3):113-126.
    This paper aims to exemplify the language acquisition model by tracing back to the Socratic model of language learning procedure that sets down inborn knowledge, a kind of implicit knowledge that becomes explicit in our language. Jotting down the claims in Meno, Plato triggers a representationalist outline basing on the deductive reasoning, where the conclusion follows from the premises (inborn knowledge) rather than experience. This revolution comes from the pen of Noam Chomsky, who amends the empiricist position (...)
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  10. the primacy of use over naming.Alok Sahu - 2019 - IOSR 24 (5):26-34.
    In Philosophical Investigations, Wittgenstein proposed the notion of meaning that accounts for the large variety of contexts in which we apply the term “meaning”. This paper agreement with the manner in which Wittgenstein enhance his conception of meaning emphasizing his methodology of observation and description of particular cases. By applying a descriptive approach, Wittgenstein demonstrated that meaning of the term does not reside in physical or mental objects as well as in its correlations. As a result of contrasting denotative theory (...)
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  11. The Adinkra Game: An Intercultural Communicative and Philosophical Praxis.Kofi Dorvlo & A. S. C. A. Muijen - 2021 - In Cultures at School and at Home. Rauma, Finland: pp. 32.
    In 2020, an international team of intercultural philosophers and African linguists created a multilinguistic game named Adinkra. This name refers to a medieval rooted symbolic language in Ghana that is actively used by the Akan and especially the Asante among them to communicate indirectly. The Akan is both the meta-ethnic name of the largest Ghanaian cultural-linguistic group of which the Asante is an Akan cultural subgroup and of a Central Tano language of which Asante-Twi is a dialect. The (...)
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  12. Artificial Agency and the Game of Semantic Extension.Fossa Fabio - 2021 - Interdisciplinary Science Reviews 46 (4):440-457.
    Artificial agents are commonly described by using words that traditionally belong to the semantic field of organisms, particularly of animal and human life. I call this phenomenon the game of semantic extension. However, the semantic extension of words as crucial as “autonomous”, “intelligent”, “creative”, “moral”, and so on, is often perceived as unsatisfactory, which is signalled with the extensive use of inverted commas or other syntactical cues. Such practice, in turn, has provoked harsh criticism that usually refers back to (...)
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  13. Does language have a downtown? Wittgenstein, Brandom, and the game of “giving and asking for reasons”.Pietro Salis - 2019 - Disputatio. Philosophical Research Bulletin 8 (9):1-22.
    Wittgenstein’s Investigations proposed an egalitarian view about language games, emphasizing their plurality (“language has no downtown”). Uses of words depend on the game one is playing, and may change when playing another. Furthermore, there is no privileged game dictating the rules for the others: games are as many as purposes. This view is pluralist and egalitarian, but it says little about the connection between meaning and use, and about how a set of rules is responsible for them in (...)
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  14. Gadamer, Dewey, and the importance of play in philosophical inquiry.Christopher Kirby - 2016 - Reason Papers 38 (1).
    Over the last eighty years, studies in play have carved out a small, but increasingly significant, niche within the social sciences and a rich repository has been built which underscores the importance of play to social, cultural, and psychological development. The general point running through these works is a philosophical recognition that play should not be separated from the trappings of everyday life, but instead should be seen as one of the more primordial aspects of human existence. Gadamer is (...)
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  15. Constitutive Rules: Games, Language, and Assertion.Indrek Reiland - 2018 - Philosophy and Phenomenological Research 100 (1):136-159.
    Many philosophers think that games like chess, languages like English, and speech acts like assertion are constituted by rules. Lots of others disagree. To argue over this productively, it would be first useful to know what it would be for these things to be rule-constituted. Searle famously claimed in Speech Acts that rules constitute things in the sense that they make possible the performance of actions related to those things (Searle 1969). On this view, rules constitute games, languages, and speech (...)
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  16. The Art of Telling the Truth: Language, Power and the Play of the Outside in Michel Foucault.Abhilash G. Nath - 2015 - Dissertation, Jawaharlal Nehru University, New Delhi
    In Foucault, thought is spatial, and unfolds within the density of becoming, in the void that separates the subject and the object. It is ontologically independent from the authority of the contemplating self, the ‘I’. Thought is a being of its own, and comes from the outside – the world of relationships. The present study poses to itself the following question: if thinking indeed comes from the outside, then under what condition thinking can encounter itself – its colour, texture and (...)
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  17. Biological and linguistic diversity. Transdisciplinary explorations for a socioecology of languages.Albert Bastardas-Boada - 2002 - Diverscité Langues 7.
    As a sort of intellectual provocation and as a lateral thinking strategy for creativity, this chapter seeks to determine what the study of the dynamics of biodiversity can offer linguists. In recent years, the analogical equation "language = biological species" has become more widespread as a metaphorical source for conceptual renovation, and, at the same time, as a justification for the defense of language diversity. Language diversity would be protected in a way similar to the mobilization that (...)
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  18. Sensory Knowledge and Art.Brian R. Nelson - 2017 - Cambridge, England: Open Angle Books.
    The primary intention of this book is to elucidate the relations between sensory perception and art as a form of knowledge. This enables us to understand how different kinds of art are given their meaning not only from observation, resemblance and reason but also from an artist’s sensitivity to the inner form of sensory experience as it is realized in perception, reflection, memory and imagination. By assuming a number of different points of view, Part 1 shows how the physical (...)
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  19. Escape from the mind: Mental life as social life.Clayton Morgareidge - manuscript
    Most contemporary philosophers of mind assume that consciousness is a natural phenomenon that ought to be subject to scientific explanation. Some think that some further advances in science and/or the philosophy of science will finally reveal to us the nature of consciousness. Others suggest that consciousness may lie beyond the reach of the human intellect, that it will always be a mystery. I argue that the mysteriousness of consciousness results from assuming it to be a natural phenomenon. The feature of (...)
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  20. The Logical Structure of Philosophy, Psychology, Mind and Language in Ludwig Wittgenstein and John Searle: Articles and Reviews 2006-2016.Michael Starks - 2016 - Michael Starks.
    This collection of articles was written over the last 10 years and the most important and longest within the last year. Also I have edited them to bring them up to date (2016). The copyright page has the date of this first edition and new editions will be noted there as I edit old articles or add new ones. All the articles are about human behavior (as are all articles by anyone about anything), and so about the limitations of having (...)
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  21.  90
    Gaming with History: How History of Science can be used as a scientific storytelling tool.Dora Dias & José Ferraz-Caetano - 2021 - Hypothesis Historia Periodical 1 (1):33-44.
    Gamification can be a useful tool when engaging young students with science. When designing a new game, it is pivotal that a featured storytelling element can draw students' attention while providing an enjoyable experience. However, building such an insightful science dissemination narrative from scratch is often challenging. As real-life situations are frequently more appealing to students, adding alternative history elements can be helpful when designing such a game. In this paper, we present a novel educational framework to design an (...)
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  22. Biblical Hebrew – Fossil of an Extinct Proto-Language.Edward G. Belaga - manuscript
    Scientific enterprise is a part and parcel of the contemporaneous to it general human cultural and, even more general, existential endeavor. Thus, the fundamental for us notion of evolution, in the modern sense of this characteristically Occidental term, appeared in the 19-th century, with its everything pervading, irreversible cultural and technological change and the existential turmoil. Similarly, a formerly relatively recherché word emergence, became a widely used scientific term only in the 20-th century, with its cultural, economical, political, and national (...)
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  23. Analogy of the Game as a Response to the Problems of Language: A Critical Analysis of Ludwig Wittgenstein’s Concept of Language-Games.Leo Andrew Diego - manuscript
    This study which utilized the critical analysis, analyzed Wittgenstein’s concept of language-game and its implications in philosophical discipline and contemporary society. To delineate the origin of the problem of language in terms of epistemological dimension, the researcher analyzed the related concepts on classical philosophy. To determine the origin of the concept of language-game, the researcher used the historical method. To constructively criticize the end-goal of language-game, the hermeneutical approach of Hans Georg Gadamer was employed. From the (...)
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  24. Games and Family Resemblances.Jim Stone - 1994 - Philosophical Investigations 17 (No. 2): 435-443.
    An account of the feature all games share in virtue of which they are games.
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  25. Architecture and Deconstruction. The Case of Peter Eisenman and Bernard Tschumi.Cezary Wąs - 2015 - Dissertation, University of Wrocław
    Architecture and Deconstruction Case of Peter Eisenman and Bernard Tschumi -/- Introduction Towards deconstruction in architecture Intensive relations between philosophical deconstruction and architecture, which were present in the late 1980s and early 1990s, belong to the past and therefore may be described from a greater than before distance. Within these relations three basic variations can be distinguished: the first one, in which philosophy of deconstruction deals with architectural terms but does not interfere with real architecture, the second one, in which (...)
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  26. The Future of Science.Hossein Shirkhani - manuscript
    This article has been written about the explanation of the scientific affair. There are the philosophical circles that a philosopher must consider their approaches. Postmodern thinkers generally refuse the universality of the rational affair. They believe that the experience cannot reach general knowledge. They emphasize on the partial and plural knowledge. Any human being has his knowledge and interpretation. The world is always becoming. Diversity is an inclusive epistemological principle. Naturally, in such a state, the scientific activity is a non-sense (...)
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  27. Utopian Social Delusions in the 21st Century.Starks Michael - 2017 - Henderson,NV, USA: Michael Starks.
    This collection of articles was written over the last 10 years and edited them to bring them up to date (2017). All the articles are about human behavior (as are all articles by anyone about anything), and so about the limitations of having a recent monkey ancestry (8 million years or much less depending on viewpoint) and manifest words and deeds within the framework of our innate psychology as presented in the table of intentionality. As famous evolutionist Richard Leakey says, (...)
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  28. Cień Boga w ogrodzie filozofa. Parc de La Villette w Paryżu w kontekście filozofii chôry.Wąs Cezary - 2021 - Wrocław: Wydawnictwo Uniwersytetu Wrocławskiego.
    The Shadow of God in the Philosopher’s Garden. The Parc de La Villette in Paris in the context of the philosophy of chôra I Bernard Tschumi’s project of the Parc de La Villette could have won the competition and was implemented thanks to the political atmosphere that accompanied the victory of the left-wing candidate in the French presidential elections in 1981. François Mitterand’s revision of the political programme and the replacement of radical reforms with the construction of prestigious architectural objects (...)
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  29. What do quantifier particles do?Anna Szabolcsi - 2015 - Linguistics and Philosophy 38 (2):159-204.
    In many languages, the same particles that form quantifier words also serve as connectives, additive and scalar particles, question markers, roots of existential verbs, and so on. Do these have a unified semantics, or do they merely bear a family resemblance? Are they aided by silent operators in their varied roles―if yes, what operators? I dub the particles “quantifier particles” and refer to them generically with capitalized versions of the Japanese morphemes. I argue that both MO and KA (...)
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  30. Mad Speculation and Absolute Inhumanism: Lovecraft, Ligotti, and the Weirding of Philosophy.Ben Woodard - 2011 - Continent 1 (1):3-13.
    continent. 1.1 : 3-13. / 0/ – Introduction I want to propose, as a trajectory into the philosophically weird, an absurd theoretical claim and pursue it, or perhaps more accurately, construct it as I point to it, collecting the ground work behind me like the Perpetual Train from China Mieville's Iron Council which puts down track as it moves reclaiming it along the way. The strange trajectory is the following: Kant's critical philosophy and much of continental philosophy which has followed, (...)
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  31. The Status of Video Games as Self-Involving Interactive Fictions: Fuzzy Intervals and Hard Identifications.Kristina Šekrst - 2023 - Sic: Journal of Literature, Culture and Literary Translation 3.
    The goal of this paper is to see how mental and language representations are unique from a video-game perspective, using two main criteria. First, I will posit that the level of being both an interactive work of fiction and a self-involving interactive fiction belongs to a fuzzy interval and that some works – and, therefore, some video games – are more immersive than others. Second, I will observe how propositions tie the player’s representations of the real world and the (...)
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  32. On the uses and advantages of poetry for life. Reading between Heidegger and Eliot.Dominic Heath Griffiths - 2006 - Dissertation, University of Pretoria
    This dissertation addresses the ontological significance of poetry in the thought of Martin Heidegger. It gives an account of both his earlier and later thinking. The central argument of the dissertation is that poetry, as conceptualised by Heidegger, is beneficial and necessary for the living of an authentic life. The poetry of T. S Eliot features as a sustaining voice throughout the dissertation to validate Heidegger's ideas and also to demonstrate some interesting similarities in their ideas. Chapter one demonstrates (...)
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  33. Ordinary language semantics: the contribution of Brentano and Marty.Hamid Taieb - 2020 - British Journal for the History of Philosophy 28 (4):777-796.
    This paper examines the account of ordinary language semantics developed by Franz Brentano and his pupil Anton Marty. Long before the interest in ordinary language in the analytic tradition, Brentanian philosophers were exploring our everyday use of words, as opposed to the scientific use of language. Brentano and Marty were especially interested in the semantics of (common) names in ordinary language. They claimed that these names are vague, and that this is due to the structure of (...)
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  34.  90
    Roleplaying Game–Based Engineering Ethics Education: Lessons from the Agency of Art.Trystan S. Goetze - forthcoming - Proceedings of the 2024 American Society for Engineering Education St. Lawrence Section Annual Conference.
    How do we prepare engineering students to make ethical and responsible decisions in their professional work? This paper presents an approach that enhances engineering students’ engagement with ethical reasoning by simulating decision-making in a complex scenario. The approach has two principal inspirations. The first is Anthony Weston’s scenario-based teaching. Weston’s concept of a scenario is a situation that changes in response to choices made by participants, according to an inner logic. Scenarios can dynamically explore open-ended complex problems without imposing predetermined (...)
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  35. Vagueness and Family Resemblance.Hanoch Ben-Yami - 2017 - In Hans-Johann Glock & John Hyman (eds.), A Companion to Wittgenstein. Chichester, West Sussex, UK: Wiley-Blackwell. pp. 407-419.
    Ben-Yami presents Wittgenstein’s explicit criticism of the Platonic identification of an explanation with a definition and the alternative forms of explanation he employed. He then discusses a few predecessors of Wittgenstein’s criticisms and the Fregean background against which he wrote. Next, the idea of family resemblance is introduced, and objections answered. Wittgenstein’s endorsement of vagueness and the indeterminacy of sense are presented, as well as the open texture of concepts. Common misunderstandings are addressed along the way. Wittgenstein’s ideas, (...)
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  36. A Note on Cogito.Les Jones - manuscript
    Abstract A Note to Cogito Les Jones Blackburn College Previous submissions include -Intention, interpretation and literary theory, a first lookWittgenstein and St Augustine A DiscussionAreas of Interest – History of Western Philosophy, Miscellaneous Philosophy, European A Note on Cogito Descartes' brilliance in driving out doubt, and proving the existence of himself as a thinking entity, is well documented. Sartre's critique (or maybe extension) is both apposite and grounded and takes these enquiries on to another level. Let's take a look. 'I (...)
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  37. Precis of Games: Agency as Art.C. Thi Nguyen - manuscript
    Games are a distinctive form of art — and very different from many traditional arts. Games work in the medium of agency. Game designers don’t just tell stories or create environments. They tell us what our abilities will be in the game. They set our motivations, by setting the scoring system and specifying the win-conditions. Game de-signers sculpt temporary agencies for us to occupy. And when we play games, we adopt these designed agencies, submerging ourselves in them, and taking on (...)
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  38. Game-Theoretic Robustness in Cooperation and Prejudice Reduction: A Graphic Measure.Patrick Grim - 2006 - In Luis M. Rocha, Larry S. Yaeger, Mark A. Bedau, Dario Floreano & Robert L. Goldstine (eds.), Artificial Life X: Proceedings of the Tenth International Conference on the Simulation and Synthesis of Living Systems. MIT Press. pp. 445-451.
    Talk of ‘robustness’ remains vague, despite the fact that it is clearly an important parameter in evaluating models in general and game-theoretic results in particular. Here we want to make it a bit less vague by offering a graphic measure for a particular kind of robustness— ‘matrix robustness’— using a three dimensional display of the universe of 2 x 2 game theory. In a display of this form, familiar games such as the Prisoner’s Dilemma, Stag Hunt, Chicken and Deadlock appear (...)
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  39. Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning.Michael Hemmingsen - 2020 - Sport, Ethics and Philosophy 15 (3):435-460.
    Speedrunning is a kind of ‘metagame’ involving video games. Though it does not yet have the kind of profile of multiplayer e-sports, speedrunning is fast approaching e-sports in popularity. Aside from audience numbers, however, from the perspective of the philosophy of sport and games, speedrunning is particularly interesting. To the casual player or viewer, speedrunning appears to be a highly irreverent, even pointless, way of playing games, particularly due to the incorporation of “glitches”. For many outside the speedrunning community, the (...)
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  40. Wittgenstein und Spengler.Rafael Ferber - 1991 - Archiv für Geschichte der Philosophie 73 (2):188-207.
    In his Vermischte Bemerkungen 43, Wittgenstein notices that he was also influenced by Oswald Spengler. The paper deals with the question of in which way Spengler influenced Wittgenstein’s late works and if it really was influence or only a coincidence of ideas. It is put forward that Spengler’s rather unknown philosophy of language influenced Wittgenstein’s philosophy of language, especially the concepts of family resemblance, antiessentialism, and language-game (Sprachspiel). A picture of the famous Neapolitan gesture of (...)
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  41. Mechanizmy predykcyjne i ich normatywność [Predictive mechanisms and their normativity].Michał Piekarski - 2020 - Warszawa, Polska: Liberi Libri.
    The aim of this study is to justify the belief that there are biological normative mechanisms that fulfill non-trivial causal roles in the explanations (as formulated by researchers) of actions and behaviors present in specific systems. One example of such mechanisms is the predictive mechanisms described and explained by predictive processing (hereinafter PP), which (1) guide actions and (2) shape causal transitions between states that have specific content and fulfillment conditions (e.g. mental states). Therefore, I am guided by a specific (...)
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  42. Playing with molecules.Adam Toon - 2011 - Studies in History and Philosophy of Science Part A 42 (4):580-589.
    Recent philosophy of science has seen a number of attempts to understand scientific models by looking to theories of fiction. In previous work, I have offered an account of models that draws on Kendall Walton’s ‘make-believe’ theory of art. According to this account, models function as ‘props’ in games of make-believe, like children’s dolls or toy trucks. In this paper, I assess the make-believe view through an empirical study of molecular models. I suggest that the view gains support when we (...)
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  43. Life cycle: formation, structure, management.Sergii Sardak, Igor Britchenko, Radostin Vazov & Oleksandr P. Krupskyi - 2021 - Списание «Икономически Изследвания (Economic Studies)» 30 (6):126-142.
    The article aims to define the management mechanism of complex, open dynamic systems with human participation. The following parts of the system life-cycle were identified and unified in the theoretical scope: general and specific compositional elements of repeating changes, marginal index boundaries, the dynamics of the compositional elements of the lifecycle, the key points of the change in the character of the index dynamics. In the practical scope, two common trends of socio-economical system life-cycle management are considered. The (...)
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  44. Language as a cognitive tool.Marco Mirolli & Domenico Parisi - 2009 - Minds and Machines 19 (4):517-528.
    The standard view of classical cognitive science stated that cognition consists in the manipulation of language-like structures according to formal rules. Since cognition is ‘linguistic’ in itself, according to this view language is just a complex communication system and does not influence cognitive processes in any substantial way. This view has been criticized from several perspectives and a new framework (Embodied Cognition) has emerged that considers cognitive processes as non-symbolic and heavily dependent on the dynamical interactions between the (...)
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  45. Persuasive Technologies and the Right to Mental Liberty: The ‘Smart’ Rehabilitation of Criminal Offenders.Sjors Ligthart, Gerben Meynen & Thomas Douglas - forthcoming - In Marcello Ienca, O. Pollicino, L. Liguori, R. Andorno & E. Stefanini (eds.), Cambridge Handbook of Information Technology, Life Sciences and Human Rights. Cambridge, UK: Cambridge University Press.
    Every day, millions of people use mobile phones, play video games and surf the Internet. It is thus important to determine how technologies like these change what people think and how they behave. This is a central issue in the study of persuasive technologies. ‘Persuasive technologies’—henceforth ‘PTs’—are digital technologies, such as mobile apps, video games and virtual reality systems, that are deployed for the explicit purpose of changing attitudes and/or behaviours, without using coercion, deception or extreme forms of psychological manipulation (...)
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  46. Quantifier Words and Their Multifunctional(?) Parts.Anna Szabolcsi, James Doh Whang & Vera Zu - 2014 - Language and Linguistics 15 (1).
    Formal semantic analyses often take words to be minimal building blocks for the purposes of compositionality. But various recent theories of morphology and syntax have converged on the view that there is no demarcation line corresponding to the word level. The same conclusion has emerged from the compositional semantics of superlatives. In the spirit of extending compositionality below the word level, this paper explores how a small set of particles (Japanese KA and MO, Chinese DOU, and Hungarian VALA/VAGY, MIND, and (...)
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  47. Hume's (Berkeleyan) Language of Representation.Nabeel Hamid - 2015 - Hume Studies 41 (2):171-200.
    Although Hume appeals to the representational features of perceptions in many arguments in the Treatise, his theory of representation has traditionally been regarded as a weak link in his epistemology. In particular, it has proven difficult to reconcile Hume's use of representation as causal derivation and resemblance (the Copy Principle) with his use of representation in the context of impressions and abstract ideas. This paper offers a unified interpretation of representation in Hume that draws on the resources of Berkeley's (...)
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  48. The life cycle of social and economic systems.Sergii Sardak & С. Е Сардак - 2016 - Marketing and Management of Innovations 1:157-169.
    The aim of the article. The aim of the article is to identify the components of social and economic systems life cycle. To achieve this aim, the article describes the traits and characteristics of the system, determines the features of social and economic systems functioning and is applied a systematic approach in the study of their life cycle. The results of the analysis. It is determined that the development of social and economic systems has signs of cyclicity and (...)
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  49. The creative aspect of language use and the implications for linguistic science.Eran Asoulin - 2013 - Biolinguistics 7:228-248.
    The creative aspect of language use provides a set of phenomena that a science of language must explain. It is the “central fact to which any signi- ficant linguistic theory must address itself” and thus “a theory of language that neglects this ‘creative’ aspect is of only marginal interest” (Chomsky 1964: 7–8). Therefore, the form and explanatory depth of linguistic science is restricted in accordance with this aspect of language. In this paper, the implications of the (...)
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  50. How to do things with slurs: Studies in the way of derogatory words.Adam M. Croom - 2013 - Language and Communication 33:177-204.
    This article provides an original account of slurs and how they may be differentially used by in-group and out-group speakers. Slurs are first distinguished from other terms and their role in social interaction is discussed. A new distinction is introduced between three different uses of slurs : the paradigmatic derogatory use, non-paradigmatic derogatory use, and non-paradigmatic non-derogatory use. I then account for their literal meaning and explain how a family-resemblance conception of category membership can clarify our understanding of (...)
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