Term 
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        Definition 
        
         increasing realism in the portrayal of everyday objects causes them at the same time to seem more disturbingly unreal. 
    observed in two categories: 
- 1) The sensory interface (the raw materials such as the colors on screen perceived by the player)
 
 
 
- 2) The cognitive interface (what those raw materials represent and how they function in the relevant program)
 
 
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        Term 
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        Definition 
        
        (Computational-Representational Understanding of Mind) - a view that states that cognitive processes are computations upon language-like (or, linguaform) representations 
- Remember:Artificial intelligence is about trying to get computer to engage in plausibly human-like linguistic and inferential behavior 
 
 
 
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        Term 
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        Definition 
        
        | all forms of human endeavor involving the use of intelligence can be tested for via conversation |  
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        Term 
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        Definition 
        
         the order of the words and how this order forms grammatical units 
- Example statement: “Halloween is spooky."
 
 
 
- 'Halloween' and 'spooky' are units
 
 
 
   |  
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        Term 
        
        | Compositional, representational semantics |  
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        Definition 
        
        The manner which we string together grammatical units creates new meanings from previous ones 
- The 'is' connects the two units into meaningful statement
 
 
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        Term 
        
        | The way labor is distributed when making a videogame |  
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        Definition 
        
        
- 2) Writers who put together longer lines of code into interactive dialogue
 
 
 
- 3) Artists who make sense of all this through their construction of the world of the game and the story/game play
 
 
 
- It can be postulated that the human brain works this way too: neurons to commands to organization (tying shoes)
 
 
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        Term 
        
        |  the (5) factors that prevent comprehension, therefore, presenting the difficulty of developing AI |  
          | 
        
        
        Definition 
        
        
- “Noise” – Low blood sugar, inattentiveness, faulty primary education, hearing what you want to hear
 
 
 
- Cultural – “dormir avec ses mains fermer.” (sleeping with your fists clenched); “sleeping like a baby”
 
 
 
- Linguistic – speaking/writing in a second language
 
 
 
- Auditory – compromised hearing/speaking
 
 
 
- Writing – students writing in a casual voice vs. formal voice, texting/emailing and ‘tone’, poetry and metaphor
 
 
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        Term 
        
        What philosophers have to say about acting and actors (Plato, Nietzsche) 
  |  
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        Definition 
        
        
- 1) Plato hated acting/actors for their falseness
 
 
 
- 2) Nietzsche thought acting had evil influence on the performer and the audience
 
 
 
   |  
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        Term 
        
        Archetypes (What are they and who created them)
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        Definition 
        
        Jung (psychologist and cultural theorist); 'collective unconscious' 
- we share the same notions of father/motherhood, the afterlife, and the gods
 
 
 
- we are prone to think of ourselves as playing an archetype (the loving mother, the devious trickster, the hero, etc.)
 
 
 
- adopting personas is unhealthy; becoming ‘individuated’ is the main goal (Jung)
 
 
 
- but, we get pleasure from our personas, and perhaps deal with stress through them
 
 
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        Term 
        
        What is the connection between... Multiple personality Disorder and RPG's
  |  
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        Definition 
        
        
- the ‘alters’ rarely surface outside of the medical context (at the doctor/clinician’s office) So, it can be said that the extra personalities emerge in a kind of collaborative atmosphere (like RPGs!)
 
 
 
   |  
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        Term 
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        Definition 
        
        
- 1) In order to be psychologically and morally sound human beings, we must choose the ends that we pursue freely and autonomously
 
 
 
- 2) Autonomy in the choosing of one’s own ends is not possible without self-knowledge
 
 
 
- 3) The practice of role-playing (i.e., thinking and speaking of oneself as a character in a fictional narrative) reliably impedes one’s access to self-knowledge
 
 
 
- 4) Therefore, one should not engage in act
 
 
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        Term 
        
        | Role-Playing by the Rules |  
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        Definition 
        
        
- players have come to expect some kind of narrative in RPGs no matter how ‘thin’, and no matter how much mowing down your enemies is the real purpose
 
 
  |  
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        Term 
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        Definition 
        
        
- happiness is not derived from pleasure, honor or wealth
 
 
 
- to figure out what makes us happy, we have to figure out the ‘function of man’
 
 
 
So, he is assuming that we have some innate, shared purpose  |  
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        Term 
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        Definition 
        
        | we can change the world through the function of our free will |  
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        Term 
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        Definition 
        
        
- Heidegger believed that all humans are in a condition of ‘throwness’ into ‘the there’
 
 
 
- We are immediately placed into the world as humans and become enmeshed in the everyday goings on of life
 
 
 
- so, there is no way to develop any detachment and objectivity that would allow us to become ‘self-aware’
 
 
 
- He says this because all of our lives aren’t a series of inevitabilities or responses to some cosmic vocation
 
 
 
- So, he really disagrees with Aristotle – we don’t have a purpose because we can’t know it!
 
 
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        Term 
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        Definition 
        
        “man is a being whose existence precedes his essence.” 
- Or, it’s pointless to try to explain or justify what we DO by appealing to what we essentially ARE
 
 
 
- So, you can’t do or don’t do something and then say, “well, I’m a man.” Or “I’m a Christian.”
 
 
 
- Sartre is famous for saying that life is actually devoid of meaning, (hence existenetialism)
 
 
 
- humans should live free from government/religion, but also all other behavioral restrictions (duty, fidelity, personal)
 
 
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        Term 
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        Definition 
        
        
- a set of rules, with gameplay, but no players
 
 
 
- The Game of Life (1970); dots in a matrix that represent lives
 
 
 
- a representation of how animal populations thrived or diminished over a give expanse of space and period of time
 
 
 
Basically, survival is more likely when communities form, but starts to go down when it becomes overcrowded 
- what we see in the game are types of stasis/change, where populations self-aggregate over generations
 
 
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        Term 
         | 
        
        
        Definition 
        
        
- a political/legal movement
 
 
 
- a technological movement (centered around birth control tech.)
 
 
 
- a series of academic movements
 
 
 
 |  
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        Term 
        
        | What do we (I) mean by the gender? |  
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        Definition 
        
        
- different than sex (chromosomal, physical)
 
 
 
- rejection of biological determinism
 
 
 
- underlines the fundamentally social/cultural quality of distinctions based on sex (and sexual difference)
 
 
 
- points out the false binary distinction between man and women
 
 
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        Term 
        
        | So how do we theorize violence and men? |  
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        Definition 
        
        
- the triad of men’s violence
 
 
 
- 2) Violence against women
 
 
 
- 3) Violence against the self
 
 
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        Term 
        
        | The four “rules” of masculinity: |  
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        Definition 
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        Term 
        
        Basic psychoanalytic theory 
(Sigmund Freud)  |  
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        Definition 
        
        The unconscious, dreams, desire, sex as the central motivating force of life 
- the Oedipal cycle or triangle
 
 
 
- the father, the mother, the child
 
 
 
- the male child must join culture/society, and so in order to do so, must identify with the father and eschew the mother
 
 
 
- ‘mature’ healthy men are ones who have strong identification with other men, but homosexuality is a “disease” – “homosocial”
 
 
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        Term 
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        Definition 
        
         the regressive state of masculinity where men can ignore responsibility and use their bodies and minds as weapons 
   |  
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        Term 
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        Definition 
        
        
- On the go (poortables, cameras, keychains)
 
 
 
- Arcades and playspaces (Dave and Busters)
 
 
 
- Online in virtual worlds (World of Warcraft)
 
 
 
- In your head (“minds eye”, phenomenology)
 
 
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        Term 
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        Definition 
        
        a space where every point contains, is, or has a value of energy, force or information 
   |  
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        Term 
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        Definition 
        
         a closed region of space, V, together with a privileged point, x, in V such that all points in space are visible from x 
  
(Gaze, Perception)
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        Term 
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        Definition 
        
        | Video games are something that we do, not just something that we watch |  
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        Term 
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        Definition 
        
        
- the notion that culture is centered around the eyes and vision
 
 
 
- this means perspective is all about power
 
 
 
- link this to malls, space, memorials, virtual space, and culture in general
 
 
 
   |  
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        Term 
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        Definition 
        
        Wii and Kinect 
  
A new style of videogame (and a new genre?) that requires the player to exercise in the process of play  |  
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        Term 
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        Definition 
        
        
- interface:  anything player has to use or have direct contact with in order to play  game, ie controller, menu system, game control system (how to  steer/control pieces in game)
 
 
 
 |  
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        Term 
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        Definition 
        
        Often game architecture from game:  
- -2. With changes in graphics and story 
 
 
 
- This means sequels can be made for cheap  |  
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        Term 
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        Definition 
        
         A moment where the player is not in control of the action, can be short (1-3 seconds) or long (<5 minutes) 
- practical computing issues
 
 
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        Term 
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        Definition 
        
        An episodic and heirarchical series of challenges or spaces the player must complete before finishing/winning 
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        Term 
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        Definition 
        
         A pause in the action, often in the form of a fixed screen which  features tasks completed, lives lost, kills, traps found/missed, etc. 
- these breaks are often used, even when not needed
 
 
 
- this illustrates their importance to play and the player
 
 
 
- allows player to assess their performance
 
 
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        Term 
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        Definition 
        
        the way we interact with technology (ex. keyboards, mouse) 
   |  
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        Term 
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        Definition 
        
        Studying the text of the game (game as story) 
- narrative in games has changed because games have changed
 
 
 
   |  
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        Term 
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        Definition 
        
        Studying the act of play (game as play) 
- players as creators of text
 
 
 
- PlayStation, again, is responsible because of the greater speed of the graphics
 
 
 
- Enables play to be more seamless
 
 
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        Term 
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        Definition 
        
        | Looking for bugs/glitches |  
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        Term 
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        Definition 
        
        |  looking at how people play (Is it too easy? Is it too hard?) |  
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        Term 
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        Definition 
        
        “Whatever I do in the game is false” because you’re doing things in the game, not in real life. 
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        Term 
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        Definition 
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        Term 
        
        Types of games (from Huizinga) 
  |  
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        Definition 
        
        
- alea: chance (ie. gambling)
 
 
 
- agon: competition (ie. videogames)
 
 
 
- illinx: pleasure through movement (ie. rollercoasters) 
 
 
 
- mimesis: make believe and roleplay (ie. renaissance fair, theatre, dance)
 
 
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        Term 
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        Definition 
        
        |  Requiring non-trivial effort; games require play |  
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        Term 
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        Definition 
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        Term 
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        Definition 
        
        Computers as theatre is a book about actors, plots, scenery, props, music, etc.    
  |  
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        Term 
        
        Jesper Juul: 
  Three levels of narrative time  |  
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        Definition 
        
        
- Story Time: the time of the events told (ex: game takes place in 1940 through the course of 2 weeks)
 
 
 
- Discourse Time: Time of the telling of the events (player’s time inside the game)
 
 
 
- Reading/ Viewing Time: The ‘other’ time that is real for the viewer/ reader, i.e. how the story has it’s own time
 
 
 
   |  
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        Term 
         | 
        
        
        Definition 
        
        from William Gibson’s novel Neuromancer 
   |  
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        Term 
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        Definition 
        
        | Players created characters or digitized pictures of themselves downloaded and sutured onto an avatar |  
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        Term 
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        Definition 
        
        | Costume play (common in Japan - Otaku) |  
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        Term 
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        Definition 
        
        | Game modules that mock the original titles |  
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        Term 
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        Definition 
        
        Two or more topics/sources working together in one object (game, film, etc.) 
   |  
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        Term 
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        Definition 
        
        when multiple texts are put in one space (idea-based) 
- I.E. Kingdom Hearts II (Final Fantasy + Disney)
 
 
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        Term 
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        Definition 
        
        
- fetishization of original hardware and aesthetics
 
 
 
- average age of gamers has gotten older, desire for childhood play
 
 
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        Term 
        
        | Propp’s character analysis |  
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        Definition 
        
        
- psychological motivations are insignificant beside their function in driving the narrative
 
 
 
- seven characters (dramatis personnae) or “spheres of action”
 
 
 
- villain: action is disruptive
 
 
 
- donor: provides for the hero (objects, advice, etc)
 
 
 
- helper: helps hero solve difficult problem
 
 
 
- princess: threatened by villain, saved by hero
 
 
 
- dispatcher: sends hero on quest
 
 
 
- hero: searches for equilibrium by defeating villain
 
 
 
- false hero: eventually unmasked imposter posing as hero
 
 
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        Term 
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        Definition 
        
        | Games that continue to operate even when the player logs off |  
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        Term 
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        Definition 
        
        | A form of public rhetorical performance |  
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        Term 
         | 
        
        
        Definition 
        
         A Statement or proposition that, despite seeming to be sensible or  coming from a logical premise, leads to a conclusion that is senseless,  contradictory or illogical 
  |  
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        Term 
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        Definition 
        
        | the only thing that has intrinsic value is pleasure |  
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        Term 
        
        Rene Descartes (1596-1650) - French philosopher  |  
          | 
        
        
        Definition 
        
          -wax: apply heat and it changes, but it’s still wax 
        -the property of ‘extension’: occupying a determinate part of space  |  
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        Term 
        
        David Hume (1700’s, Scottish) - Skeptical about Descartes  |  
          | 
        
        
        Definition 
        
           -It’s impossible to be simply of yourself, out off from all that surrounds you 
        -Try going ‘into’ yourself and ‘be’ without having some kind of relation to the external (feeling, touch, time, etc)  |  
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        Term 
         | 
        
        
        Definition 
        
        philosophers developed a theory of a self that allows for change over time 
   |  
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        Term 
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        Definition 
        
        All belief is based directly on evidence of the senses 
   |  
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        Term 
         | 
        
        
        Definition 
        
         People do not directly perceive the actual world; but instead  experience a realm that is a function of their own private sensory  manifolds 
- Doesn’t matter how real the graphics are, what matters is how we look and interact with the game
 
 
 
   |  
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        Term 
         | 
        
        
        Definition 
        
         Humans do directly perceive the world; direct perception is a function  of the way we physically manipulate ourselves and our environment 
   |  
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         | 
        
        
        Term 
         | 
        
        
        Definition 
        
        hat we perceive 
- properties we perceive change as we change positions and techniques
 
 
 
- real properties of objects are stable
 
 
 
- The Mind’s Eye: the thing inside all of us that experiences sense data
 
 
  |  
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        Term 
         | 
        
        
        Definition 
        
        |  Heidegger: use-oriented; objects are looked at not by their shape/color but what they can do (ex. hammer) |  
          | 
        
        
         | 
        
        
        Term 
         | 
        
        
        Definition 
        
         Perception depends and is constituted by the perceiver’s ability to move himself in goal-directed ways 
  
    -Perception isn’t just sense data, it’s our registering the possibilities of action afforded by the environment  |  
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        Term 
         | 
        
        
        Definition 
        
        | Properties that we perceive as existing entirely independent of our observation |  
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        Term 
         | 
        
        
        Definition 
        
        | The way things appear in relation to one’s spatial relation to them |  
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        Term 
         | 
        
        
        Definition 
        
        |  Intellectual skill that manifests itself in behavior |  
          | 
        
        
         | 
        
        
        Term 
         | 
        
        
        Definition 
        
        |  Knowledge that some set of declarative statement (about ideology/power) is true |  
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        Term 
         | 
        
        
        Definition 
        
        | doesn’t work; physical activity isn’t just in the brain muscle memory |  
          | 
        
        
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        Term 
         | 
        
        
        Definition 
        
        Certain activities are remembered (in the form of proteins that rise  when we return to formerly repeated activity) making it easier to get  back to the behavior. 
- Takes  a long time learning and getting good at DDR and Guitar Hero, but  doesn’t take long getting good again after a hiatus. Muscle Memory. 
  
 
  |  
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        Term 
         | 
        
        
        Definition 
        
        | The lack of knowledge of or hatred of other cultures other than one’s own |  
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        Term 
         | 
        
        
        Definition 
        
        
- Lucy (good wives, mothers & sisters)
 
 
 
- Xena (kick ass girl, Lara Croft)
 
 
 
- the first two are shallow stereotypes
 
 
 
- the  third is deep amalgamation: anorexic thinness mixed w/unrealistic  physical abilities; overcomes the violent attack, but does so w/a  symbolic penis
 
 
 
- this explains cross-identification (men/women)
 
 
  |  
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        Term 
         | 
        
        
        Definition 
        
        | Systematic differences in sex-relevant physiological properties between different sexes of the species |  
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        Term 
         | 
        
        
        Definition 
        
        | first principles of things- being, knowing, cause, identity, time, substance, space |  
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        Term 
         | 
        
        
        Definition 
        
        | theory of knowledge; methods, validity and scope |  
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        Term 
         | 
        
        
        Definition 
        
        | study of right and wrong, in regards to person/group; moral principles guiding behavior |  
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        Term 
         | 
        
        
        Definition 
        
        | what is good or bad behavior |  
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        Term 
         | 
        
        
        Definition 
        
        | beauty (and taste) and the standard or methods of establishing beauty |  
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         | 
        
        
        Term 
        
        | Three Defining Qualities of "God" |  
          | 
        
        
        Definition 
        
         -1) Omnipotenet (all powerful) 
    -2) Omniscient (all seeing) 
    -3) Omnibenevolent (all-good)  |  
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         |