Results for 'video latinoamericano'

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  1.  15
    La formación del movimiento latinoamericano de video: condiciones, agentes y discursos.Maria Aimaretti - 2022 - Astrolabio: Nueva Época 28:195-221.
    Este artículo aborda el fenómeno del Movimiento Latinoamericano de Video, que fue una red de experiencias heterogénea cuya acta de fundación se formalizó en diciembre de 1987 en el marco del IX Festival Internacional del Nuevo Cine Latinoamericano de La Habana. El Movimiento funcionó como un espacio de interlocución e integración subcontinental, preocupado por: establecer relaciones de cooperación y evitar la atomización de experiencias, potenciar el desarrollo y organización de los grupos nacionales en pos del cambio democrático, (...)
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  2.  23
    Nómada, blog de Juan Freire.Xii Encuentro Latinoamericano De Educadores - forthcoming - Pensamiento.
  3.  8
    Sociedad civil y Estado: reflexiones ético políticas desde América Latina.Juan Carlos Scannone, Gerardo Remolina & Equipo Jesuita Latinoamericano de Reflexiâon Filosâofica (eds.) - 1996 - Santafé de Bogotá, Colombia: Indo-American Press Service.
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  4. Para una filosofía desde América Latina.Ignacio Ellacurâia, Juan Carlos Scannone & Equipo Jesuita Latinoamericano de Reflexiâon Filosâofica (eds.) - 1992 - Santafé de Bogotá: Pontificia Universidad Javeriana.
  5. Justice with Michael Sandel.Michael J. Sandel, Bill D. Moyers, Gail Pellett, P. B. S. Video & Public Affairs Television - 1990 - Pbs Video [Distributor].
     
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  6. La práctica profesional del TS Guía de análisis.Celats Centro Latinoamericano de Trabajo Social - forthcoming - Humanitas.
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  7. Hope for the Long Run with Cornel West.Bill D. Moyers, Cornel West, Public Affairs Television & P. B. S. Video - 1990 - Pbs Video.
     
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  8. Video Games and the Philosophy of Art.Aaron Smuts - 2005 - American Society for Aesthetics Newsletter.
    The most cursory look at video games raises several interesting issues that have yet to receive any consideration in the philosophy of art, such as: Are videogames art and, if so, what kind of art are they? Are they more closely related to film, or are they similar to performance arts, such as dance? Perhaps they are more akin to competitive sports and games like diving and chess? Can we even define “video game” or “game”? We often say (...)
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  9.  37
    (1 other version)Video Gaming as Practical Accomplishment: Ethnomethodology, Conversation Analysis, and Play.Stuart Reeves, Christian Greiffenhagen & Eric Laurier - 2016 - Topics in Cognitive Science 8 (4).
    Accounts of video game play developed from an ethnomethodological and conversation analytic perspective remain relatively scarce. This study collects together an emerging, if scattered, body of research which focuses on the material, practical “work” of video game players. The study offers an example-driven explication of an EMCA perspective on video game play phenomena. The materials are arranged as a “tactical zoom.” We start very much “outside” the game, beginning with a wide view of how massive-multiplayer online games (...)
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  10. Video Games and Ethics.Monique Wonderly - 2017 - In Joseph C. Pitt & Ashley Shew (eds.), Spaces for the Future: A Companion to Philosophy of Technology. New York: Routledge. pp. 29-41.
    Historically, video games featuring content perceived as excessively violent have drawn moral criticism from an indignant (and sometimes, morally outraged) public. Defenders of violent video games have insisted that such criticisms are unwarranted, as committing acts of virtual violence against computer-controlled characters – no matter how heinous or cruel those actions would be if performed in real life – harm no actual people. In this paper, I present and critically analyze key aspects of this debate. I argue that (...)
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  11. Are Video Games Art?Aaron Smuts - 2005 - Contemporary Aesthetics 3.
    I argue that by any major definition of art many modern video games should be considered art. Rather than defining art and defending video games based on a single contentious definition, I offer reasons for thinking that video games can be art according to historical, aesthetic, institutional, representational and expressive theories of art. Overall, I argue that while many video games probably should not be considered art, there are good reasons to think that some video (...)
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  12. Action Video Game Training for Healthy Adults: A Meta-Analytic Study.Ping Wang, Han-Hui Liu, Xing-Ting Zhu, Tian Meng, Hui-Jie Li & Xi-Nian Zuo - 2016 - Frontiers in Psychology 7:187309.
    Action video game (AVG) has attracted increasing attention from both the public and from researchers. More and more studies found video game training improved a variety of cognitive functions. However, it remains controversial whether healthy adults can benefit from AVG training, and whether young and older adults benefit similarly from AVG training. In the present study, we aimed to quantitatively assess the AVG training effect on the cognitive ability of adults and to compare the training effects on young (...)
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  13. (1 other version)Video Games as Self‐Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2012 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
    This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self-involving interactive fictions’. SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video-game fictions. We argue that (...)
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  14.  62
    Video Recording Practices and the Reflexive Constitution of the Interactional Order: Some Systematic Uses of the Split-Screen Technique.Lorenza Mondada - 2009 - Human Studies 32 (1):67-99.
    In this paper, I deal with video data not as a transparent window on social interaction but as a situated product of video practices. This perspective invites an analysis of the practices of video-making, considering them as having a configuring impact on both on the way in which social interaction is documented and the way in which it is locally interpreted by video-makers. These situated interpretations and online analyses reflexively shape not only the record they produce (...)
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  15.  30
    Using video-stimulated recall to understand the reflections of ambitious social studies teachers.Rob Martinelle - 2020 - Journal of Social Studies Research 44 (3):307-322.
    This multiple-case study sought to understand what ambitious history teachers focus their reflections on throughout a unit of study. Through video-stimulated recall methodology, reflective interviews were conducted with participants in four different schools within the same high-poverty public school district. The study built upon findings from research on ambitious teachers and found that teachers fixated on a range of problems while reflecting, among them: students” historical thinking, cultural relevant pedagogy, and their framing of history through essential questions. That the (...)
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  16.  64
    Video ethics in educational research involving children: Literature review and critical discussion.Michael A. Peters, E. Jayne White, Tina Besley, Kirsten Locke, Bridgette Redder, Rene Novak, Andrew Gibbons, John O’Neill, Marek Tesar & Sean Sturm - 2021 - Educational Philosophy and Theory 53 (9):863-880.
    Video ethics in educational research involving children is a recent topic that has arisen since the increase in the use of visual mediums in research especially with the development of new and ubiquitous internet technologies and social media. This paper emerged as an expressed concerned by a group of scholars associated with the new Video Journal of Education and Pedagogy that was established in 2016. The paper is the result of a collective writing process over a period of (...)
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  17.  24
    Commercial Video Games in School Teaching: Two Mixed Methods Case Studies on Students’ Reflection Processes.Marco Rüth & Kai Kaspar - 2021 - Frontiers in Psychology 11.
    Commercial video games are popular entertainment media and part of students’ media reality. While commercial video games’ main purpose is not learning, they nonetheless could and should serve as objects of reflection in formal educational settings. Teachers could guide student learning and reflection as well as motivate students with commercial video games, but more evidence from formal educational settings is required. We conducted two mixed methods case studies to investigate students’ reflection processes using commercial video games (...)
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  18. Video Games, Violence, and the Ethics of Fantasy: Killing Time.Christopher Bartel - 2020 - London: Bloomsbury Academic.
    Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral acts. But, should players worry about the morality of their virtual actions? A common argument is that games offer merely the virtual representation of violence. No one is actually harmed by committing a violent act in a game. So, it cannot be morally wrong to perform such acts. While this is an intuitive argument, it does not resolve (...)
  19.  1
    El reflejo del pensamiento latinoamericano en la esfera internacional.Agustín Asier Tapia Gutiérrez - 2025 - Derechos y Libertades: Revista de Filosofía del Derecho y derechos humanos 52:147-170.
    Este artículo dibuja cómo el pensamiento latinoamericano ha penetrado en las instituciones internacionales estudiando sus motivos y objetivos, así como sus consecuencias desde el período poscolonial hasta la actualidad. El principal objetivo del artículo es conocer si esa influencia está determinada por un deseocomún de los estados latinoamericanos de emanciparse de la directriz impuesta por la civilización occidental o de integrarse a ella en clave de igualdad. Este objetivo se fundamenta en el supuesto de que para alcanzar la emancipación (...)
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  20.  48
    Using Video Game Telemetry Data to Research Motor Chunking, Action Latencies, and Complex Cognitive‐Motor Skill Learning.Joseph J. Thompson, C. M. McColeman, Ekaterina R. Stepanova & Mark R. Blair - 2017 - Topics in Cognitive Science 9 (2):467-484.
    Many theories of complex cognitive-motor skill learning are built on the notion that basic cognitive processes group actions into easy-to-perform sequences. The present work examines predictions derived from laboratory-based studies of motor chunking and motor preparation using data collected from the real-time strategy video game StarCraft 2. We examined 996,163 action sequences in the telemetry data of 3,317 players across seven levels of skill. As predicted, the latency to the first action is delayed relative to the other actions in (...)
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  21.  11
    Humanismo latinoamericano.Juan Jose Padial, Victoria Sabino Mendiola & Beatriz Valenzuela (eds.) - 2017 - Sevilla, España: Thémata.
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  22. Video games and the transhuman inclination.Robert M. Geraci - 2012 - Zygon 47 (4):735-756.
    Video games and virtual worlds play substantial roles in contemporary transhumanism. Many transhumanists appreciate the freedom and power that accompany these digital landscapes and recognize that they can promote transhumanist ways of thinking beyond the borders of explicitly transhumanist groups. Video games and virtual worlds enable transcendence through their design and contribute to transhumanism through the options they enable and the influence they have. Because of their significant place in transhumanism, video games and virtual worlds are thus (...)
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  23.  10
    Video Messages: A Tool to Improve Surrogate Decision Making.Robert B. Santulli & Giselle G. Vitcov - 2022 - Journal of Clinical Ethics 33 (1):36-41.
    Advance directives (ADs) offer the opportunity for patients to express their desires regarding medical care in advance of any form of incapacitation. However, the efficacy of ADs in achieving care that aligns with patients’ preferences is the subject of intense ethical debate. Current instructional AD formats may not allow for expression of the reasoning or values behind a patient’s care preferences, limiting their utility and efficacy. Here, we review written AD formats and their limitations, and discuss video messages, as (...)
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  24.  52
    Classroom Video Data and the Time-Image: An-Archiving the Student Body.Elizabeth de Freitas - 2015 - Deleuze and Guatarri Studies 9 (3):318-336.
    Video data has now become the most common form of data for educational researchers studying classroom interaction and school culture. Software protocols for analysing vast archives of video data are deployed regularly, allowing researchers to annotate, code and sort images. These protocols are often applied by researchers without reflection or reference to the extensive philosophical work in film and media studies. Without exception, this research treats the video image as movement-image or picture, a recording of ‘raw data’, (...)
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  25.  54
    Aesthetics, Video Art and Television.Curtis L. Carter - unknown
    The author reviews two symposia: 'The Video Arts: Demonstration and Discussion', The American Society for Aesthetics, New York City, 28 Oct. 1978, and 'The Aestheticians Look at Television', National Association of Education Broadcasters, Washington, D.C., 30 Oct. 1978. He also presents an evaluation of the current state of video art in terms of philosophical aesthetics. Furthermore, he attempts to make a clear distinction between television and video art. The differences cited include corporate studio efforts vs efforts of (...)
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  26.  25
    Video Art: Cultural Transformations.Curtis L. Carter - unknown
    In the 1960s, there were efforts to move broadcast television in the direction of the experimental video art by altering television's conventional format. Fred Barzyk, in his role as a producer and director at WGBH-TV in Boston, was uniquely positioned to act as a link between television and experimental video artists who normally would not have had access to the technology available at a major broadcast facility. As the leading innovator in the beginnings of video art, the (...)
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  27.  31
    Using video in childbirth research.J. Davis Harte, Caroline S. E. Homer, Athena Sheehan, Nicky Leap & Maralyn Foureur - 2017 - Nursing Ethics 24 (2):177-189.
    Background: Conducting video-research in birth settings raises challenges for ethics review boards to view birthing women and research-midwives as capable, autonomous decision-makers. Aim: This study aimed to gain an understanding of how the ethical approval process was experienced and to chronicle the perceived risks and benefits. Research design: The Birth Unit Design project was a 2012 Australian ethnographic study that used video recording to investigate the physical design features in the hospital birthing space that might influence both verbal (...)
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  28. Video Games and Virtual Reality.Robert Seddon - 2017 - In Anthony F. Beavers (ed.), Macmillan Interdisciplinary Handbooks: Philosophy: Technology. Macmillan Reference USA. pp. 191-216.
  29. The video gamer’s dilemmas.Rami Ali - 2022 - Ethics and Information Technology 24 (2).
    The gamer’s dilemma offers three plausible but jointly inconsistent premises: (1) Virtual murder in video games is morally permissible. (2) Virtual paedophelia in video games is not morally permissible. (3) There is no morally relevant difference between virtual murder and virtual paedophelia in video games. In this paper I argue that the gamer’s dilemma can be understood as one of three distinct dilemmas, depending on how we understand two key ideas in Morgan Luck’s (2009) original formulation. The (...)
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  30.  19
    Lo latinoamericano todavía está en la calle y no tiene bibliografía.Luciano Javier Maddonni - 2023 - Cuadernos de Filosofía Latinoamericana 44 (129).
    Con ocasión del centenario del nacimiento de Rodolfo Kusch, el artículo pretende rescatar al filósofo como parte de un nosotros, es decir, inscribirlo en una trama reflexiva, que el propio Kusch alimenta a la vez que es alimentado por ella. Para ello, apoyado en registros y documentos inéditos, se reconstruye la participación y el aporte del Kusch al equipo argentino de “Investigación filosófica de la sabiduría del pueblo argentino como lugar hermenéutico para una teoría de filosofía de la religión acerca (...)
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  31.  25
    De latinoamericanos a latinos. La televisión en español y sus audiencias en Estados Unidos.John Sinclair - 2005 - Telos: Critical Theory of the Contemporary 64.
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  32. Pensamiento latinoamericano: de la duda a la creencia: selección de ensayos.Juan Valdano Morejón - 2020 - Quito, Ecuador: Casa de la Cultura Ecuatoriana Benjamín Carrión.
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  33.  38
    Reflexión sobre el arte latinoamericano. Aproximación testimonial.José Alberto de la Fuente - 2013 - Polis: Revista Latinoamericana 34.
    En este artículo se hace una reflexión sobre el arte latinoamericano como contribución al conocimiento de la cultura continental, más un breve recuento de cara al Bicentenario sobre los enigmas vacíos de las nuevas expresiones y el fenómeno de la postproducción vinculado al planteamiento de Néstor García Canclini sobre La sociedad sin relato, antropología y estética de la inminencia. En las artes y en las expresiones literarias se plasman identidades y constituyen un complemento fundamental de la historia ¿El arte (...)
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  34.  52
    Digital video as research practice: Methodology for the millennium.Wesley Shrum, Ricardo Duque & Timothy Brown - 2005 - Journal of Research Practice 1 (1):Article M4.
    This essay has its origin in a project on the globalization of science that rediscovered the wisdom of past research practices through the technology of the future. The main argument of this essay is that a convergence of digital video technologies with practices of social surveillance portends a methodological shift towards a new variety of qualitative methodology. Digital video is changing the way that students of the social world practice their craft, offering not just new ways of presenting (...)
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  35.  82
    Video Games and Stress: How Stress Appraisals and Game Content Affect Cardiovascular and Emotion Outcomes.Anne Marie Porter & Paula Goolkasian - 2019 - Frontiers in Psychology 10.
    Although previous studies have found that video games induce stress, studies have not typically measured all salient indicators of stress responses including stress appraisals, cardiovascular indicators, and emotion outcomes. The current study used the Biopsychosocial Model of Challenge and Threat (Blascovich & Tomaka, 1996) to determine if video games induce a cardiovascular stress response by comparing the effects of threat and challenge appraisals across two types of video games that have shown different cardiovascular outcomes. Participants received challenge (...)
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  36.  10
    A Video Corpus of SMS-Calls for Emergency. To Build Benchmarks for Textual Interactions.Sophie Dalle-Nazebi - 2020 - Corpus 21.
    La politique d'accessibilité par le numérique a ouvert aux personnes sourdes un service national d'écoute et de secours, par fax et SMS depuis 2011, par e-mail, texte en temps réel (TTR) et vidéo depuis 2019. Cet article analyse comment les spécificités des interactions textuelles, numériques, et du « français sourd » sont prises en compte dans les appels d'urgence par SMS, et quelles « prises », ou indices, sont mobilisés par les agents pour percevoir le niveau de détresse ou la (...)
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  37.  8
    Video in Social Science Research: Functions and Forms.Kaye Haw & Mark Hadfield - 2011 - Routledge.
    In this digital age the use of video in social science research has become commonplace. As sophistication has increased along with usability, as spiralling staff costs push out direct observation, the researchers training today are grasping video as a means of coming to terms with the continued pressure to produce accessible research. However, the ‘fit’ of technology with research is far from simple. Ideally placed to offer guidance to developing researchers, this new text draws together the theoretical, methodological (...)
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  38.  26
    Asynchronous Video Interviewing as a New Technology in Personnel Selection: The Applicant’s Point of View.Falko S. Brenner, Tuulia M. Ortner & Doris Fay - 2016 - Frontiers in Psychology 7:191757.
    The present study aimed to integrate findings from technology acceptance research with research on applicant reactions to new technology for the emerging selection procedure of asynchronous video interviewing. One hundred six volunteers experienced asynchronous video interviewing and filled out several questionnaires including one on the applicants’ personalities. In line with previous technology acceptance research, the data revealed that perceived usefulness and perceived ease of use predicted attitudes toward asynchronous video interviewing. Furthermore, openness revealed to moderate the relation (...)
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  39.  38
    Video Game Fictions: A Dual-Work View.Karim Nader - 2022 - Journal of the Philosophy of Games 4 (1).
    Video games fictions are interactive: some of the content is set by the game designer and some is set by the player. However, philosophers disagree over how this interaction is reflected within the fictional content of video games. First, I will show that games and playthroughs are two distinct works of fiction with their associated fictional content. Second, I argue that players engage with both fictional works when playing a video game. They imagine the fictional truths associated (...)
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  40.  17
    Jeux vidéo horrifiques et artialisation des émotions extrêmes.Guillaume Baychelier - 2015 - Nouvelle Revue d'Esthétique 14 (2):81-92.
    On examinera en quoi les jeux vidéo horrifiques rendent possible l’expérience d’émotions extrêmes comme de plaisirs mêlés de déplaisir dont la teneur ressortit au sublime dans la perspective de Schiller. Nous analyserons la possibilité du dépassement des cas limites du dégoût et de l’image volumique tels qu’analysés par Kant. Enfin, nous chercherons à approfondir l’approche de l’artialisation de Roger en examinant le rôle du cadrage dans la pratique vidéoludique, en prenant la mesure du passage d’une artialisation in visu à une (...)
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  41.  21
    Video-feedback Intervention to promote Positive Parenting and Sensitive Discipline as a new psychological method of development support in Poland.Magdalena Miotk-Mrozowska & Małgorzata Wójtowicz-Dacka - 2016 - Polish Psychological Bulletin 47 (3):250-257.
    This article will introduce a new method that has been available in Poland since 2015, based on video recordings, for families with children up to 5 years of age - the Video-feedback Intervention to promote Positive Parenting and Sensitive Discipline. The authors first discuss the current framework of development support psychology in Poland. Next, there is a review of methods based on video training. General information about the VIPP-SD intervention program is presented in the following part of (...)
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  42.  30
    Video Games and the Cerebral Subject: On Playing Call of Duty: Modern Warfare 3.Pasi Väliaho - 2014 - Body and Society 20 (3-4):113-139.
    This article engages with the fabrication of experiences in first-person shooter video games. On one hand, it explores the forms of affective and cognitive engagement this novel type of immersive imagery demands of the player. On the other hand, the article speculates on how video games images resonate and coincide with other key practices and imaginations defining the political reality of life today. What (at least according to some accounts) matters most in the politics of life today is (...)
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  43. (1 other version)Philosophy through video games.Jon Cogburn - 2009 - New York: Routledge. Edited by Mark Silcox.
    I, player : the puzzle of personal identity (MMORPGS and Virtual Communities) -- The game inside the mind, the mind inside the game (The Nintendo Wii Gaming Console) -- Realistic blood and gore : do violent games make violent gamers? (First-person Shooters) -- Games and God's goodness (World-builder and Tycoon Games) -- The metaphysics of interactive art (Puzzle and Adventure Games) -- Artificial and human intelligence (Single-player RPGS) -- Epilogue: Video games and the meaning of life.
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  44.  11
    Integración y derecho comunitario latinoamericano.Antonio Carlos Wolkmer - 1999 - Anales de la Cátedra Francisco Suárez 33:231-242.
    El artículo pone en escena la propuesta del Derecho Comunitario en el ámbito de los países de América Latina. Para el autor, el proceso de integración entre las naciones latinoamericanas plantea el reto de su estructuración y viabilidad, por lo que resulta imperioso encontrar fórmulas de conciliación entre un Derecho de integración y un cierto tipo de nacionalismo económico no ortodoxo, así como la redefinición del concepto clásico de soberanía absoluta en el sentido de su operacionalidad flexible y plural dentro (...)
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  45. Violent video games and morality: a meta-ethical approach.Garry Young - 2015 - Ethics and Information Technology 17 (4):311-321.
    This paper considers what it is about violent video games that leads one reasonably minded person to declare “That is immoral” while another denies it. Three interpretations of video game content are discussed: reductionist, narrow, and broad. It is argued that a broad interpretation is required for a moral objection to be justified. It is further argued that understanding the meaning of moral utterances—like “x is immoral”—is important to an understanding of why there is a lack of moral (...)
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  46. Video Feedback in Philosophy.Andy Lamey - 2015 - Metaphilosophy 46 (4-5):691-702.
    Marginal comments on student essays are a near-universal method of providing feedback in philosophy. Widespread as the practice is, however, it has well-known drawbacks. Commenting on students' work in the form of a video has the potential to improve the feedback experience for both instructors and students. The advantages of video feedback can be seen by examining it from both the professor's and the student's perspective. In discussing the professor's perspective, this article shares observations based on the author's (...)
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  47.  12
    Le jeu vidéo comme facilitateur de la rencontre intersubjective avec les jeunes autistes.Olivier Duris - 2022 - Dialogue: Families & Couples 236 (2):85-103.
    Les jeux vidéo sont aujourd’hui reconnus par de nombreux cliniciens et chercheurs comme des outils très pertinents dans la prise en charge des enfants et des adolescents. Le présent article a pour objectif de s’inscrire dans la continuité de ces travaux, en cherchant plus précisément à se focaliser sur l’intérêt du médium vidéoludique dans le cadre de la rencontre avec les jeunes souffrant d’un trouble autistique. Ainsi, à travers le récit du début d’une prise en charge psychothérapique individuelle d’un adolescent (...)
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  48.  87
    Covert video surveillance -- a response to Professor Southall and Dr. Samuels.D. Evans - 1996 - Journal of Medical Ethics 22 (1):29-31.
    In their reply to my recent paper on Munchausen's syndrome by proxy, Professor Southall and Dr. Samuels concede that some things may be learned from my observations. They do not attend to the main argument of the paper, however, that the proportion of research interest in their use of covert video surveillance merits consideration of the research protocol by an independent research ethics committee. It will not do simply to assert that the use of this technology for the purposes (...)
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  49.  8
    Video and Dynamic Query Capability in Schools: Implications for Learning in a Networked Community.Gary Marchionini, Victor Nolet & Ernestine Enomoto - 1998 - Bulletin of Science, Technology and Society 18 (6):432-440.
    Funded by the U.S. Department of Education, the Baltimore Learning Community (BLC) project established a networked electronic learning community through the use of high-quality digital science and social studies resources and high-speed networking. The project will enable science and social studies teachers to access images, text, Web sites, and full motion video via high-speed connections to the Internet. Extending such multimedia configurations into urban schools has facilitated a rethinking of teaching and learning in content classes as well as a (...)
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  50.  21
    La infancia en filosofía, historia y estética del cine latinoamericano en el siglo XX.Julián Andrés Amado Becerra & Jairo Gutiérrez Avendaño - 2022 - Revista Disertaciones 11 (1):73-92.
    El objetivo de este texto es una aproximación teórica de la infancia en las principales concepciones de la filosofía occidental, la nueva historia social de la infancia en el continente y las principales poéticas estéticas del cine latinoamericano durante la segunda mitad del siglo XX. Para este propósito se analizan las nociones de la infancia desde trabajos con un enfoque histórico-hermenéutico, de análisis crítico de discurso y evaluación de las nociones con base en los aportes de los campos teóricos (...)
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