scholarly journals Magical and Mystical Aspects in Nepali Manuscript Illuminations

2021 ◽  
Vol 29 (43) ◽  
pp. 163-172
Author(s):  
Yam Prasad Sharma

Nepali Manuscript illuminations are traditional miniature paintings found in religious manuscripts, including Prajnaparamita, Pancaraksa, Shivadharma, Visnudharma, and Devimahatmya. The religious manuscripts narrate mythical events in verbal texts and illustrate mythical characters and their actions simultaneously. The forms, figures and activities of the characters are symbolic, magical and mystical. The paintings present divine and supernatural characters in their spectacular feats of real life. The artworks represent the characters and events of Hindu and Buddhist myths. Despite the presence of magical and mystical elements, the visual narratives teach moral lessons to the real people of the real world. The symbols signify something else beyond the represented visuals. The miniature paintings motivate the readers and viewers for reading and learning by telling interesting stories. Presentation of strange and unusual characters and events renews viewers' perception providing delight while suggesting ethical values of the society. The presentation through magical and mystical characters and actions conveys moral lessons aesthetic manner. This article traces the magical and mystical features of Nepali manuscript illuminations and attempts to throw light on their significances.

2021 ◽  
pp. 254-267
Author(s):  
John Royce

Good readers evaluate as they go along, open to triggers and alarms which warn that something is not quite right, or that something has not been understood. Evaluation is a vital component of information literacy, a keystone for reading with understanding. It is also a complex, complicated process. Failure to evaluate well may prove expensive. The nature and amount of information on the Internet make evaluation skills ever more necessary. Looking at research studies in reading and in evaluation, real-life problems are suggested for teaching, modelling and discussion, to bring greater awareness to good, and to less good, readers.


2018 ◽  
Author(s):  
Uri Korisky ◽  
Rony Hirschhorn ◽  
Liad Mudrik

Notice: a peer-reviewed version of this preprint has been published in Behavior Research Methods and is available freely at http://link.springer.com/article/10.3758/s13428-018-1162-0Continuous Flash Suppression (CFS) is a popular method for suppressing visual stimuli from awareness for relatively long periods. Thus far, it has only been used for suppressing two-dimensional images presented on-screen. We present a novel variant of CFS, termed ‘real-life CFS’, with which the actual immediate surroundings of an observer – including three-dimensional, real life objects – can be rendered unconscious. Real-life CFS uses augmented reality goggles to present subjects with CFS masks to their dominant eye, leaving their non-dominant eye exposed to the real world. In three experiments we demonstrate that real objects can indeed be suppressed from awareness using real-life CFS, and that duration suppression is comparable that obtained using the classic, on-screen CFS. We further provide an example for an experimental code, which can be modified for future studies using ‘real-life CFS’. This opens the gate for new questions in the study of consciousness and its functions.


Author(s):  
Abouzid Houda ◽  
Chakkor Otman

Blind source separation is a very known problem which refers to finding the original sources without the aid of information about the nature of the sources and the mixing process, to solve this kind of problem having only the mixtures, it is almost impossible , that why using some assumptions is needed in somehow according to the differents situations existing in the real world, for exemple, in laboratory condition, most of tested algorithms works very fine and having good performence because the  nature and the number of the input signals are almost known apriori and then the mixing process is well determined for the separation operation.  But in fact, the real-life scenario is much more different and of course the problem is becoming much more complicated due to the the fact of having the most of the parameters of the linear equation are unknown. In this paper, we present a novel method based on Gaussianity and Sparsity for signal separation algorithms where independent component analysis will be used. The Sparsity as a preprocessing step, then, as a final step, the Gaussianity based source separation block has been used to estimate the original sources. To validate our proposed method, the FPICA algorithm based on BSS technique has been used.


2018 ◽  
Vol 10 (3) ◽  
Author(s):  
Mark Richard Johnson ◽  
Robert Mejia

In this paper, we argue that EVE Online is a fruitful site for exploring how the representational and political-economic elements of science fiction intersect to exert a sociocultural and political-economic force on the shape and nature of the future-present. EVE has been oft heralded for its economic and sociocultural complexity, and for employing a free market ethos and ethics in its game world. However, we by contrast seek not to consider how EVE reflects our contemporary world, but rather how our contemporary neoliberal milieu reflects EVE. We explore how EVE works to make its world of neoliberal markets and borderline anarcho-capitalism manifest through the political economic and sociocultural assemblages mobilized beyond the game. We explore the deep intertwining of  behaviors of players both within and outside of the game, demonstrating that EVE promotes neoliberal  activity in its players, encourages these behaviors outside the game, and that players who have found success in the real world of neoliberal capitalism are those best-positioned for success in the time-demanding and resource-demanding world of EVE. This thereby sets up a reciprocal ideological determination between the real and virtual worlds of EVE players, whereby each reinforces the other. We lastly consider the “Alliance Tournament” event, which romanticizes conflict and competition, and argue that it serves as a crucial site for deploying a further set of similar rhetorical resources. The paper therefore offers an understanding of the sociocultural and political-economic pressure exerted on the “physical” world by the intersection of EVE’s representational and material elements, and what these show us about the real-world ideological power of science fictional worlds.


1971 ◽  
Vol 18 (5) ◽  
pp. 320-321
Author(s):  
Charles Brumfiel

In the November 1970 issue of the Arithmetic Teacher there appeared my article, “Mathematical Systems and Their Relationship to the Real World.” One point I made is that mathematics provides us with a vast array of symbols and concepts to use in solving real-life problems. When we use mathematics to solve a real problem, we make certa in mental associations between mathematical symbols and real objects. I suggested that arguments sometimes arise because two persons may make different associations, mathematical symbols to real objects, and each thinks his associations are correct while the other person's are incorrect.


1988 ◽  
Vol 36 (4) ◽  
pp. 6-9
Author(s):  
James S. Cangelosi

Developing students' abilities to rcason with mathematics and apply mathematics to the solution of problems occurring in the real world hould be a primary focus of school mathematics (National Council of Teachers of Mathematics 1980). However, most mathemati cal curricula seem to place more emphasis on memorization of fact and algorithm than on reasoning and problem solving (Romberg and Carpenter 1986). The mathematics education literature abound with ideas for reversing the emphasis on memorization and for guiding the teaching of mathematics so that it has real-life meaning for children. Included among the idea are the following:


1997 ◽  
Vol 2 (4) ◽  
pp. 220-224
Author(s):  
Leah P. McCoy

How will we make algebra accessible to all students? In the past, we have taught algebra as an abstract course involving manipulation of variables and numbers, which are symbolic representations. We have neglected to make a strong connection between the symbolic algebra and the underlying concrete relationships. Given the messages of the NCTM's Standards documents (1989, 1991), it is apparent that students need concrete experiences that enable them to experience algebra in the real world. In this manner, they will be able to construct an understanding of the concepts and connect the concrete with the abstract and their internal ideas.


In the real life, there are difficulties in fixing faults in appliances, vehicles and day-to-day used equipment’s. Normally, for Set righting the false mechanics or service centers are approached. In nowadays troubleshooting are attempted even by self, in as far as minor repairs are concerned and, due to lack of knowledge the technologies are being hired for solving the defects. Augmented reality (AR) helps in sorting out the issues of minor repairing of appliances or vehicles in interactive and digitally manipulated real world problems. Information about the environment and its object are overlaid on the real-world environment with the help of Smartphone’s to sort out the day-to-day issues. With the help of advanced AR technologies AR cameras are incorporated into the Smartphone application to interact with the information in the surrounding world of the user for digital manipulation. In AR, Unity game engine which supports more than 25 platforms is used for efficient and flexible workflow that enables to work confidently. Likewise, Blender an open sourced 3D graphics software tool used for creating animated films, 3D print modules, motion graphics, and interactive 3D application to help the user. A versatile language C# is used to handle user input manipulated objects for switching over to different scenes displayed for the user. Other software such as Vuforia, Android SDK, and Java JDK are also used for sending APK files to Smartphone’s. The application starts with user interface where 3D objects are downloaded with the help of blender. It opens the troubleshooting guide to select car brand which have different repair techniques. This leads to view the video solution of repairs through AR cameras. Here troubleshooting techniques are revealed to the user for their self-attempt for repairing the minor faults.


2015 ◽  
Vol 2 (1) ◽  
Author(s):  
Nur - Hidayanto

Abstract Gender issues become hot phenomena today. The demand for equality in education, economy, politics, social and culture is so strong that it tries to stop gender issues rush. It occurs when women feel that there is unfairness between women and men rights. The unfairness is in the form of subordination, marginalization, inequality in responsibility and also women stereotype. The writer tries to find out the gender issues in the English Reference Book for 2nd year students of Senior High School entitled Informational English written by Bambang Kiswanto and Tony Rogers and published by Widya Utama in 2005. He investigates the use of language and also pictures which shows gender issues. Then, he compares it with theories and also facts in the real world. The writer finds that there are some gender issues in the book. They are in the form of inequality in the percentage of women and men pictures, the use of English pronouns, professions, emotion expressed in texts, famous persons, artists and also characterizations. In conclusion, the book illustrates some gender issues which often occur in the real life.


2016 ◽  
Author(s):  
Felix D. Schönbrodt ◽  
Jens B. Asendorpf

Computer games are advocated as a promising tool bridging the gap between the controllability of a lab experiment and the mundane realism of a field experiment. At the same time, many authors stress the importance of observing real behavior instead of asking participants about possible or intended behaviors. In this article we introduce an online virtual social environment, which is inhabited by autonomous agents including the virtual spouse of the participant. Participants can freely explore the virtual world and interact with any other inhabitant, allowing the expression of spontaneous and unprompted behavior. We investigated the usefulness of this game for the assessment of interactions with a virtual spouse and their relations to intimacy and autonomy motivation as well as relationship satisfaction with the real life partner. Both the intimacy motive and the satisfaction with the real world relationship showed significant correlations with aggregated in-game behavior, which shows that some sort of transference between the real world and the virtual world took place. In addition, a process analysis of interaction quality revealed that relationship satisfaction and intimacy motive had different effects on the initial status and the time Course of the interaction quality. Implications for psychological assessment using virtual social environments are discussed.


Sign in / Sign up

Export Citation Format

Share Document