construction of narrative reality

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Interview anxiety narrative validation for a virtual reality-based study

Interview anxiety narrative validation for a virtual reality-based study

The day of the interview has arrived. You wake up and rapidly get dressed. You leave home earlier to avoid being late. While waiting for the bus you realize it’s running late. Finally the bus arrives and you get on. When you arrive at the premise, you get off the bus and immediately see Bworker. However, you’re early so you decide to go and have some coffee in the coffee shop nearby. While contemplating the view and scanning through today’s newspaper, you suddenly hear a familiar voice. It was John, your neighbor, asking for a coffee at the counter. You decide to call him and he comes to greet you. You talk about the news in your building and the construction works that are going on for some time. John then asks what brought you there, to which you replied that you were just having a coffee before going to a job interview because you arrived early. He wished you good luck for the interview and you then realize it’s time to go. You say goodbye to each other and leave. Arriving at Bworker, you walk towards the door trying to escape from the rushing people. When you enter, your sight lies straight away upon the uniformed Security Guard who is very attentive. You greet him with a good day and, without further a due, you head to the reception desk that is straight in front of you.
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ASSESSMENT SYSTEM OF NARRATIVE CHANGE

ASSESSMENT SYSTEM OF NARRATIVE CHANGE

According to social constructionism, reality is produced and transformed through interactions and through linguistic and discursive practices that take place in specific socio-historical contexts. Language is not representative of subjects’ inner mental states, as constructivist approaches assume. Reality is created and maintained through language and narratives are a product of the discursive negotiation pro- cesses between people in interaction and in specific socio-cultural contexts (Gergen & Kaye, 1992). In the construction of perspectives into narratives, it is important to emphasize that they, too, result from a complex interplay between culture and stories. Problems exist in the constructed perspectives, stories and, narratives that subjects use and difficulties can emerge in the integration of, and negotiation be- tween, personal and cultural narratives (Freedman & Combs, 2008). When people come to therapy they tell stories about their problems; these stories often reflect perspectives of incompetence, loss, and sadness and they underline certain links between live events, in time, according to a theme. In therapy, re-authoring con- versations must take place. The therapist invites people to continue to explore and tell stories about their lives and to include neglected, but important, aspects that are exceptions or unique outcomes in relation to their dominant storylines (White, 2007). The focus on these novelties creates a starting point for the re-authoring conversations and leads to narrative change.
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The tricky farmhand and the innocent maid: erotic narrative and construction of gender in premodern Sweden

The tricky farmhand and the innocent maid: erotic narrative and construction of gender in premodern Sweden

Meaning is here seen as both contextual and situational. The contextual meaning will emerge when the message of a text can be related to one's own social and cultural reality and experience. A text makes sense only if it is connected to reality and subjectivity. Situational meaning is directly connected to the performance, but it is always also related to the contextual, which is fundamental (Tarkka 1993:177). Folklore scholarship on identity has favoured the creation of a shared cultural identity from the viewpoint of a person or a group - or in terms of positive identification. The identity construction process has been described as identification, imitation and invention in narrative performances (Bauman 1986:21, Fine & Speer 1992:8ff). The very process of how discourses affect identity construction and how identities are negotiated and questioned by means of discourse has seldom been addressed in folklore studies. In order to tackle this problem I have turned to feminist theories on gender and identity. The philosopher Linda Alcoff states in "Cultural Feminism versus Poststructuralism: The Identity Crisis in Feminist Theory", 1988, that identity is shaped not only by discourse but by subjective experiences and practice. Gender identity is created, constituted in social praxis when experience and discourse are confronted. Alcoff sees this creation of identity as an active, reflexive process within a given but changeable structural framwork. Gender is further seen as a posit or a construct "formalized in a nonarbitrary way through a matrix of habits, practices, and discourses". The process of creating meaning must be seen in relation to the posits a man or a woman occupies and this posit is the "vantage point from which identity is created through conscious actions" (Alcoff 1988 passim).
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At The Heart of a Decision is a Narrative

At The Heart of a Decision is a Narrative

“I tried to explain,” he said at one point, “so far as we understood these things, just what Logan would be like even if he survived—that he would be ‘neurologically compromised’, as they say here—but the words just wouldn’t come.” Especially, he went on, his efforts were made so difficult by what he heard his preacher say one day when he and Kayla first tried to say what life would be like if survival did indeed happen. The preacher, he said, interrupted right away with words of hope, all about how God and Christ would not let anything like that happen, that Logan would be just fine, if only the doctors would do everything in their power—and there was that powerful “everything”. On and on he went, she related, and then several friends from the church came up and joined in, one of them talking about someone else in the congregation who’d had a “tiny little preemie just like Logan,” and they had prayed and prayed, and soon, well, the person said, that little baby grew and before you knew it was home and all was well. “Just you hold on,” Mrs. Weathersby advised, “just hold on and you’ll see, God will work His wonders to behold. You’ve just got to make sure that those doctors don’t give up. Because they will, you know,” she went on, “sometimes, well, it’s just true, you know? Doctors sometimes seem to count more on money than on God.”
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Moving Labyrinths: Virgil’s Art of Multiple Narrative

Moving Labyrinths: Virgil’s Art of Multiple Narrative

People before my time used to make Avernus (the Birdless Place) setting for the fabulous story of the Homeric Nekuia… writers tell us there was an oracle of the dead there, visited by Odysseus. Nowadays Lake Avernus is deep right up to the shore and has a clear outlet, having the size and character of a harbor because Lake Lucrinus lies before it and is rather shallow and long. Avernus is enclosed by steep hills rising above it on all sides except where you sail into it. Now cultivated, they were formerly thick with a wild and untrodden forest of large trees. The hills and human superstition made the lake a shadowy place. And locals added the tale that all birds that fly over it fall into the water, killed by rising vapors, as in all underworld sites. People supposed this too was an underworld site... Only those who had sacrificed and propitiated the underworld gods could sail into Avernus, and the priests who leased the area gave directions in all such matters; there is potable water here, by the sea, but people abstained from it because they thought it the water of the Styx... Such was the mythic aura earlier generations created. But now that Agrippa has cut down the woods surrounding Avernus, and the lands built up, and a subterranean channel cut from Avernus to Cumæ, all that is left is the myth. Perhaps Cocceius, who made this subterranean channel passage… fancied it was natural that roads here should be underground. Lake Lucrinus broadens out as far as Baiae, shut off from the sea by a mound eight stadia long and broad as a wagon road... It was vulnerable to surges during storms, so Agrippa built it higher. Only light boats can access the lake. It’s useless for mooring, but great for oysters.
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ConfliCt as a struCturing Category of the politiCal narrative

ConfliCt as a struCturing Category of the politiCal narrative

Becoming the main antagonist, the character Dirceu received a three-minute biography, the longest time devoted to the reconstruction of the political trajectory of someone involved in the coverage of the “mensalão” crisis during the period analyzed. In it, Dirceu is characterized as “powerful”, “main architect of candidate Lula´s victorious campaign for the presidency in 2002”, “the articulator of the alliance of political parties supporting the presidential slate”, “coordinator also of the main programs of various ministries”. The fact of having been a political prisoner, having been exiled and having had plastic surgery in order to return to Brazil is highlighted, constructing an image of a powerful man of action, a character without ambiguities and with a defined position, that of support of the government, but capable of anything in order to attain his objectives. The focus on the protagonist Jefferson in the journalistic narrative of the political crisis up to the present becomes divided now with an antagonist of equal weight.
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Language in the world of reality

Language in the world of reality

Language depth and complexity are comparable with the world reflected in its reality. The conceptual cat- egories are formed by its means, allowing conceptualize ideas about the world, on the basis of which cognitive experience of man further develops. In all periods of its existence, the language is characterized by dynamism and synergy, the ability of self-development, improvement of socio-functional nature, taking care of maintaining its communicative suitability in the best condition. As a unique object of reality, as the most brilliant creation of a human being, language deserves not only to be spoken, but also to get attention and be studied. Research experience proves that the language still holds many secrets and unrevealed laws of its being, development and functioning. Revealing these secrets and laws is possible on the basis of scientific and linguistic competence; the base substrate of it is communicative language competence, which itself can not get enough depth without the support of linguistic competence. Language is the most important means of formation and protection of ethnic and cultural consciousness and the identity of a man whose personal features begin to form on the base and with the help of language in early childhood. Historically, it is through the medium of the Russian language numerous peoples of Russia, the former Soviet Union, and abroad maintain and develop their culture in the broadest sense of the word connection, and it allows everyone to feel their place in the world and thus realize the dynamic integrity of mankind in the general context of space and time, rootedness in their limits, responsi- bility to them. Russian is the official language, and the state is obliged to develop and adopt measures linguoeco- logical protective nature towards their language in the interests of Russian language and Russian-speaking com- munities abroad, and to ensure the preservation of its cultural and communicative power. The experience of Russian linguistics in formation of the theory of state language is invaluable in general sociolinguistic approach to language, based on the objective fact of ethnic, cultural and linguistic diversity of Russia.
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Affective narratives for engagement in digital games

Affective narratives for engagement in digital games

An example of the set of events of a scene can be seen in figure 3.5. While the scene is respon- sible for the visual representation of where the events take place, each event holds information of what happens in it, as well as characters and (interactable) items. All events have one or more pos- sible previous events and one or more possible next events (except the starting and ending events respectively), forming an ordered sequence of events. Two events cannot exist simultaneously, one must end before the other starts. A cutscene event ends when all its actions are finished (e.g. cutscene 1A and 1B end with Clara finishing her walk to the middle of the salon). A gameplay event ends when the player has met the conditions for it to end (e.g. gameplay event 2A ends when the player has finished talking to the Grandma NPC). Apart from their order, all events are designed to be independent from each other, meaning a player action taken in a gameplay event will not influence any event after it. For example, it is not possible to open a special chest at the end of the game with a key that was found in one of the first events. That key would have to be used in the same event that it was picked from. If the aforementioned example would be allowed, this framework would also have to deal with branching caused by player actions. This is one of the limitations of this design, but the events being self-contained and independent help in making branching game narratives more cohesive, still keeping a certain degree of freedom for "mix and matching" events. It also assures the designer that players with the same affective profile will always see the same branch.
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Reality TV e reality show: ficção e realidade na televisão

Reality TV e reality show: ficção e realidade na televisão

No entanto, entre os reality shows com os mais elevados índices de audiência, estão mesmo os game shows. Desenvolvidos, em grande parte, por empresas especializadas, eles são comercializados como fórmulas para as emissoras do mundo todo. As fórmulas estabelecem as regras e a dinâmica de funcionamento do jogo, preveem premiações e punições, a participação ou não do público. São, portanto, prescrições gerais que identificam e diferenciam o programa de qualquer outro, mas conseguem ser flexíveis o suficiente para permitirem que as emissoras, compradoras dos direitos de exibição, realizem alterações para adaptá-las à cultura em que serão mostradas. Daí, ao chegarem a determinado país, as fórmulas sofrerem pequenas mudanças e gerarem versões diferenciadas.
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Rev. bras. linguist. apl.  vol.9 número2

Rev. bras. linguist. apl. vol.9 número2

RESUMO: A participação do indivíduo em diferentes práticas discursivas contribui para a formação social da identidade que não apenas se fractaliza, mas emerge via discurso. Tomando-se o conceito de polifonia proposto por Bakhtin (1981, 1986), este trabalho pretende discutir a formação social do eu e a emergência de múltiplas identidades pela perspectiva da Teoria da Complexidade. Fazendo uso dos conceitos de atratores, pontos de bifurcação e fractais da Teoria do Caos e relacionando-os às questões de identidade, este artigo procura demonstrar como o reconhecimento da identidade como um sistema complexo e caótico pode ser útil para um entendimento mais profundo do processo de aquisição de línguas. Algumas narrativas do projeto AMFALE são usadas para ilustrar os pontos teóricos propostos. PALAVRAS-CHAVE: Identidade, complexidade, caos, aprendizagem de línguas ABSTRACT: The participation of the individual in different discursive practices contributes to the social formation of identity which is not only constituted, but also, fractalized and emerged via discourse. Taking the concept of polyphony, proposed by Bakhtin (1981, 1986), this work intends to discuss the social formation of the self and the emergence of multiple identities through the perspective of Complexity Theory. Borrowing the concepts of attractors, bifurcation points and fractals from Chaos Theory, and relating them to identity issues, this paper shows how the acknowledgement of identity as a complex/ chaotic system can be useful to a deeper understanding of the language acquisition process. Some narratives of AMFALE project are used in order to exemplify the theoretical issues proposed.
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Development of a pregnant woman phantom using polygonal mesh, for dosimetric evaluations

Development of a pregnant woman phantom using polygonal mesh, for dosimetric evaluations

It is possible to build realistic phantoms by a solid primitive object, as a cuboid, using the Autodesk 3dsMax 2014 (Student version) software by means of Poly-Modeling technique. Due to limitations for coupling a mesh phantom to MC codes, softwares are needed for creation and/or edition of 3D objects and to convert them into voxels. This article is part of a series of publications of the Grupo de Dosimetria Numérica and in future the whole internal structure of the fetus will be modeled and adjusted according to data provided by the ICRP. The phantom after being voxelized and adjusted, it will be coupled to a MC code creating a MCE that will serve as base for the construction of several other models involving pregnant women submitted to ionizing radiation. Dosimetric information about the radiosensitivity of organs and tissues present in the abdominal region will be stored in a database, which will also be created.
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Virtual Reality

Virtual Reality

training with a view to avoiding accidents to humans, besides which this reduced costs and pinpointed design flaws. These simulators did not have a system for obtaining visual feedback [9]. All they did was to simulate the ratio of movements in a three-dimensional spatial perspective when they were being used [9]. With the advances of computer vision technology, the first artifacts were created that enabled reality to be virtualized in a less complex way with regard to rendering graphics more realistic in addition to which they enhanced the user’s experience of immersion [9]. In the 1980s, the term Virtual Reality (VR) was coined by the artist and computer scientist, Jaron Lanier, who thereby succeeded in expressing the search for the merger between what is real and what is virtual [8]. In mid-1982, the movie Tron by Steven Lisberger, spread this concept massively, by presenting the universe of VR as a technology for digital games, aided by quality graphics visuals that served as the standard for the digital entertainment industry [9]. As an example, there are the games Crysis and Halo, which provide the user with greater interaction with and immersion in the technology [9].
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Pediatric Obesity: The Reality of One Consultation

Pediatric Obesity: The Reality of One Consultation

Results: We followed 67 children and adolescents, mostly female. Overweight emerged at 4.6 years and the first evaluation in our consult occurred at 9.1 years-old, on average. Primary health care colleagues referred most patients (47.8%). The commonest predic- tor of obesity was parental obesity (60%). Planned physical activity was poorer in the lowest school years. Severe obesity was the most prevalent type of obesity (70%). Both genders showed a different fat distribution (female: non-central; male: central). Frequent findings on physical examination were: striae, adipomastia, acanthosis nigricans and orthopedic changes. In the first evaluation, although 6% of patients have shown high blood pressure, 34.4% insulin resistance and 56.7% dyslipidemia, only 7.7% met criteria for metabolic syn- drome. Other associated comorbidities were psychosocial problems (23.9%), asthma (16.4%), orthopedic (10.5%) and gastrointestinal (3%) diseases. BMI percentile reduction occurred in 51% of cases, after 6 months of intervention. The increase on physical activity was reported by 56.7% of patients. Bioelectrical impedance showed an average fat mass reduction of 0.8%. At the end of the studied period, dropout rate from this consultation was admirably high (28.4%).
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Permanent Education, a Reality of the Information Society

Permanent Education, a Reality of the Information Society

The latter consider libraries as part of the triad education-library- development, obviously interwined, as Kant stated „education is an activity of man’s disciplining, cultivating, civilizing and moralizing and the aim of the education is to form an individual in the best form he is capable of” (2). The intellectual education, an outcome of a continuous study, presupposes two interactive elements: the all round and the vocational education.

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Health benefits of coffee: myth or reality?.

Health benefits of coffee: myth or reality?.

HEALTH BENEFITS OF COFFEE: MYTH OR REALITY? Coffee is widely consumed and appreciated all over the world, both for their stimulating effect and organoleptic characteristics. Due to its complex chemical composition and the factors involving brews preparation, the consumer is exposed to a wide range of chemical compounds. Several investigations aimed to clarify and understand coffee health effects. There is no evidence that moderate consumption could be harmful. On the contrary, some beneits and possible protective effects against several pathologies have been suggested. This review compiles the main conclusions related with the “coffee and health” topic, reporting, when possible, the chemicals involved.
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The reality of binding precedent in America

The reality of binding precedent in America

One should recognize that the reporting and research system available to a legal precedent culture must be available in a prompt and accurate manner. The system must also be designed in such a way that it is both reasonably available and easy to utilize. Additionally, the legal researchers must be in a position to determine the current validity of any case relied upon as precedent. In the United States one may determine the current status of any case, state or federal, by a method called “shepardizing.” The Shepard’s citations are published books which contain citations of all published legal opinions, with references to all published cases which have affected the prior cases in any way, i.e., affirming or overruling a portion or all of the prior precedent. This up-date methodology is also available electronically on either WESTLAW or LEXIS. When a court publishes a written opinion, following, rejecting or modifying a prior precedent, Shepard’s editors read the opinion and compile a list of all prior cases the court has utilized for purposes of its decision. Any use of prior cases as a basis for the subsequent decision, modifying, affirming or over-ruling the prior case is indicated by adding notations of that action to the published citation for the prior case. Hence, when one checks the prior citation (the issue of the reporter in which the opinion is found, e.g., Smith v. Jones, 10 U.S. 1 (18xx)), it is possible to obtain the citation for any subsequent cases that have referenced Smith v. Jones and by researching those citations one can determine how, if at all, subsequent cases have affected the original precedent as established in the precedential opinion.
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Development of a neurofeedback-based virtual reality environment

Development of a neurofeedback-based virtual reality environment

When the application is set in this mode, the “ElectrodeColor” script activates a coroutine which accesses the data currently stored in the “File” object from script “EDFfetch”. First of all, this script extracts from the “Header” object the duration of the records and from the “Data_record” object the number of samples in each signal. Afterwards, it runs a cycle which, based on the time passed since it started running (accessible through the “Time” class, available in package UnityEngine), accesses the time-corresponding signal sample. This way, the sample values are accessed in a real-time fashion. As the information is accessed, the corresponding electrode object to each signal will change its color, indicating the current raw value being accessed. The colors chosen to represent the variations were dark blue, light blue, green, yellow and red, each respectfully assigned to a µV range, specified in table 4.1. Figure 4.14 showcases the graphic result of the application of the script.
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Response to “The Reality of Pervasive Transcription”.

Response to “The Reality of Pervasive Transcription”.

In summary, we disagree with the fundamental assertion that it is the total area of transcribed sequence that is most important. Our published claim that most ‘‘dark matter’’ transcripts can be ex- plained as by-products of the process of transcribing known genes holds: whether they are functional remains to be seen, but the notion that because they exist they are likely to be functional violates Oc- cam’s Razor. We do not dispute that many new independent intergenic tran- scripts may be functional, nor that new functional RNAs can reside within in- trons. Indeed, the discovery of new RNAs is changing our view of how the genome functions and evolves, and the original motivation of our previous study [1] was to identify and characterize novel tran- scripts. Nonetheless, in contrast to the conclusions of previous studies, we ob- serve that the abundance of ‘‘dark matter’’ transcripts is low, in aggregate, and the number of well-supported inde- pendent RNAs is still relatively small. It is also worth noting that a recently quoted estimate for the total number of GEN- CODE lincRNAs is ,12,000 [15]. This number is substantially smaller than the number of known genes and ncRNAs, and given that lincRNA genes are typi- cally shorter than protein coding genes [16], the number of lincRNA exons is an order of magnitude less than the number of known exons of protein-coding genes— which only represent ,2% of the ge- nome. In our view, a compelling wealth of evidence now supports our statement that ‘‘the genome is not as pervasively tran- scribed as previously reported’’. We believe that the results from our study will facilitate more focused efforts directed at the characterization of biologically important transcripts.
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Creative creatures and their creation scenes: Jennifer Johnston’s this is not a novel

Creative creatures and their creation scenes: Jennifer Johnston’s this is not a novel

by the author Jennifer Johnston, whose name features on the cover under the title, and by Imogen Bailey, the narrator, who begins her account by stating that “This is not a novel” (TINN, 1)? Moreover, the book carries two dedications, one before and the other after Imogen’s narrative: the first is to a friend of the author’s, while the latter, in memory of Francis Ledwidge, could be attributed either to the narrator or to the author. Following the title page, there is the usual statement that “All characters in this publication are fictitious and any resemblance to real persons, living or dead, is purely coincidental.” Imogen is Johnston’s creation but whereas the author writes fiction, the narrator asks to be read as non- fiction, with its attendant truth-claims and ethical implications. Caught in this conundrum, the reader, like the viewer of Magritte’s variations on “The Betrayal of Images” theme, is provoked into a cautious awareness of the implied codes for reading fiction and non-fiction and is likely to neither adopt the suspension of disbelief required by realistic fiction, nor endorse the truth-claims of non-fictional memoirs.
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