1,087 research outputs found

    Reenchanting International Law

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    Law and Religion Symposiu

    Meeting Ethical Dilemmas in Health Care: Some Basic Criteria

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    Albert Einstein – Wissenschaft und Religion

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    The main issue of this paper is the question what Einstein actually meant from the philosophical and/or theological point of view in his famous phrase God does not play dice. What is the ‘underlying’ concept of necessity in this phrase, and first of all: which God here does not play dice – theistic, deistic, pantheistic? Some other passages from Einstein’s informal writings and public speeches suggest that he was very close to pantheism, following Spinoza, whom he admired and appreciated mostly among philosophers. However, Spinoza’s pantheism implies determinism which was presumably not the main point of Einstein’s protest against ‘dicing God’ in quantum physics
 So, is Einstein’s God nevertheless closer to Newton’s Pantocrator as to Spinoza’s Deus sive natura? Maybe yes, but only in case if the ‘Universal Ruler’ does not punish, neither reward his creatures, ourselves, tiny human beings in the mighty and incredibly ‘well-tuned’ cosmos. The enigma of the famous phrase remains.Le problĂšme principal prĂ©sentĂ© dans cet article est le point de vue philosophique ou thĂ©ologique d’Einstein dans sa phrase cĂ©lĂšbre: Dieu ne joue pas aux dĂ©s. Quel en Ă©tait le concept « fondamental » de nĂ©cessitĂ©? Et avant tout: quel est ce Dieu qui ne joue pas aux dĂ©s? Est-ce un Dieu thĂ©iste, dĂ©iste ou panthĂ©iste? Certains autres passages des Ă©crits informels d’Einstein et de ses discours montrent qu’il Ă©tait trĂšs proche du panthĂ©isme, admirateur de Spinoza qu’il considĂ©rait comme le plus grand des philosophes. Pourtant le panthĂ©isme de Spinoza implique le dĂ©terminisme qui, probablement, n’a pas Ă©tĂ© la raison principale de son dĂ©saccord avec Dieu qui joue aux dĂ©s dans la physique quantique. Donc il est sans importance que le Dieu d’Einstein soit plus proche du Pantocrator de Newton, ou plutĂŽt de Deus sive natura de Spinoza. Peut-ĂȘtre que oui, mais seulement si le Souverain universel ne punit ni ne rĂ©compense ses crĂ©atures, donc nous-mĂȘmes, ces ĂȘtres minuscules dans ce monde immense et bien harmonisĂ©. L’énigme est toujours posĂ©e.Der Artikel setzt sich vornehmlich mit der Frage auseinander, was es mit Einsteins berĂŒhmtem Dictum Gott wĂŒrfelt nicht im philosophischen und/oder theologischen Sinne auf sich hat. Welches ist das grundlegende Konzept der Notwendigkeit, auf der dieser Satz beruht, und vor allem: Welcher Gott, der nicht spielt, ist hier gemeint – der theistische, der deistische oder der pantheistische? Einige Abschnitte aus Einsteins Schriften und öffentlichen Reden legen die Vermutung nahe, dass er dem Pantheismus zugeneigt war, in Anlehnung an Spinoza, den er stets bewunderte und von allen Philosophen am meisten schĂ€tzte. Allerdings setzt Spinozas Pantheismus Determinismus voraus, was vermutlich nicht der Hauptgrund fĂŒr Einsteins Protest gegen einen „wĂŒrfelnden Gott” in der Quantenphysik gewesen sein mag
 Sollte demnach Einsteins Gott dem Newton’schen Pantokrator oder Spinozas Deus sive natura nĂ€her stehen? Das ist möglich, aber nur wenn der Universalherrscher seine Kreaturen, uns winzige Geschöpfe, in einem immensen und vor allem „wohltemperierten” Universum weder bestraft noch belohnt. Das Änigma des berĂŒhmten Satzes bleibt ungelöst

    Duality of Coordinates and Matter Fields in Curved Spacetime

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    We show that there exists a duality between the local coordinates and the solutions of the Klein-Gordon equation in curved spacetime in the same sense as in the Minkowski spacetime. However, the duality in curved spacetime does not have the same generality as in flat spacetime and it holds only if the system satisfies certain constraints. We derive these constraints and the basic equations of duality and discuss the implications in the quantum theory.Comment: 14 pages, ReVTeX file. Comments added, to appear in Phys.Lett.

    Characteristics of generatable games

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    We address the problem of generating complete games, rather than content for existing games. In particular, we try to an- swer the question which types of games it would be realistic or even feasible to generate. To begin to answer the question, we rst list the di erent ways we see that games could be generated, and then try to discuss what characterises games that would be comparatively easy or hard to generate. The discussion is structured according to a subset of the charac- teristics discussed in the book Characteristics of Games by Elias, Gar eld and Gutschera.peer-reviewe

    Mapping the Learning Organization: Exploring a Model of Organizational Learning.

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    A field study examined the effects of Learning Organization variables on organizational learning and on performance drivers. Four hundred and thirty-nine employees of a nuclear power-production facility completed inventories asking about perceptions of the organization. Variables measured through a learning lens included leadership, culture, mission and strategy, management practices, organizational structure, organizational systems, climate, motivation, learning, innovation, and external alignment Hierarchial regression analyses were employed to examine the role of organizational variables in explaining variance in learning, innovation, and external alignment. Variables were entered into regression models based on the Byrke-Litwin Model of organizations. The study also examined the role of learning in predicting innovation and external alignment which are classified as organizational performance drivers. Results supported 30 of 42 hypotheses. Findings suggest strong consistent roles for leadership, culture, mission and strategy, and structure in explaining learning. Management practices, climate, motivation were less effective in predicting learning. An unexpected result was the nonsignificant role of organizational systems. Learning was important in both innovation and external alignment, A path model based on the findings of the study is hypothesized. Recommendations for future research are presented

    The Primacy of Perplexion. Working Architecture through a Distracted Order of Experience. Part II

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    The first part of this article was published in NA 1995:1 and discusses the notion of "distracted perception" as an adequate way of describing the present condition of architectural experience. The argument is drawn from a reading of texts by Walter Benjamin, Martin Heidegger and Gianni Vattimo, in which the work of art, and in this text architecture, is given the specific role of penetrating this "veil of distraction" to make meaningful communication possible. An analysis of the fictional space in Virginia Woolf's novel Jacob's Room indicates the role of the imagination in understanding and interpreting the physical traces of an absent subject. In this second part the focal point is shifted to the creation of architectural space today, keeping in mind the established interdependence and difference between selves and realities, imagined inhabitants and architectural spaces

    Nietzsche on music: perspectives from the birth of tragedy

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