Плантинга о возможных мирах и всемогуществе
The present paper deals with the problem of omnipotence in the context of an original version of possible worlds ontology developed by Alvin Plantinga. His conception of “de re” and “de dicto” is analyzed in connection with the problems of essentialism and transworld identification. Using the notion of TWD (“transworld depravity”) Plantinga claim to solve the logical problem of evil, this solution being the part of his famous FWD (“free will defense”) program. Plantinga’s strategy is to confine the notion of omnipotence step by step with rational arguments. But some of his technical concepts are not clear-cut enough and some of his philosophical speculations are rather scholastic.
We describe a novel method for the analysis of research activities of an organization by mapping that to a taxonomy tree of the field. The method constructs fuzzy membership profiles of the organizationmembers or teams in terms of the taxonomy’s leaves (research topics), and then it generalizes them in two steps. These steps are: (i) fuzzy clustering research topics according to their thematic similarities in the department, ignoring the topology of the taxonomy, and (ii) optimally lifting clusters mapped to the taxonomy tree to higher ranked categories by ignoring “small” discrepancies. We illustrate the method by applying it to data collected by using an in-house e-survey tool from a university department and from a university research center. The method can be considered for knowledge generalization over any taxonomy tree.
Збірка наукових праць
This article deals with the concept of omnipotence very important for contemporary analytic philosophy of religion. Within the analytic tradition it is usual to uncover an apparent tension between God’s omnipotence and other divine attributes. In response, some authors have proposed their own ideas on how classical problems of omnipotence can be solved in terms of possible worlds theory. In this paper we aim to consider the approaches developed by Geach, Adams and Plantinga. While admitting that each of them has made a significant contribution to the refinement of the concept of omnipotence, we still point out a number of important challenges that these authors were not able to overcome.
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.
This article provides an analysis of philosophical background of two-dimensionalism in general and some its particular variants. The paper demonstrates that two-dimensionalism should be treated not as artificial addition to conventional possible worlds semantics but as its natural generalization. It is also shown how ontological and epistemological problems (the correlation between primary and secondary intensions, apriority and necessity, the nature of «mixed» truths etc.) could be converted into pragmatic ones.
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.
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.