scholarly journals NEUROHÁBITAT DEL DISEÑO A LA SINAPSIS

2021 ◽  
pp. 11-25
Author(s):  
Rafael Marcelino Guzman

¿Puede el diseño condicionar nuestra conducta? ¿Puede condicionar cómo nos sentimos? ¿Puede modificar nuestra mente? Al paso del tiempo la práctica del diseño ha sido sinónimo de estética, modernidad y estatus, ha sido modificada por los medios y las herramientas tecnológicas, lo cual ha llegado a permitir la creación de un hábitat construido fusionado entre la información digital y el mundo real que habitamos utilizando técnicas novedosas con las cuales interactuamos hoy. Este artículo describe un acercamiento a la base conceptual de un nuevo paradigma dentro del diseño en general llamado Neurohábitat un paradigma repleto de oportunidades para la investigación, que parte del hecho de que el objeto final de este hábitat diseñado y construido son los sujetos que lo habitan y experimentan. Esto simboliza una práctica transhumanista que antepone el desarrollo de la experiencia y vida humana, al beneficio económico, político o de otra naturaleza de los sujetos. La incorporación de la ciencia al diseño podría representar el surgimiento de un nuevo avance para los planteamientos metodológicos y teóricos de la disciplina dentro de un mundo cada vez más cambiante y digitalizado. Palabras clave: Diseño, neurociencias, cognición, hábitat. AbstractCan design condition our behavior? Can it condition the way we feel? Can it modify our mindset? Over time, the practice of design has been synonymous with aesthetics, modernity and status, it has been modified by the media and technological tools, which has come to allow the creation of a built habitat fused between digital information and the real world we inhabit using novel techniques with which we interact today. This article describes an approach to the conceptual basis of a new paradigm within design in general called Neurohabitat, a paradigm full of opportunities for research, which starts from the fact that the final object of this designed and built habitat is the subjects that inhabit it. and they experiment. This symbolizes a transhumanist practice that puts the development of human experience and life before the economic, political or other benefits of the subjects. The incorporation of science into design could represent the emergence of a new advance for the methodological and theoretical approaches of the discipline within an increasingly changing and digitized world. Keywords Design: neurosciences, cognition, habitat.

Author(s):  
Mark S. Massa

This chapter presents an examination of the thoughts and writings of Lisa Sowle Cahill, a moral theologian at Boston College. Taking issue with both Germain Grisez and Jean Porter, Cahill seeks to construct a new paradigm of natural law that addresses feminist and poststructural scholars. Cahill believed that any paradigm of intercultural or interreligious ethics that purported to be describing moral duties in the real world must begin by exploring how ethical questions are intimately tied to the concrete experiences in specific (often religiously diverse) communities. Her paradigm addressed the concerns of feminist and postimperialist scholars in moving beyond the “false universalism” offered by paradigms like that of neo-scholasticism, while offering a “realist” understanding of social ethics that remained true to the realist impulses in Catholic moral theology.


Author(s):  
Zouhaier Brahmia ◽  
Fabio Grandi ◽  
Abir Zekri ◽  
Rafik Bouaziz

Like other components of Semantic Web-based applications, ontologies are evolving over time to reflect changes in the real world. Several of these applications require keeping a full-fledged history of ontology changes so that both ontology instance versions and their corresponding ontology schema versions are maintained. Updates to an ontology instance could be non-conservative that is leading to a new ontology instance version no longer conforming to the current ontology schema version. If, for some reasons, a non-conservative update has to be executed, in spite of its consequence, it requires the production of a new ontology schema version to which the new ontology instance version is conformant so that the new ontology version produced by the update is globally consistent. In this paper, we first propose an approach that supports ontology schema changes which are triggered by non-conservative updates to ontology instances and, thus, gives rise to an ontology schema versioning driven by instance updates. Note that in an engineering perspective, such an approach can be used as an incremental ontology construction method driven by the modification of instance data, whose exact structure may not be completely known at the initial design time. After that, we apply our proposal to the already established [Formula: see text]OWL (Temporal OWL 2) framework, which allows defining and evolving temporal OWL 2 ontologies in an environment that supports temporal versioning of both ontology instances and ontology schemas, by extending it to also support the management of non-conservative updates to ontology instance versions. Last, we show the feasibility of our approach by dealing with its implementation within a new release of the [Formula: see text] OWL-Manager tool.


2020 ◽  
Vol 38 (15_suppl) ◽  
pp. e24112-e24112
Author(s):  
Safiya Karim ◽  
Sasha M. Lupichuk ◽  
Amy Tan ◽  
Aynharan Sinnarajah ◽  
Jessica Simon

e24112 Background: The Serious Illness Care Program (SICP) is a system-based intervention, including a conversation guide, which facilitates improved advance care planning (ACP) conversations between clinicians and seriously ill patients. A recent randomized control trial found the program reduced symptoms of depression and anxiety amongst oncology out-patients and improved process outcomes. We implemented the SICP in our center to determine if the effects of this program could be translated into the real world. Methods: Two outpatient oncology clinics implemented the SICP, each over a 16-week period. Patients were identified based on an answer of “no” to the question “would I be surprised if this patient died within the next year?”, or any patient with a diagnosis of metastatic pancreatic cancer, or symptom scores of > 7 on more than three categories of the patient reported outcome dashboard. Physicians were trained on how to conduct the SICP conversation. One patient per week was identified and prepared to have the SICP conversation with the goal of at least 12 conversations in each 16-week period. Rates of SICP conversation documentation on our system’s “ACP and goals of care designation (GCD) Tracking Record” and GCD orders were recorded. Patient satisfaction after each conversation and physician comfort level over time were assessed. Results: 16 patients were identified (8 patients in each 16-week period). One patient was lost to follow-up. Of the remaining 15 patients who had the SICP conversation, 14 (93%) had documentation on the Tracking Record and 8 (53%) had a GCD order. This was a major improvement over baseline rates of documentation (e.g. < 1 % Tracking Record use and 16% GCD for patients with GI cancers). 14 patients completed satisfaction surveys, of which 12 (86%) felt “completely” or “quite a bit” more heard or understood. Physician comfort level increased from 3.6 to 4.8 and from 4.8 to 5 out of 5, respectively over each 16-week period. Conclusions: SICP implementation resulted in high rates of documentation of goals and preferences. Patients felt heard and understood by their healthcare team, and comfort in these conversations improved over time for physicians. The goal number of conversations was not met, but otherwise the SICP was feasible to implement in the real world. Further study is required to identify the appropriate triggers and barriers to routine SICP conversations.


1986 ◽  
Vol 13 (1) ◽  
pp. 114 ◽  
Author(s):  
Marian C. Burke ◽  
Julie A. Edell
Keyword(s):  
The Real ◽  

Robotica ◽  
1997 ◽  
Vol 15 (2) ◽  
pp. 131-131
Author(s):  
J. A. Rose

Section B of the special issue contains four papers dealing with diverse topics, viz. rehabilitation robotics applications, a software package for an automatic symbolic modelling of robots, the use of symplectic geometry, and the treatment of the Distributed Manipulation Environment method. This completes the wide review of various techniques and theoretical approaches aiming at solving the difficult problems of conventional robotics in the real world.


2015 ◽  
Vol 11 (2) ◽  
Author(s):  
SHEILA KATIANE STAUDT

Resumo: O primeiro romance de Moacyr Scliar, A guerra no Bom Fim, publicado em 1972, é tecido pela rememoração de um menino judeu que narra preciosos momentos de sua in-fância no bairro Bom Fim, na mesma época em que eclode a Segunda Guerra Mundial na Europa. O imaginário do protagonista Joel está repleto de acontecimentos relacionados à guerra que permeiam suas lembranças e fazem parte de sua narração, mesclando realidade e fantasia em seu texto. Esse universo bélico mágico criado pelo garoto tem origem, princi-palmente, nas notícias que escutava sobre o que se passava em solo europeu a partir das conversas entre os adultos, dos meios de comunicação do período, bem como das idas ao cinema Baltimore, onde os cartazes dos filmes atraiam os jovens nas matinês de domingo. Fredric Jameson, em seu texto War and Representation, percebe oito variantes nos textos que tematizam a guerra, são elas: a) experiência existencial da guerra; b) experiência coletiva da guerra; c) líderes, oficiais e o exército; d) tecnologia; e) paisagem inimiga; f) atrocidades; g) ataque à pátria e h) ocupação estrangeira. Com isso em mente, tentaremos desvelar as va-riantes bélicas propostas por Jameson no texto de Scliar, a fim de compreender a experiência existencial pela qual passou a personagem que, para se defender das brutalidades do mundo real, passa a criar um cenário fantástico-maravilhoso em que a história e as lendas judaicas ganham vida, enfatizando a via crucis de toda uma geração de imigrantes que chega ao Bra-sil e sofre com o desenraizamento, preconceito e condições precárias de vida. Palavras-chave: Variantes bélicas. Guerra. Representação. Literatura. Abstract: Moacyr Scliar's first novel, A guerra no Bom Fim, published in 1972, is woven by the reminiscence of a Jewish boy who recounts precious moments of his childhood in the Bom Fim neighborhood at the time of II World War in Europe. The imaginary of the pro-tagonist Joel is full of events related to the war itself that permeate his memories and are part of his narration, mixing reality and fantasy in his text. This magical warlike universe created by him has its origins mainly in the news he heard about what was happening on European soil from the conversations between the adults, the media of the period, and the trips to the Baltimore cinema, where the posters of the films attract young people on Sun-day matinees. Fredric Jameson, in his text War and Representation, remarks eight variants or categories in the narratives that have the war as the main theme, they are: a) the existen-tial experience of war; b) the collective experience of war; c) leaders, officers, and the insti-tution of the army; d) technology; e) the enemy landscape; f) atrocities; g) attack on the homeland, and h) foreign occupation. With this in mind, we will try to unveil the warlike variants proposed by Jameson in the text of Scliar, in order to understand the existential ex-perience through which the character passed, whose defense against the brutalities of the real world was to create a fantastic-wonderful scenario in that Jewish history and legends come to life, emphasizing the via crucis of a whole generation of immigrants that arrives in Brazil and suffers from rootlessness, prejudice and precarious conditions of life. Keywords: Warfare variants. War. Representation. Literature.


Author(s):  
Zack Fitzsimmons ◽  
Omer Lev

While manipulative attacks on elections have been well-studied, only recently has attention turned to attacks that account for geographic information, which are extremely common in the real world. The most well known in the media is gerrymandering, in which district border-lines are changed to increase a party's chance to win, but a different geographical manipulation involves influencing the election by selecting the location of polling places, as many people are not willing to go to any distance to vote. In this paper we initiate the study of this manipulation. We find that while it is easy to manipulate the selection of polling places on the line, it becomes difficult already on the plane or in the case of more than two candidates. Moreover, we show that for more than two candidates the problem is inapproximable. However, we find a few restricted cases on the plane where some algorithms perform well. Finally, we discuss how existing results for standard control actions hold in the geographic setting, consider additional control actions in the geographic setting, and suggest directions for future study.


Author(s):  
Filiz Erdoğan Tuğran ◽  
Aytaç Hakan Tuğran

This chapter describes how technology, progressing rapidly, and especially computer technology has become an indispensable detail in daily life. The act of playing games starting to become virtual has emerged as a progress. In these early years, when the line between place and space has started to become thinner and people began to recognize the lines of flight between the real world and the virtual world, the movie “Tron” made an attempt to explain this possibility of transitivity. 28 years after the first movie, the sequel “Tron Legacy” emphasizes that this possibility still exists. The individual, in this sea of possibilities, comes and goes between place and space and becomes distant to their temporal context, digitalized and goes through deterritorialization. The narrative of the fictional world, the game world in this fictional world, the real world and the game field in the real world will be discussed in terms of transmedia, and some assumptions will be put forward through people and therefore, the deterritorialization of the media.


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