Notes on Time and Aspect
What is time? Neither the numbering of the motion of things nor their schema, but their way of being. In language, time shows itself as tense. But every verb has both tense and aspect. So what is aspect? Irreducible to tense, it is the way in which anything is at any time whatsoever. Thus the way things are, their being, is not merely temporal – for it is just as aspectual.
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.