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Human-computer Interaction Series, 2016
Make-believe plays a far stronger role in both the design and use of interfaces, games and services than we have come to believe. This edited volume illustrates ways for grasping and utilising that connection to improve interaction, user experiences, and customer value.
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Make-believe plays a far stronger role in both the design and use of interfaces, games and services than we have come to believe. This edited volume illustrates ways for grasping and utilising that connection to improve interaction, user experiences, and customer value.
exaly +2 more sources
2018
This chapter contends that believing and making-believe are not strongly isolated from one another—indeed, often they intermingle. The magic of images often consists in their ability to make belief from the fiction of make-believe. A close analysis of a famous painting of Pygmalion and Galatea, drawn from Ovid’s ancient verse, forms the central ...
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This chapter contends that believing and making-believe are not strongly isolated from one another—indeed, often they intermingle. The magic of images often consists in their ability to make belief from the fiction of make-believe. A close analysis of a famous painting of Pygmalion and Galatea, drawn from Ovid’s ancient verse, forms the central ...
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2018
<p>This thesis, “Make-Believe: Uncertainty, Alterity, and Faith in Nineteenth-Century Supernatural Short Stories,” illustrates the confluence in nineteenth century America of a philosophical investment in uncertainty and the emergence of a genre suited to its expression.
Justin David Cosner +5 more
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<p>This thesis, “Make-Believe: Uncertainty, Alterity, and Faith in Nineteenth-Century Supernatural Short Stories,” illustrates the confluence in nineteenth century America of a philosophical investment in uncertainty and the emergence of a genre suited to its expression.
Justin David Cosner +5 more
openaire +1 more source
Dialogue, 1993
Kendall Walton's Mimesis as Make-Believe is the most significant event in Anglo-American aesthetics in many a year, and joins a small pantheon of landmark books such as Nelson Goodman's Languages of Art, Richard Wollheim's Art and Its Objects and Arthur Danto's Transfiguration of the Commonplace.
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Kendall Walton's Mimesis as Make-Believe is the most significant event in Anglo-American aesthetics in many a year, and joins a small pantheon of landmark books such as Nelson Goodman's Languages of Art, Richard Wollheim's Art and Its Objects and Arthur Danto's Transfiguration of the Commonplace.
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2004
AbstractAfter an analysis of the historical periods dealt with in the book and their connections to various relevant textual and artistic forms of evidence, this chapter presents one of the central arguments. Specifically, I claim that Buddhism's interaction with popular religion played a pivotal role in the new faith's expansion and acceptance.
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AbstractAfter an analysis of the historical periods dealt with in the book and their connections to various relevant textual and artistic forms of evidence, this chapter presents one of the central arguments. Specifically, I claim that Buddhism's interaction with popular religion played a pivotal role in the new faith's expansion and acceptance.
openaire +1 more source
Making believers out of computers
Artificial Intelligence, 1986Publisher Summary This chapter discusses the knowledge-based systems or KBS. The usual picture of logic is that it involves a expressive language, coupled with a sound and complete inference regime. On closer examination, the idea of a KBS is not totally vacuous.
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Make‐believe play with the Internet of Toys: A case for multimodal playscapes
British Journal of Educational Technology, 2021Ioanna Palaiologou +2 more
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