630 research outputs found

    'It is a place, Makom, where each man may be called up': Being and time in Barnett Newman's art

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    Newman’s zips act as a kind of intervention or temporal event that differentiates the canvas, preventing Being from falling into the anonymous and impersonal il y a. The zip is what might be described as ecstatic temporality (ecstatic from the Ancient Greek ek “out” + histanai “to place, cause to stand out”). Time not only gives sense or meaning to Being, it marks the emergence of sensation, the physical materiality of something or someone

    The correlation of science and ethics in Hermann Cohen's philosophy

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    Hermann Cohen made a distinction between the logic of science and the ideal of ethics, and noted that the natural world and the world of ethics are perceived very differently. This is because the order of the physical world is unchangeable (e.g, the sun sets in the west, night follows day, etc), while in the ideal world ethical rules can be accepted or rejected. It seems there should be one explanation for science, which is empirically self-evident, and another for ethics, which is something that is open to debate. Cohen reasoned there must be something that allows science and ethics to coexist and interrelate

    Machinima interventions: innovative approaches to immersive virtual world curriculum integration

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    The educational value of Immersive Virtual Worlds (IVWs) seems to be in their social immersive qualities and as an accessible simulation technology. In contrast to these synchronous applications this paper discusses the use of educational machinima developed in IVW virtual film sets. It also introduces the concept of media intervention, proposing that digital media works best when simply developed for deployment within a blended curriculum to inform learning activity, and where the media are specifically designed to set challenges, seed ideas, or illustrate problems. Machinima, digital films created in IVWs, or digital games offer a rich mechanism for delivering such interventions. Scenes are storyboarded, constructed, shot and edited using techniques similar to professional film production, drawing upon a cast of virtual world avatars controlled through a human–computer interface, rather than showing real‐life actors. The approach enables academics or students to make films using screen capture software and desktop editing tools. In student‐generated production models the learning value may be found in the production process itself. This paper discusses six case studies and several themes from research on ideas for educational machinima including: access to production; creativity in teaching and learning; media intervention methodology; production models; reusability; visualisation and simulation

    Hermann Cohen and the redemptive potentiality of sin

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    Anticipating Martin Buber, Hermann Cohen said we must recognize the living, breathing individual as a “Thou,” and not just as a generic example of humanity. As significant as the universal ethical ideal is for Cohen, he recognized that ethics is concerned with individuals only insofar as they are members of humanity as a whole. Ethics can’t always deal with individual moral feelings or with sin. In other words, it is religion -- rather than ethics -- that concerns itself with the sin of the individual

    The ethical idealism and prophetic messianism of Hermann Cohen

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    Hermann Cohen agreed with Immanuel Kant that ethics must be directed towards the well-being of humanity. The essential feature of this is its universality. As Cohen saw it, progress was (or at least ought to be) moving towards universal suffrage and democratic socialism. Following Kant, Cohen defended the so-called categorical imperative; that we should treat humanity in other persons always as an end and never as a means only. (Kant’s famous definition of the categorical imperative is to “act only according to that maxim whereby you can, at the same time, will that it should become a universal law.”

    A mixed-methods exploration of an environment for learning computer programming

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    A mixed-methods approach is evaluated for exploring collaborative behaviour, acceptance and progress surrounding an interactive technology for learning computer programming. A review of literature reveals a compelling case for using mixed-methods approaches when evaluating technology-enhanced-learning environments. Here, ethnographic approaches used for the requirements engineering of computing systems are combined with questionnaire-based feedback and skill tests. These are applied to the ‘Ceebot’ animated 3D learning environment. Video analysis with workplace observation allowed detailed inspection of problem solving and tacit behaviours. Questionnaires and knowledge tests provided broad sample coverage with insights into subject understanding and overall response to the learning environment. Although relatively low scores in programming tests seemingly contradicted the perception that Ceebot had enhanced understanding A mixed-methods approach is evaluated for exploring collaborative behaviour, acceptance and progress surrounding an interactive technology for learning computer programming. A review of literature reveals a compelling case for using mixed-methods approaches when evaluating technology-enhanced-learning environments. Here, ethnographic approaches used for the requirements engineering of computing systems are combined with questionnaire-based feedback and skill tests. These are applied to the ‘Ceebot’ animated 3D learning environment. Video analysis with workplace observation allowed detailed inspection of problem solving and tacit behaviours. Questionnaires and knowledge tests provided broad sample coverage with insights into subject understanding and overall response to the learning environment. Although relatively low scores in programming tests seemingly contradicted the perception that Ceebot had enhanced understanding of programming, this perception was nevertheless found to be correlated with greater test performance. Video analysis corroborated findings that the learning environment and Ceebot animations were engaging and encouraged constructive collaborative behaviours. Ethnographic observations clearly captured Ceebot’s value in providing visual cues for problem-solving discussions and for progress through sharing discoveries. Notably, performance in tests was most highly correlated with greater programming practice (p50.01). It was apparent that although students had appropriated technology for collaborative working and benefitted from visual and tacit cues provided by Ceebot, they had not necessarily deeply learned the lessons intended. The key value of the ‘mixed-methods’ approach was that ethnographic observations captured the authenticity of learning behaviours, and thereby strengthened confidence in the interpretation of questionnaire and test findings. of programming, this perception was nevertheless found to be correlated with greater test performance. Video analysis corroborated findings that the learning environment and Ceebot animations were engaging and encouraged constructive collaborative behaviours. Ethnographic observations clearly captured Ceebot’s value in providing visual cues for problem-solving discussions and for progress through sharing discoveries. Notably, performance in tests was most highly correlated with greater programming practice (p50.01). It was apparent that although students had appropriated technology for collaborative working and benefitted from visual and tacit cues provided by Ceebot, they had not necessarily deeply learned the lessons intended. The key value of the ‘mixed-methods’ approach was that ethnographic observations captured the authenticity of learning behaviours, and thereby strengthened confidence in the interpretation of questionnaire and test findings

    Integrating social software into course design and tracking student engagement : early results and research perspectives

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    The uptake of social software is becoming more widespread in many sectors of education and organizational development. However, there is little empirical research on the impacts of adopting these technologies, and so it is difficult to determine appropriate pedagogic models and whether or not the desired learning outcomes are being realized. This paper reports early findings of an ongoing pilot study which is based on the concept of collaborative learning and supported by means of social software. It describes the educational philosophy behind the study and the teaching techniques used. The application of various features of social software, including blogs, file management and personalization, are discussed, as well as the different techniques for facilitating and measuring the level of student engagement with social software. The results indicate that student engagement with social software can be shaped by course design and activities that integrate educational technology into the course structure

    Jean Dubuffet : a study of his concepts pertaining to the alienation of the artist

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    I decided on an investigation into the nature of Dubuffet's remarks concerning the plight of the artist in modern societies, believing that the difficulties facing the artist are, at the time of this writing, still in force, and perhaps even more so now than they were in his day. These difficulties I believe, arise in the form of curtailments on personal and aesthetic freedoms brought about as the result of the artist's position in, and conformity to, the norms and values of his society. The problem is I believe, that these value systems not only censor or curb artistic freedom but actually restrict all individual enterprises by demanding that the indi vidual conform to the greater wish of the group, at the expense of his own creative and individual potential
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