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In our daily lives, we are surrounded by all sorts of things – such as trees, cars, persons, or madeleines – and perception allows us access to them. But what does ‘to perceive’ actually mean? What is it that we perceive? How do we perceive? Do we perceive the same way animals do? Does reason play a role in perception? Such questions occur naturally today. But was it the same in the past, centuries ago? The collected volume tackles this issue by turning to the Latin philosophy of the 13th and 14th centuries. Did medieval thinkers raise the same, or similar, questions as we do with respect to perception? What answers did they provide? What arguments did they make for raising the questions they did, and for the answers they gave to them? The philosophers taken into consideration are, among others, Albert the Great, Roger Bacon, William of Auvergne, Thomas Aquinas, Duns Scotus, John Pecham, Richard Rufus, Peter Olivi, Robert Kilwardby, John Buridan, and Jean of Jandun. Contributors are Elena Băltuță, Daniel De Haan, Martin Klein, Andrew LaZella, Lukáš Lička, Mattia Mantovani, André Martin, Dominik Perler, Paolo Rubini, José Filipe Silva, Juhana Toivanen, and Rega Wood.
Containing over 100 exercises, Perceptual Puzzlers challenges even the cleverest puzzle solver. For fun or for sport, these puzzles are perfect for car trips or airplane rides or even to find out who is the real puzzle wizard in the family. Puzzlers used to old-fashioned black-and-white puzzles will be happy to move up to this techno-colorful puzzle book.
Grades 2-3 Builds visual, motor, and critical thinking skills for reading, writing, and math. Develops the child's recognition of letters, words, number, and similar/dissimilar objects. It also improves sequencing and visual memory skills. Designed specifically for shorter attention spans. No reading is required. Directions may be read aloud as needed. Each book includes eight progressively more challenging skill sections with pretests and post-tests to evaluate students' beginning and ending skill levels."
"Find satisfying solutions to puzzles that test your skill with: numbers, words, logic, concentration, creativity... The purpose of these exercises is to give pleasure and enjoyment. Plus the chance to participate in that most human of all efforts: problem-solving - and without any dangerous consequences whatsoever!"--page [4] of cover.
Draws on contemporary perceptual science to address metaphysical questions about color.
A guide that outlines a 32-week programme of sequential station activities that will help pre-school and young school aged children in various stages of development, particularly those who are lagging behind in their perceptual-motor skills. It provides what you need to create a perceptual-motor learning laboratory for your students.
The Secret Behind Our Perceptions Finally Revealed! Why do we gravitate to products endorsed by celebrities? Why does time seem to go by faster as we get older? Why are some athletes perpetual winners and others losers? Exploring the brain’s ability to interpret and make sense of the world, Dr. Brian Boxer Wachler describes how your perception can be reality or fantasy and how to separate the two, which is the basis of improving your Perceptual Intelligence (PI). With concrete examples and case studies, Dr. Brian (as he’s known to his patients) explains why our senses do not always match reality and how we can influence the world around us through perceptions, inward and outward. By fine-tuning your PI, you can better understand what’s really going on and make more insightful decisions in your life.
This 2003 book provides an analysis of combinatorial games - games not involving chance or hidden information. It contains a fascinating collection of articles by some well-known names in the field, such as Elwyn Berlekamp and John Conway, plus other researchers in mathematics and computer science, together with some top game players. The articles run the gamut from theoretical approaches (infinite games, generalizations of game values, 2-player cellular automata, Alpha-Beta pruning under partial orders) to other games (Amazons, Chomp, Dot-and-Boxes, Go, Chess, Hex). Many of these advances reflect the interplay of the computer science and the mathematics. The book ends with a bibliography by A. Fraenkel and a list of combinatorial game theory problems by R. K. Guy. Like its predecessor, Games of No Chance, this should be on the shelf of all serious combinatorial games enthusiasts.