On Being in Hegel and Heidegger
What is being? This is, from the Greeks to Hegel (according to Heidegger), the guid-
ing question of ontology and the history of philosophy as metaphysics. And the
answer is presence: ‘being’ means ‘being present’, ‘presencing’; ‘to be’ means ‘to be
present’. By clarifying the limit of this philosophy of presence, however, it is possible
to go beyond it, to a thinking of being as presence and absence—for both coming-
to-presence and going-out-into-absence are ways in which beings are, and being
happens. And yet, are presence and absence the only ways to think being? On the
contrary—there is a third. From the Greeks (through Hegel) to Heidegger, the being
that fails to come to presence, but also does not simply remain in absence—this is
what is merely implied, an implication. But then what does it mean to think being
as implied? Being as implying? As an implication?
The paper discusses the development of metaphysics understood as a philosophical discipline or science. The author would like to propose that the last period of Greek philosophy, that going from about the 3rd to the 6th centuries A.D., made new and interesting contributions to metaphysics as a philosophical discipline, indeed made metaphysics into a metaphysical science, while also bringing out the limits of such a science. The paper has four parts. In part I, D. O’Meara introduces the way in which the great Aristotelian commentator of the early 3rd century, Alexander of Aphrodisias, in interpreting Aristotle's metaphysical treatise, sought to find in it a metaphysical science. In part II of the paper, he attempts to show how the Neoplatonist philosopher of the early 5th century Syrianus, not only adopted Alexander's reading of Aristotle, but was also inspired by it in finding this same metaphysical science already in Plato. In part III of the paper, the author will show how all of this resulted in a masterpiece of metaphysics, the Elements of Theology written by Syrianus' pupil Proclus. Finally, in part IV, he would like to refer to what is perhaps the last great metaphysical work of Greek philosophy, the Treatise on First Principles written by Damascius, a work in which the limits of metaphysical science are explored with extraordinary subtlety and insistence. In adapting Alexander's formalization of Aristotelian metaphysical science to Platonism, Syrianus knew that such a science was a means towards, not the equivalent of, knowledge of the transcendent. Proclus knew it too, even if his Elements of Theology, in presenting metaphysical science with such systematic beauty, could give the impression of being a definitive statement. And, lest we have any illusions about the adequacy of our metaphysical science, Damascius could cure us of these, opening our minds to what lay behind, or above, our own metaphysical efforts.
In this paper authors wish to present an approach to information modeling and software design suitable for developing evolvable semantic applications in the domain of research team formation. The novel proposals include specialization of generic paradigm of ontological engineering, specific types of machine-readable RDF ontologies and application of temporal look at information relevant for team formation. In order to validate theoretical approach a software prototype of the evolvable web-based semantic platform InfoPort was developed.
It turns out, however, that in spite of one basic difference there runs between these two systems a deep and striking parallelism. This parallelism is so close indeed that it makes possible the construction of a vocabulary which would transform characteristic propositions of Wittgenstein's ontology into Aristotelian ones, and conversely. To show in some detail the workings of that transformation will be the subject of this paper.
Збірка наукових праць
The article considers the conceptual approach of creating a set of development tools for active learning methods in a form of competency-based business-game studio. Competence-based business game is an information system, which aims to give a certain level of professional competence while implementing scenarios that are determined by business-process models of the domain. The structure of the gaming studio, suggests a set-theoretic representation of business-game design process. Business game can be represented as a cybernetic system with feedback, which contains both the object of management and the management system. The game is implemented as control and operating machines accordingly. For the construction of the operational machine it is proposed to use a knowledge model in the form of ontology. To represent the automate model it is proposed to use a model of managing business processes of an enterprise. A block diagram of the business-game design process is provided.
In this work the problem of learning and development of creativity with a view to the position of reflexive psychology, akmeology and pedagogics in the context of the human capital analysis in the conditions of modern society globalization is raised. The theme is urgent from the practical point of view in demand of a creative personality under conditions of the economic crisis and at the same time it is actual, because it interprets creativity in a new way according to interdisciplinary approach. The author emphasizes that a reflexively-creative potential is considered to be the backbone factor of professional and innovative activity in modern social space. On basis of philosophical foundations' analysis of psychology of creativity we theoretically build the conceptual model of reflexive creativity and we also examine the precedents of its psychology-pedagogical development in the secondary and high education (in case of reflexive-psycological support).