The stranger is strange, the xenos is xenikos. What is strange, however, is captured neither by the fear of the presence of an original corruption, a non-Greek at the presumed origin of Greek philosophy, which would threaten its privilege; nor by the presence of an êthos in general that allows for hospitality towards the xenos, understood as both guest and host. Rather, that which is most strange about the xenos and its êthos is that which never simply presents itself—and that is what Heraclitus “implies” in saying: êthos anthrôpô daimôn. Thus, the origin of the origin of the hatred of the xenos is the strangeness of implication (which is the strangeness of being, and of our being, and of the being of the xenos and its êthos), which has implications for how we think about the stranger, and how we act towards the implied strangeness of the stranger.
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.
It is difficult to imagine an enterprise, company, firm, an education organizations or organizations of health which does not deal with information systems. The openness and flexibility of the information systems provide a flexible and effective management. So it is necessary to adapt information system to new conditions being changed and to team up with other systems, with simulation system, for example. So it is possible change business processes, to execute their reengineering and to anticipate the conse-quences of any event and to take into account the different risks.
Збірка наукових праць
The present catalogue contains abstracts for some 150 volumes, among which books, periodicals, miscellanies, published by the Institute of Philosophy of the Russian Academy of Sciences, the principal institute in Russia for academic research in all kinds of philosophical knowledge. These works, written by eminent Russian scholars, cover such fi elds as the history of Russian, Western and Oriental philosophy, ethics and aesthetics, synergetics and epistemology, social and political philosophy and concentrate on problems that have attained particular importance in the age of globalization and growth of national self-consciousness.
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).