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The book addresses the problem of the subject from the figure of ventriloquism. In a general sense, an attempt is made to think of the history of Western man from the tension of two discursive voices or poles (the muthos and the logos ) and the subject (the man) as the effect or result of that tension. The central hypothesis is that in the face of the hegemonic tradition of “logocentrism”, which tries to reduce the plurality of meaning to a single voice (the logos ) and to constitute history as a history of that only meaning, it is possible to detect a second voice ( the muthos ), heterogeneous and so to speak peripheral, which subverts, at each historical moment, the strategies of the logosdominant. This second voice also finds its paradigmatic place in the figure of the ventriloquist. The text proposes, from this perspective, to make a reconstruction of this curious figure, to show that the human, that is, the different images or conceptions that man has formed of himself throughout history are, in truth, the product or the effect of the tension between these two voices or phonetic principles. This tension between the muthos and the logos , in each historical epoch, is embodied in certain paradigmatic figures: the fortune teller and the prophet; the witch and the inquisitor; the possessed and the exorcist; the magnetic sleepwalker and the doctor; the schizophrenic and the psychiatrist, etc. As well as the voice of the logosit finds its place of origin in the mouth, likewise the muthos finds its place, according to the etymology of the term "ventriloquism", in the womb. The human, consequently, is nothing but the rest or, better still, the residue or the sequel of the joints and disarticulations that historically occur between the mouth and the belly, between the logos and the muthos .
Ventriloquism. --- Amusements --- Elocution --- Voice --- Ventriloquia --- Sujeto
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The dominant feature of modern technology is not how productive it makes us, or how it has revolutionized the workplace, but how enjoyable it is. We take pleasure in our devices, from smartphones to personal computers to televisions. Whole classes of leisure activities rely on technology. How has technology become such an integral part of enjoyment? In this book, Barry Brown and Oskar Juhlin examine the relationship between pleasure and technology, investigating what pleasure and leisure are, how they have come to depend on the many forms of technology, and how we might design technology to support enjoyment. They do this by studying the experience of enjoyment, documenting such activities as computer gameplay, deer hunting, tourism, and television watching. They describe technologies that support these activities, including prototype systems that they themselves developed.Brown and Juhlin argue that pleasure is fundamentally social in nature. We learn how to enjoy ourselves from others, mastering it as a set of skills. Drawing on their own ethnographic studies and on research from economics, psychology, and philosophy, Brown and Juhlin argue that enjoyment is a key concept in understanding the social world. They propose a framework for the study of enjoyment: the empirical program of enjoyment.
Technology --- Pleasure. --- Amusements. --- Psychological aspects. --- Social aspects.
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Amusements --- Amusements --- Ethics --- Ethics. --- Moral and ethical aspects. --- Moral and ethical aspects. --- China.
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Interactive multimedia --- Entertainment computing --- Artificial intelligence --- Amusements --- Electronic data processing
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Cet ouvrage sur les princes de Condé n'est ni celui des champs de bataille et des succès militaires, ni celui des querelles politiques, ni même celui de la chasse ; ces thèmes ont déjà fait l'objet de maintes publications. Cette saga des princes de Condé (1530-1830) veut en revanche inviter le lecteur à suivre les méandres d'un art de vivre plein d'inattendus, de bosquets secrets, d'allées de traverse et d'instants le plus souvent inédits.Nous y cheminerons en compagnie d'Henri II dont l'épouse Charlotte de Montmorency sera convoitée par le roi Henri IV en 1609, de Louis II, empereur des Turcs en 1662, d'Henri-Jules, créateur du concept des "appartements du roi" à Versailles en 1683, de Louis-Henri, premier ministre en 1723 (gouverné par sa maîtresse Agnès de Prie), de Louis-Joseph qui, selon un contemporain, aurait pu être comédien s'il n'était né prince (1772)...
Nobility --- Nobility --- Amusements --- Arts --- Conde family --- Chantilly (France) --- Chantilly (France)
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German literature --- Amusements --- Literary recreations --- Consumption (Economics) --- Amusements. --- Consumption (Economics). --- German literature. --- Intellectual life. --- Literary recreations. --- Manners and customs. --- History and criticism --- History --- History --- History --- 1800-1899. --- Europe --- Europe --- Europe. --- Intellectual life --- Social life and customs
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Entertainment computing --- Computer games --- Application software --- Electronic games --- Amusements --- Electronic data processing --- Internet games --- Television games --- Videogames --- Games --- Video games
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Computer games --- Entertainment computing --- Application software --- Electronic games --- Amusements --- Electronic data processing --- Design --- Programming --- Internet games --- Television games --- Videogames --- Games --- Video games
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Entertainment computing --- Interactive multimedia --- Computer games --- Application software --- Electronic games --- Amusements --- Electronic data processing --- Internet games --- Television games --- Videogames --- Games --- Video games
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Jacqueline Lloyd Smith and Denise Meyerson collectively have over 50 years' global experience in the design and delivery of incredible learning experiences for clients in the private and public sectors. They have partnered with top tier, medium size, and small corporate clients to produce events that rock. They are now opening their files to other facilitators, and educators-of all levels-to share tools and techniques they have personally tested and used.They are generously allowing you to benefit from their years of experience in the training, facilitation, and design space so you too are able to prepare, structure, and implement teachable moments, workshops, events, training days, learning experiences, offsites, and seminars that have a strong impact-and are memorable. Dip into this essential guide after you have been briefed by the executive team, managers, or human resource professionals and you are required to deliver a face-to-face session for anything between 1 and 100 hours. Play with these practical, user-friendly techniques to help your participants feel engaged and energized, so they will remember the key messages long after the event. Redesign and restructure the tools to suit your audience and the topic so the session remains vibrant and focused. Create experiences for any topic, whether for technical, personal, or professional development purposes.Not only do you have access to great openers and closers to activate thinking, we also provide you with a roadmap and overall layout so you have examples of how to structure your sessions.
Strategic planning --- Business meetings --- Play --- Recreations --- Recreation --- Amusements --- Games --- Meetings --- Goal setting (Strategic planning) --- Planning, Strategic --- Strategic intent (Strategic planning) --- Strategic management --- Planning --- Business planning --- E-books --- Employees
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