Blog Archive

Tuesday, May 16, 2023

05-16-2023-1621 - embodied cognition, embodied energy, embodiment theory, anthropology, embedded emission, embodied carbon emissions, embodiment, etc. (draft)

Embodied cognition is the theory that many features of cognition, whether human or otherwise, are shaped by aspects of an organism's entire body. Sensory and motor systems are seen as fundamentally integrated with cognitive processing. The cognitive features include high-level mental constructs (such as concepts and categories) and performance on various cognitive tasks (such as reasoning or judgment). The bodily aspects involve the motor system, the perceptual system, the bodily interactions with the environment (situatedness), and the assumptions about the world built into the organism's functional structure.

The embodied mind thesis challenges other theories, such as cognitivism, computationalism, and Cartesian dualism.[1][2] It is closely related to the extended mind thesis, situated cognition, and enactivism. The modern version depends on insights drawn from up to date research in psychology, linguistics, cognitive science, dynamical systems, artificial intelligence, robotics, animal cognition, plant cognition, and neurobiology

https://en.wikipedia.org/wiki/Embodied_cognition

Embodied energy is the sum of all the energy required to produce any goods or services, considered as if that energy was incorporated or 'embodied' in the product itself. The concept can be useful in determining the effectiveness of energy-producing or energy saving devices, or the "real" replacement cost of a building, and, because energy-inputs usually entail greenhouse gas emissions, in deciding whether a product contributes to or mitigates global warming. One fundamental purpose for measuring this quantity is to compare the amount of energy produced or saved by the product in question to the amount of energy consumed in producing it.

Embodied energy is an accounting method which aims to find the sum total of the energy necessary for an entire product lifecycle. Determining what constitutes this lifecycle includes assessing the relevance and extent of energy into raw material extraction, transport, manufacture, assembly, installation, disassembly, deconstruction and/or decomposition as well as human and secondary resources. 

https://en.wikipedia.org/wiki/Embodied_energy

Embodiment theory speaks to the ways that experiences are enlivened, materialized, and situated in the world through the body. Embodiment is a relatively amorphous and dynamic conceptual framework in anthropological research that emphasizes possibility and process as opposed to definitive typologies.[1] Margaret Lock identifies the late 1970s as the point in the social sciences where we see a new attentiveness to bodily representation and begin a theoretical shift towards developing an ‘Anthropology of the Body.’[2]

Embodiment-based approaches in anthropology were born of dissatisfaction with dualistic interpretations of humanity that created divisions such as mind/body, nature/culture, and object/subject.[1][2] Within these dichotomies, the physical body was historically confined to the realm of the ‘natural’ sciences and was not considered to be a subject of study in cultural and social sciences. When the body was studied or considered in social science contexts employing these dualistic frameworks, it was treated as a categorizable, ‘natural’ object with little recognition of its dynamic or subjective potentialities.[1]

Embodiment theory has been developed and expanded by the work of many scholars, as opposed to being credited to a single thinker.[1] The work of Thomas Csordas and Margaret Lock marks some of the earliest explicit applications of embodiment theory in anthropology.[2][3][4] More recent edited volumes compiled by Margaret Lock, Judith Farquhar, and Frances Mascia-Lees provide a better window into current applications of embodiment theory in anthropology.[5][6] The theoretical background of embodiment is an amalgamation of phenomenology, practice theory, feminist theory, and post-structuralist thought.[7] Mary Douglas, Marcel Mauss, Pierre Bourdieu, Maurice Merleau-Ponty, Judith Butler, and Michel Foucault are often cited as key precursory conceptual contributors to embodiment theory.[7] 

https://en.wikipedia.org/wiki/Embodiment_theory_in_anthropology

One way of attributing greenhouse gas (GHG) emissions is to measure the embedded emissions of goods that are being consumed (also referred to as "embodied emissions", "embodied carbon emissions", or "embodied carbon"). This is different from the question of to what extent the policies of one country to reduce emissions affect emissions in other countries (the "spillover effect" and "carbon leakage" of an emissions reduction policy). The UNFCCC measures emissions according to production, rather than consumption.[1] Consequently, embedded emissions on imported goods are attributed to the exporting, rather than the importing, country. The question of whether to measure emissions on production instead of consumption is partly an issue of equity, i.e., who is responsible for emissions.[2]

The 37 Parties listed in Annex B to the Kyoto Protocol have agreed to legally binding emission reduction commitments. Under the UNFCCC accounting of emissions, their emission reduction commitments do not include emissions attributable to their imports.[3] In a briefing note, Wang and Watson (2007) asked the question, "who owns China's carbon emissions?".[4] In their study, they suggested that nearly a quarter of China's CO2 emissions might be a result of its production of goods for export, primarily to the US but also to Europe. Based on this, they suggested that international negotiations based on within country emissions (i.e., emissions measured by production) may be "[missing] the point".

Recent research confirms that, in 2004, 23% of global emissions were embedded in goods traded internationally, mostly flowing from China and other developing countries, such as Russia and South Africa, to the U.S., Europe and Japan. These states are included in a group of ten, as well as the Middle East, that make up 71% of the total difference in regional emissions. In Western Europe the difference in the import and export of emissions is particularly pronounced, with imported emissions making up 20-50% of consumed emissions. The majority of the emissions transferred between these states is contained in the trade of machinery, electronics, chemicals, rubber and plastics.[5]

Research by the Carbon Trust in 2011 revealed that approximately 25% of all CO2 emissions from human activities 'flow' (i.e. are imported or exported) from one country to another. The flow of carbon was found to be roughly 50% emissions associated with trade in commodities such as steel, cement, and chemicals, and 50% in semi-finished/finished products such as motor vehicles, clothing or industrial machinery and equipment.[6]

Embodied carbon in construction

The embodied carbon of buildings is estimated to count for 11% of global carbon emissions and 75% of a building's emissions over its entire lifecycle.[7] The World Green Building Council has set a target for all new buildings to have at least 40% less embodied carbon.[8]

A life-cycle assessment for embodied carbon calculates the carbon used throughout each stage of a building's life: construction, use and maintenance, and demolition or disassembly.[9]

Re-use is a key consideration when addressing embodied carbon in construction. The architect Carl Elefante is known for coining the phrase, "The greenest building is the building that is already built."[10] The reason that existing buildings are usually more sustainable than new buildings is that the quantity of carbon emissions which occurs during construction of a new building is large in comparison to the annual operating emissions of the building, especially as operations become more energy efficient and energy supplies transition to renewable generation.[11][8]

Beyond re-use, there are two principal areas of focus in the reduction of embodied carbon in construction. The first is to reduce the quantity of construction material ('construction mass') while the second is the substitution of lower carbon alternative materials. Typically—where reduction of embodied carbon is a goal—both of these are addressed.

Often, the most significant scope for reduction of construction mass is found in structural design, where measures such as reduced beam or slab span (and an associated increase in column density) can yield large carbon savings.[12]

To assist material substitution (with low carbon alternatives), manufacturers of materials such as steel re-bar, glulam, and precast concrete typically provide Environmental Product Declarations (EPD) which certify the carbon impact as well as general environmental impacts of their products.[13] Minimizing the use of carbon-intensive materials may mean selecting lower carbon versions of glass and steel products, and products manufactured using low-emissions energy sources. Embodied carbon may be reduced in concrete construction through the use of Portland cement alternatives such as Ground granulated blast-furnace slag, recycled aggregates and industry by-products. Carbon-neutral, carbon positive, and carbon-storing materials include bio-based materials such as timber, bamboo, hemp fibre and hempcrete, wool, dense-pack cellulose insulation, and cork.[14][15][16]

A 2021 study focused on "carbon-intensive hotspot materials (e.g., concrete foundations and slab floors, insulated roof and wall panels, and structural framing) in light industrial buildings" estimated that a "sizable reduction (~60%) in embodied carbon is possible in two to three years by bringing readily-available low-carbon materials into wider use".[17]

Embodied carbon policy and legislation

Different views on a ban for products that emit more greenhouse gases in the EU, China and the US among respondents of the 2020–21 European Investment Bank Climate Survey

A variety of policies, regulations, and standards exist worldwide with respect to embodied carbon, according to the American Institute of Architects.[18]

Eight states introduced procurement policies related to embodied carbon in 2021: Washington, Oregon, California, Colorado, Minnesota, Connecticut, New York, and New Jersey.[19]

In Colorado, HB21-1303: Global Warming Potential for Public Project Materials (better known as “Buy Clean Colorado”) was signed into law July 6, 2021. The law uses environmental product declarations (EPDs) to help drive the use of low-embodied-carbon materials.[20]

"In Europe, embodied carbon emissions have been limited in the Netherlands since 2018, and this is scheduled to happen in Denmark, Sweden, France and Finland between 2023 and 2027."[21]

"On May 10, 2023, Toronto [began to] to require lower-carbon construction materials, limiting embodied carbon from new [city-owned] municipal building construction. New City-owned buildings must now limit upfront embodied emission intensity — emissions associated with manufacturing, transporting, and constructing major structural and envelope systems — to below 350 kg CO2e/m2."[22]

See also

References


  • UK Parliament (10 March 2010). "House of Commons, minutes of evidence, taken before the Environmental Audit Committee, International Climate Change Negotiations, Rt Hon Edward Miliband MP, Mr Peter Betts and Ms Jan Thompson. Reply to Q39". UK Parliament website. Retrieved 5 April 2010.

  • Toth, F.L.; et al. (2001). "Decision-making Frameworks. In: Climate Change 2001: Mitigation. Contribution of Working Group III to the Third Assessment Report of the Intergovernmental Panel on Climate Change (B. Metz et al. Eds.)". Cambridge University Press, Cambridge, U.K., and New York, N.Y., U.S.A. Archived from the original on 5 October 2018. Retrieved 10 January 2010.

  • Black, R. (19 December 2005). "Trade can 'export' CO2 emissions". BBC News. Retrieved 5 April 2010.

  • Wang, T. and J. Watson (October 2007). "Who Owns China's Carbon Emissions? Tyndall Centre Briefing Note No. 23". Tyndall Centre website. Archived from the original on 2 February 2017. Retrieved 5 April 2010.

  • Davis, S.K. and K. Caldeira (March 2010). "Consumption-based Accounting of CO2 Emissions". Proceedings of the National Academy of Sciences of the United States of America. Proceedings of the National Academy of Sciences. 107 (12): 5687–92. Bibcode:2010PNAS..107.5687D. doi:10.1073/pnas.0906974107. PMC 2851800. PMID 20212122.

  • "International Carbon Flows". Carbon Trust. May 2011. Retrieved 12 November 2012.

  • Berg, Nate (4 February 2021). "Energy efficiency is no longer enough. This is the next big challenge for green building". Fast Company. Retrieved 12 August 2021.

  • Rubidge, Lloyd (28 October 2020). "Embodied Carbon: An Architect's View". +IMPACT Magazine. Retrieved 12 August 2021.

  • Westwood, Tom (6 August 2021). "Why Embodied Energy is the Elephant in the Room". Bristol Housing Festival. Retrieved 12 August 2021.

  • "Embodied Carbon in Buildings conference speakers". Boston Society for Architecture. Retrieved 12 August 2021.

  • Architecture 2030. "New Buildings: Embodied Carbon". Retrieved 12 August 2021.

  • "Embodied Carbon Sensitivity Study" (PDF).

  • "Embodied Energy and Carbon". Institution of Civil Engineers (ICE). 15 May 2015. Retrieved 12 August 2021.

  • Varriale, Fabrizio (27 May 2021). "The other side of the coin: Understanding embodied carbon". RICS World Built Environment Forum. Retrieved 12 August 2021.

  • Knopps, Abigail; Jain, Diksha (14 December 2020). "Carbon-Positive Materials: No Longer Far-Fetched, Increasingly Available – My amast". AMAST. Retrieved 12 August 2021.

  • Pak, Anthony (1 November 2020). "Embodied Carbon: Key Considerations for Key Materials". Canadian Architect. Retrieved 12 August 2021.

  • Kriegh, Julie (17 February 2021). "Carbon-Storing Materials: Summary Report". Carbon Leadership Forum. Retrieved 12 August 2021.

  • American Institute of Architects (15 January 2020). "Policies for Embodied Carbon: An International Snapshot". Architect Magazine. Retrieved 12 August 2021.

  • Lewis, Meghan (10 July 2021). "States Act to Reduce Embodied Carbon in Public Procurement". Carbon Leadership Forum. Retrieved 12 August 2021.

  • Rocky Mountain Institute (22 July 2021). "Colorado Passes Embodied Carbon Legislation — The Most Important Climate Solution You've Never Heard of". CleanTechnica. Retrieved 12 August 2021.

  • Arnold, Will (23 July 2021). "We need a Part Z to regulate embodied carbon". Building. Retrieved 12 August 2021.

    1. "Toronto Limits Embodied Carbon in New City Buildings". The Energy Mix. 14 May 2023. Retrieved 15 May 2023.

    External links

     

     

     https://en.wikipedia.org/wiki/Embedded_emissions

    Embodied or embodiment may refer to:

    Anthropology

    Cognitive science

    Music and arts

    Religion

    Other

    See also

     https://en.wikipedia.org/wiki/Embodiment

     

    Personification is the representation of a thing or abstraction as a person. In the arts, many things are commonly personified. These include numerous types of places, especially cities, countries, and continents, elements of the natural world such as the months or four seasons, four elements,[1] four cardinal winds, five senses,[2] and abstractions such as virtues, especially the four cardinal virtues and seven deadly sins,[3] the nine Muses,[4] or death.

    Jean Goujon, The Four Seasons, reliefs on the Hôtel Carnavalet, Paris, c. 1550s.

    In many polytheistic early religions, deities had a strong element of personification, suggested by descriptions such as "god of". In ancient Greek religion, and the related ancient Roman religion, this was perhaps especially strong, in particular among the minor deities.[5] Many such deities, such as the tyches or tutelary deities for major cities, survived the arrival of Christianity, now as symbolic personifications stripped of religious significance. An exception was the winged goddess of victory, Victoria/Nike, who developed into the visualisation of the Christian angel.[6]

    Generally, personifications lack much in the way of narrative myths, although classical myth at least gave many of them parents among the major Olympian deities.[7] The iconography of several personifications "maintained a remarkable degree of continuity from late antiquity until the 18th century".[8] Female personifications tend to outnumber male ones,[9] at least until modern national personifications, many of which are male.

    Sandro Botticelli, Calumny of Apelles (c. 1494–95), with 8 personification figures: (from left) Hope, Repentance, Perfidy, innocent victim, Calumny, Fraud, Rancour, Ignorance, the king, Suspicion.

    Personifications are very common elements in allegory, and historians and theorists of personification complain that the two have been too often confused, or discussion of them dominated by allegory. Single images of personifications tend to be titled as an "allegory", arguably incorrectly.[10] By the late 20th century personification seemed largely out of fashion, but the semi-personificatory superhero figures of many comic book series came in the 21st century to dominate popular cinema in a number of superhero film franchises.

    According to Ernst Gombrich, "we tend to take it for granted rather than to ask questions about this extraordinary predominantly feminine population which greets us from the porches of cathedrals, crowds around our public monuments, marks our coins and our banknotes, and turns up in our cartoons and our posters; these females variously attired, of course, came to life on the medieval stage, they greeted the Prince on his entry into a city, they were invoked in innumerable speeches, they quarrelled or embraced in endless epics where they struggled for the soul of the hero or set the action going, and when the medieval versifier went out on one fine spring morning and lay down on a grassy bank, one of these ladies rarely failed to appear to him in his sleep and to explain her own nature to him in any number of lines".[11]

    History

    Classical world

    Constance and Fortitude in Vienna. Early modern statues with classical iconography.

    Personification as an artistic device is easier to discuss when belief in the personification as an actual spiritual being has died down;[12] this seems to have happened in the ancient Graeco-Roman world, probably even before Christianisation.[13] In other cultures, especially Hinduism and Buddhism, many personification figures still retain their religious significance, which is why they are not covered here. For example Bharat Mata was devised as a Hindu goddess figure to act as a national personification by intellectuals in the Indian independence movement from the 1870s, but now has some actual Hindu temples.[14]

    https://en.wikipedia.org/wiki/Personification

    The virtual water trade (also known as embedded or embodied water) is the hidden flow of water in food or other commodities that are traded from one place to another.[1] The virtual water trade is the idea that when goods and services are exchanged, so is virtual water. Virtual water trade allows a new, amplified perspective on water problems: In the framewond balancing different perspectives, basic conditions, and interests. Analytically, the concept enables one to distinguish between global, regional, and local levels and their linkages. However, the use of virtual water estimates may offer no guidance for policymakers seeking to ensure that environmental objectives are being met.

    For example, cereal grains have been major carriers of virtual water in countries where water resources are scarce. Therefore, cereal imports can play a crucial role in compensating local water deficit.[2] However, low-income countries may not be able to afford such imports in the future which could lead to food insecurity and starvation

    https://en.wikipedia.org/wiki/Virtual_water

    Incarnation literally means embodied in flesh or taking on flesh. It refers to the conception and the embodiment of a deity or spirit in some earthly form[1] or the appearance of a god as a human.[2] If capitalized, it is the union of divinity with humanity in Jesus Christ.[1] In its religious context the word is used to mean a god, deity, or divine being in human or animal form on Earth.

    Abrahamic religions

    Christianity

    Christ Pantocrator, God incarnate in the Christian faith, shown in a mosaic from Daphni, Greece, ca. 1080–1100.

    The incarnation of Christ is the central Christian doctrine that God became flesh, assumed a human nature, and became a man in the form of Jesus, the Son of God and the second person of the Trinity. This foundational Christian position holds that the divine nature of the Son of God was perfectly united with human nature in one divine Person, Jesus, making him both truly God and truly human. The theological term for this is hypostatic union: the second person of the Trinity, God the Son, became flesh when he was miraculously conceived in the womb of the Virgin Mary.[3] Biblical passages traditionally referenced in connection with the doctrine of the Incarnation include John 3:1-21, Colossians 2:9, and Philippians 2:7-8.

    Islam

    Islam completely rejects the doctrine of the incarnation (Mu'jassimā[4] / (Tajseem) Tajsīm) of God in any form, as the concept is defined as shirk. In Islam, God is one and "neither begets nor is begotten".[5]

    Judaism

    Mainstream Judaism totally rejects any doctrine of an incarnation of God and absolutely rejects any concept of an incarnation of God in any form.[6] However, some Hasidim believe in a somewhat similar concept. Menachem Mendel Schneerson, a prominent Hasidic leader, said that the Rebbe is God's essence itself put into the body of a tzadik.[7]

    Druze faith

    Hamza ibn Ali ibn Ahmad is considered the founder of the Druze faith and the primary author of the Druze manuscripts,[8] he proclaimed that God had become human and taken the form of man, al-Hakim bi-Amr Allah.[9][10][11][12][13][14] al-Hakim bi-Amr Allah is an important figure in the Druze faith whose eponymous founder ad-Darazi proclaimed him as the incarnation of God in 1018.[9][10][15][16]

    Baháʼí Faith

    In the Baháʼí Faith, God is not seen to be incarnated into this world and is not seen to be part of creation as he cannot be divided and does not descend to the condition of his creatures.[17] The Manifestations of God are also not seen as an incarnation of God, but are instead understood to be like a perfect mirror reflecting the attributes of God onto this material world.[18][19]

    Buddhism

    Buddhism is a nontheistic religion: it denies the concept of a creator deity or any incarnation of a creator deity. However, Buddhism does teach the rebirth doctrine and asserts that living beings are reborn, endlessly, reincarnating as devas (gods), demi-gods, human beings, animals, hungry ghosts or hellish beings,[20] in a cycle of samsara that stops only for those who reach nirvana (nibbana).[21][22][23]

    In Tibetan Buddhism, an enlightened spiritual teacher (lama) is believed to reincarnate, and is called a tulku. According to Tulku Thond,[24] there are three main types of tulkus. They are the emanations of buddhas, the manifestations of highly accomplished adepts, and rebirths of highly virtuous teachers or spiritual friends. There are also authentic secondary types as well which include unrecognized tulkus, blessed tulkus, and tulkus fallen from the path.

    Hinduism

    Ten incarnations of Vishnu (Matsya, Kurma, Varaha, Vamana, Krishna, Kalki, Buddha, Parshurama, Rama & Narasimha). Painting from Jaipur, now at the Victoria and Albert Museum

    In Hinduism, incarnation refers to its rebirth doctrine, and in its theistic traditions to avatar.[25] Avatar literally means "descent, alight, to make one's appearance",[26] and refers to the embodiment of the essence of a superhuman being or a deity in another form.[27] The word also implies "to overcome, to remove, to bring down, to cross something".[26] In Hindu traditions, the "crossing or coming down" is symbolism, states Daniel Bassuk, of the divine descent from "eternity into the temporal realm, from unconditioned to the conditioned, from infinitude to finitude".[28] An avatar, states Justin Edwards Abbott, is a saguna (with form, attributes) embodiment of the nirguna Brahman or Atman (soul).[29]

    Neither the Vedas nor the Principal Upanishads ever mentions the word avatar as a noun.[28] The verb roots and form, such as avatarana, do appear in ancient post-Vedic Hindu texts, but as "action of descending", but not as an incarnated person (avatara).[30] The related verb avatarana is, states Paul Hacker, used with double meaning, one as action of the divine descending, another as "laying down the burden of man" suffering from the forces of evil.[30]

    The term is most commonly found in the context of the Hindu god Vishnu.[26][31] The earliest mention of Vishnu manifested in a human form to empower the good and fight against evil, uses other terms such as the word sambhavāmi in verse 4.6 and the word tanu in verse 9.11 of the Bhagavad Gita,[32] as well as other words such as akriti and rupa elsewhere.[33] It is in medieval era texts, those composed after the sixth century CE, that the noun version of avatar appears, where it means embodiment of a deity.[34] The incarnation idea proliferates thereafter, in the Puranic stories for many deities, and with ideas such as ansha-avatar or partial embodiments.[32][31]

    While avatars of other deities such as Ganesha and Shiva are also mentioned in medieval Hindu texts, this is minor and occasional.[35] The incarnation doctrine is one of the important differences between Vaishnavism and Shaivism traditions of Hinduism.[36][37]

    Avatar versus incarnation

    The translation of avatar as "incarnation" has been questioned by Christian theologians, who state that an incarnation is in flesh and imperfect, while avatar is mythical and perfect.[38][39] The theological concept of Christ as an Incarnation into the womb of the Virgin Mary and by work of the Holy Spirit God, as found in Christology, presents the Christian concept of incarnation. This, state Oduyoye and Vroom, is different from the Hindu concept of avatar because avatars in Hinduism are unreal and is similar to Docetism.[40] Sheth disagrees and states that this claim is an incorrect understanding of the Hindu concept of avatar.[41][note 1] Avatars are true embodiments of spiritual perfection, one driven by noble goals, in Hindu traditions such as Vaishnavism.[41]

    Serer religion

    The Serer religion of West Africa rejects any notions of incarnation or manifestation of the supreme deity Roog (also called Koox in the Cangin language). However, the reincarnation (ciiɗ)[43] of the ancient Serer saints and ancestral spirits, called Pangool, is a well-held principle in Serer religion. These Pangool (singular : Fangool) act as intermediaries between the living world and the divine. When the Serers speak of incarnation, it is these Pangool they refer to, who are themselves holy by virtue of their intercession with the divine.[43][44][45]

    See also

    Notes


    1. Buddha, a real person, is included as an avatar of Vishnu in many Hindu texts.[42]

    References


  • "Definition of Incarnation". www.merriam-webster.com. Retrieved 2022-05-28.

  • "Cambridge Dictionary: Incarnation". Cambridge Dictionary. Cambridge University Press.

  • "Incarnation". Encyclopædia Britannica.

  • Muhammad Abu Zahra, İslâm’da Siyâsî ve İ’tikadî Mezhepler Tarihi, History of Madhhabs in Islam, pp: 257 - 259, Fığlalı, Ethem Ruhi and Osman Eskicioğlu translation to Turkish, Yağmur, İstanbul, 1970.

  • Quran, (112:1-4).

  • L. Jacobs 1973 A Jewish Theology p. 24. N.Y.: Berman House

  • Likkutei Sichos, Vol. 2, pp. 510-511.

  • Hendrix, Scott; Okeja, Uchenna, eds. (2018). The World's Greatest Religious Leaders: How Religious Figures Helped Shape World History [2 volumes]. ABC-CLIO. p. 11. ISBN 978-1440841385.

  • Willi Frischauer (1970). The Aga Khans. Bodley Head. p. ?. (Which page?)

  • Ismail K. Poonawala. "Review - The Fatimids and Their Traditions of Learning". Journal of the American Oriental Society. 119 (3): 542. doi:10.2307/605981. JSTOR 605981.

  • Minorities in the Middle East: A History of Struggle and Self-expression - Page 95 by Mordechai Nisan

  • The Druze in the Middle East: Their Faith, Leadership, Identity and Status - Page 41 by Nissim Dana

  • Encyclopaedic Survey of Islamic Culture - Page 94 by Mohamed Taher

  • Bryer, David R. W. (1975). "The Origins of the Druze Religion". Der Islam. 52 (1): 52–65. doi:10.1515/islm.1975.52.1.47. ISSN 1613-0928. S2CID 201807131.

  • Zaman, Muhammad Qasim; Stewart, Devin J.; Mirza, Mahan; Kadi, Wadad; Crone, Patricia; Gerhard, Bowering; Hefner, Robert W.; Fahmy, Khaled; Kuran, Timur (2013). The Princeton Encyclopedia of Islamic Political Thought. Princeton University Press. p. 139-140. ISBN 9780691134840.

  • R. W. Bryer, David (1979). The Origins of the Druze Religion: An Edition of Ḥamza's Writings and an Analysis of His Doctrine. University of Oxford Press. p. 239. ISBN 9780030525964.

  • `Abdu'l-Bahá (1981) [1904-06]. Some Answered Questions. Wilmette, Illinois, USA: Baháʼí Publishing Trust. pp. 202–203. ISBN 0-87743-190-6.

  • Cole, Juan (1982). "The Concept of Manifestation in the Baháʼí Writings". Études Baháʼí Studies. Ottawa: Canadian Association for Studies on the Baháʼí Faith. monograph 9: 1–38. Retrieved 2020-10-11 – via Bahá'í Library Online.

  • Hatcher, W.S.; Martin, J.D. (1998). The Baháʼí Faith: The Emerging Global Religion. San Francisco: Harper & Row. p. 118. ISBN 0-87743-264-3.

  • Trainor, Kevin (2004), Buddhism: The Illustrated Guide, Oxford University Press, pp. 61–64, ISBN 978-0-19-517398-7

  • Peter Harvey (2012). An Introduction to Buddhism: Teachings, History and Practices. Cambridge University Press. pp. 32–33, 38–39, 46–49. ISBN 978-0-521-85942-4.

  • Robert E. Buswell Jr.; Donald S. Lopez Jr. (2013). The Princeton Dictionary of Buddhism. Princeton University Press. pp. 708–709. ISBN 978-1-4008-4805-8.

  • Edward Craig (1998). Routledge Encyclopedia of Philosophy. Routledge. p. 402. ISBN 978-0-415-18715-2.

  • Tulku Thondup (2011) Incarnation: The History and Mysticism of the Tulku Tradition of Tibet. Boston: Shambhala.

  • Thangaraj, M. Thomas (2008). "Religious Pluralism, Dialogue and Asian Christian Responses". In Kim, Sebastian C. H. (ed.). Christian Theology in Asia. Cambridge University Press. pp. 169–176. ISBN 978-1-139-47206-7.

  • Monier Monier-Williams (1923). A Sanskrit-English Dictionary. Oxford University Press. p. 90.

  • Sheth 2002, p. 98.

  • Daniel E Bassuk (1987). Incarnation in Hinduism and Christianity: The Myth of the God-Man. Palgrave Macmillan. pp. 2–4. ISBN 978-1-349-08642-9.

  • Justin Edwards Abbott (1980). Life of Tukaram: Translation from Mahipati's Bhaktalilamrita. Motilal Banarsidass. pp. 335–336. ISBN 978-81-208-0170-7.

  • Paul Hacker 1978, pp. 415–417.

  • James Lochtefeld (2002), "Avatar" in The Illustrated Encyclopedia of Hinduism, Vol. 1: A-M, Rosen Publishing, ISBN 0-8239-2287-1, pages 72-73

  • Sheth 2002, pp. 98–99.

  • Paul Hacker 1978, pp. 405–409.

  • Paul Hacker 1978, pp. 424, also 405-409, 414–417.

  • James Lochtefeld (2002), "Shiva" in The Illustrated Encyclopedia of Hinduism, Vol. 2: N-Z, Rosen Publishing, ISBN 0-8239-2287-1, page 635

  • Lai Ah Eng (2008). Religious Diversity in Singapore. Institute of Southeast Asian Studies, Singapore. p. 221. ISBN 978-981-230-754-5.

  • Constance Jones; James D. Ryan (2006). Encyclopedia of Hinduism. Infobase. p. 474. ISBN 978-0-8160-7564-5.

  • Sheth 2002, pp. 107–109.

  • Matchett, Freda (2001). Krishna, Lord or Avatara?: the relationship between Krishna and Vishnu. 9780700712816. p. 4. ISBN 978-0-7007-1281-6.

  • Mercy Amba Oduyoye, H. M. Vroom, One gospel – many cultures: case studies and reflections on cross-cultural theology, Rodopi, 2003, ISBN 978-90-420-0897-7, p. 111.

  • Sheth 2002, p. 108.

  • Sheth 2002, p. 99.

  • Faye, Louis Diène, Mort et Naissance Le Monde Sereer, Les Nouvelles Edition Africaines (1983), pp 9-10, ISBN 2-7236-0868-9

  • (in French) Thaiw, Issa Laye, « La religiosité des Seereer, avant et pendant leur islamisation », in Éthiopiques, no. 54, volume 7, 2e semestre 1991 [1] Archived 2019-09-25 at the Wayback Machine

    1. Gravrand, Henry, La civilisation sereer, Cosaan: les origines, vol.1, Nouvelles Editions africaines (1983), p 33, ISBN 2-7236-0877-8

    Bibliography

    Further reading

    External links

     

     https://en.wikipedia.org/wiki/Incarnation

    Effeminacy is the embodiment of traits and/or expressions in those who are not of the female sex (e.g. boys and men) that are often associated with what is generally perceived to be feminine behaviours, mannerisms, styles, or gender roles, rather than with traditionally masculine behaviours, mannerisms, styles or roles. Effeminacy and other gender expressions are independent of a person's sexuality or sexual identity and are displayed by people of all sexualities and none. Effeminacy is seen in some societies as something embodied by some in the homosexual male community. The embodiment of effeminacy by people in some societies has resulted in prejudice, discrimination, antagonism and insults towards those who display it. 

    https://en.wikipedia.org/wiki/Effeminacy

    Stereotype embodiment theory (SET) is a theoretical model first posited by psychologist Becca Levy to explain the process by which age stereotypes influence the health of older adults.[1] There are multiple well-documented effects of age stereotypes on a number of cognitive and physical outcomes (including memory, cardiovascular reactivity, and longevity).[2][3][4][5]

    SET explains these findings according to a three-step process:

    1. Age stereotypes are internalized from the host culture at a young age.
    2. At some point, these age stereotype become "self stereotypes" about oneself as an aging individual.
    3. These self-stereotypes are then consciously and unconsciously activated to exert their effects on individual health.

    Underlying these three steps are SET's four main theoretical premises. According to Levy (2009): "The theory has four components: The stereotypes (a) become internalized across the lifespan, (b) can operate unconsciously, (c) gain salience from self-relevance, and (d) utilize multiple pathways."[1]

    Although this theory was developed to explain the operation of age stereotypes across the lifespan, it may also explain how other types of self-stereotypes operate, such as race stereotypes among African Americans and gender stereotypes among women. 

    https://en.wikipedia.org/wiki/Stereotype_embodiment_theory

    From Wikipedia, the free encyclopedia
    (Redirected from Preferred embodiment)

    In a patent or patent application, the claims define, in technical terms, the extent, i.e. the scope, of the protection conferred by a patent, or the protection sought in a patent application. In other words, the purpose of the claims is to define which subject-matter is protected by the patent (or sought to be protected by the patent application). This is termed as the "notice function" of a patent claim—to warn others of what they must not do if they are to avoid infringement liability.[1] The claims are of the utmost importance both during prosecution and litigation alike.

    For instance, a claim could read:

    • "An apparatus for catching mice, said apparatus comprising a base, a spring member coupled to the base, and ..."
    • "A chemical composition for cleaning windows, said composition substantially consisting of 10–15% ammonia, ..."
    • "Method for computing future life expectancies, said method comprising gathering data including X, Y, Z, analyzing the data, comparing the analyzed data results..."

     https://en.wikipedia.org/wiki/Patent_claim

    Embodiment

    The sense of embodiment is critical to a person's conception of self. Embodiment is the understanding of the physical body and its relation to oneself.[5] The study of human embodiment currently has a large impact on the study of human cognition as a whole. The current study of embodiment suggests that sensory input and experiences impact human's overall perception. This idea somewhat challenges previous ideas of human cognition because it challenges the idea of the human mind being innate.[6]

    There are two portions of the brain that have recently been found to have a large importance on a person's perception of self. The temporoparietal junction, located in the cortex is one of these brain regions. The temporoparietal junction is thought to integrate sensory information. The second portion of the brain thought to be involved in perception of embodiment is the extrastriate body area. The extrastriate body area is located in the lateral occipitotemporal cortex. When people are shown images of body parts, the extrastriate body area is activated. The temporoparietal junction is involved in sensory integration processes while the extrastriate body area deals mainly with thoughts of and exposure to human body parts. It has been found that the brain responds to stimuli that involve embodiment differently from stimuli that involve localization. During task performance tests, a person's body position (whether he or she is sitting or laying face up) affects how the extrastriate body area is activated. The temporoparietal junction, however, is not affected by a person's particular body position. The temporoparietal junction deals with disembodied rather than embodied self-location, explaining why a person's physical position does not affect its activation. Self-location as related to a person's sense of embodiment is related to his or her actual location in space.[5]

    Autobiographical memories

    The information people remember as autobiographical memory is essential to their perception of self. These memories form the way people feel about themselves. The left dorsolateral prefrontal cortex and posterior cingulate cortex are involved in the memory of autobiographical information.[7]

    Morality

    Morality is an extremely important defining factor for humans. It often defines or contributes to people's choices or actions, defining who a person is. Making moral decisions, much like other neural processes has a clear biological basis. The anterior and medial prefrontal cortex and the superior temporal sulcus are activated when people feel guilt, compassion, or embarrassment. Guilt and passion activate the mesolimbic pathway, and indignation and disgust are activated by the amygdala. There is clearly a network involved with the ideas of morality.[8]

     https://en.wikipedia.org/wiki/Neural_basis_of_self#Embodiment

    Embodiment of possessiveness

    The Tolkien scholar Verlyn Flieger, discussing the splintering of the original created light of Middle-earth, likens Melkor/Morgoth's response to the Silmarils to that of Fëanor, who had created those jewels. She states that the central temptation is the desire to possess, and that possessiveness itself is the "great transgression" in Tolkien's created world. She observes that the commandment "Love not too well the work of thy hands and the devices of thy heart" is stated explicitly in The Silmarillion. Flieger compares Tolkien's descriptions of the two characters: "the heart of Fëanor was fast bound to these things that he himself had made", followed at once by "Melkor lusted for the Silmarils, and the very memory of their radiance was a gnawing fire in his heart". She writes that it is appropriately ironic that Melkor and Fëanor, one the greatest of the Ainur, the other the most subtle and skilful of the creative Noldor among the Elves – should "usher in the darkness".[8]

     https://en.wikipedia.org/wiki/Morgoth#Embodiment_of_possessiveness

    Re-embodiment of amoral aristocratic values

    For Rüdiger Safranski, the Übermensch represents a higher biological type reached through artificial selection and at the same time is also an ideal for anyone who is creative and strong enough to master the whole spectrum of human potential, good and "evil", to become an "artist-tyrant". In Ecce Homo, Nietzsche vehemently denied any idealistic, democratic or humanitarian interpretation of the Übermensch: "The word Übermensch [designates] a type of supreme achievement, as opposed to 'modern' men, 'good' men, Christians, and other nihilists ... When I whispered into the ears of some people that they were better off looking for a Cesare Borgia than a Parsifal, they did not believe their ears."[11] Safranski argues that the combination of ruthless warrior pride and artistic brilliance that defined the Italian Renaissance embodied the sense of the Übermensch for Nietzsche. According to Safranski, Nietzsche intended the ultra-aristocratic figure of the Übermensch to serve as a Machiavellian bogeyman of the modern Western middle class and its pseudo-Christian egalitarian value system.[12] 

    https://en.wikipedia.org/wiki/%C3%9Cbermensch#Re-embodiment_of_amoral_aristocratic_values

    Posthuman or post-human is a concept originating in the fields of science fiction, futurology, contemporary art, and philosophy that means a person or entity that exists in a state beyond being human.[1] The concept aims at addressing a variety of questions, including ethics and justice, language and trans-species communication, social systems, and the intellectual aspirations of interdisciplinarity.

    Posthumanism is not to be confused with transhumanism (the biotechnological enhancement of human beings) and narrow definitions of the posthuman as the hoped-for transcendence of materiality.[2] The notion of the posthuman comes up both in posthumanism as well as transhumanism, but it has a special meaning in each tradition. In 2017, Penn State University Press in cooperation with Stefan Lorenz Sorgner and James Hughes established the Journal of Posthuman Studies,[3] in which all aspects of the concept "posthuman" can be analysed.[4] 

    https://en.wikipedia.org/wiki/Posthuman

    Notes from Underground (pre-reform Russian: Записки изъ подполья; post-reform Russian: Записки из подполья, Zapíski iz podpólʹya; also translated as Notes from the Underground or Letters from the Underworld) is a novella by Fyodor Dostoevsky, first published in the journal Epoch in 1864. It is a first-person narrative in the form of a "confession": the work was originally announced by Dostoevsky in Epoch under the title "A Confession".[2]

    The novella presents itself as an excerpt from the memoirs of a bitter, isolated, unnamed narrator (generally referred to by critics as the Underground Man), who is a retired civil servant living in St. Petersburg. Although the first part of the novella has the form of a monologue, the narrator's form of address to his reader is acutely dialogized. According to Mikhail Bakhtin, in the Underground Man's confession "there is literally not a single monologically firm, undissociated word". The Underground Man's every word anticipates the words of an other, with whom he enters into an obsessive internal polemic.[3]

    The Underground Man attacks contemporary Russian philosophy, especially Nikolay Chernyshevsky's What Is to Be Done?[4] More generally, the work can be viewed as an attack on and rebellion against determinism: the idea that everything, including the human personality and will, can be reduced to the laws of nature, science and mathematics.[5] 

    https://en.wikipedia.org/wiki/Notes_from_Underground

    The last man (German: Letzter Mensch) is a term used by the philosopher Friedrich Nietzsche in Thus Spoke Zarathustra to describe the antithesis of his theorized superior being, the Übermensch, whose imminent appearance is heralded by Zarathustra. The last man is the archetypal passive nihilist. He is tired of life, takes no risks, and seeks only comfort and security. Therefore, The Last Man is unable to build and act upon a self-actualized ethos. 

    https://en.wikipedia.org/wiki/Last_man

    "God is dead" (German: Gott ist tot ; also known as the death of God) is a statement made by the German philosopher Friedrich Nietzsche. The first instance of this statement in Nietzsche's writings is in his 1882 The Gay Science, where it appears three times.[note 1] The phrase also appears in Nietzsche's Thus Spoke Zarathustra.

    The meaning of this statement is that since, as Nietzsche says, "the belief in the Christian God has become unbelievable", everything that was "built upon this faith, propped up by it, grown into it", including "the whole [...] European morality", is bound to "collapse".[1]

    Other philosophers had previously discussed the concept, including Philipp Mainländer and Georg Wilhelm Friedrich Hegel. The phrase is also discussed in the Death of God theology

    https://en.wikipedia.org/wiki/God_is_dead

    The will to power (German: der Wille zur Macht) is a concept in the philosophy of Friedrich Nietzsche. The will to power describes what Nietzsche may have believed to be the main driving force in humans. However, the concept was never systematically defined in Nietzsche's work, leaving its interpretation open to debate.[1] Usage of the term by Nietzsche can be summarized as self-determination, the concept of actualizing one's will onto one's self or one's surroundings, and coincides heavily with egoism.[2]

    Alfred Adler incorporated the will to power into his individual psychology. This can be contrasted to the other Viennese schools of psychotherapy: Sigmund Freud's pleasure principle (will to pleasure) and Viktor Frankl's logotherapy (will to meaning). Each of these schools advocates and teaches a very different essential driving force in human beings. 

    https://en.wikipedia.org/wiki/Will_to_power

     

    https://en.wikipedia.org/wiki/Notes_from_Underground

    The last man (German: Letzter Mensch) is a term used by the philosopher Friedrich Nietzsche in Thus Spoke Zarathustra to describe the antithesis of his theorized superior being, the Übermensch, whose imminent appearance is heralded by Zarathustra. The last man is the archetypal passive nihilist. He is tired of life, takes no risks, and seeks only comfort and security. Therefore, The Last Man is unable to build and act upon a self-actualized ethos. 

    https://en.wikipedia.org/wiki/Last_man

    "God is dead" (German: Gott ist tot ; also known as the death of God) is a statement made by the German philosopher Friedrich Nietzsche. The first instance of this statement in Nietzsche's writings is in his 1882 The Gay Science, where it appears three times.[note 1] The phrase also appears in Nietzsche's Thus Spoke Zarathustra.

    The meaning of this statement is that since, as Nietzsche says, "the belief in the Christian God has become unbelievable", everything that was "built upon this faith, propped up by it, grown into it", including "the whole [...] European morality", is bound to "collapse".[1]

    Other philosophers had previously discussed the concept, including Philipp Mainländer and Georg Wilhelm Friedrich Hegel. The phrase is also discussed in the Death of God theology

    https://en.wikipedia.org/wiki/God_is_dead

    The will to power (German: der Wille zur Macht) is a concept in the philosophy of Friedrich Nietzsche. The will to power describes what Nietzsche may have believed to be the main driving force in humans. However, the concept was never systematically defined in Nietzsche's work, leaving its interpretation open to debate.[1] Usage of the term by Nietzsche can be summarized as self-determination, the concept of actualizing one's will onto one's self or one's surroundings, and coincides heavily with egoism.[2]

    Alfred Adler incorporated the will to power into his individual psychology. This can be contrasted to the other Viennese schools of psychotherapy: Sigmund Freud's pleasure principle (will to pleasure) and Viktor Frankl's logotherapy (will to meaning). Each of these schools advocates and teaches a very different essential driving force in human beings. 

    https://en.wikipedia.org/wiki/Will_to_power

     

    Eternal return (or eternal recurrence) is a philosophical concept which states that time repeats itself in an infinite loop, and that exactly the same events will continue to occur in exactly the same way, over and over again, for eternity.

    In ancient Greece, the concept of eternal return was most prominently associated with Stoicism, the school of philosophy founded by Zeno of Citium. The Stoics believed that the universe is periodically destroyed and reborn, and that each universe is exactly the same as the one before. This doctrine was fiercely refuted by Christian authors such as Augustine, who saw in it a fundamental denial of free will and of the possibility of salvation. The global spread of Christianity therefore brought an end to classical theories of eternal return.

    The concept was revived in the 19th century by German philosopher Friedrich Nietzsche. Having briefly presented the idea as a thought experiment in The Gay Science, he explored it more thoroughly in his novel Thus Spoke Zarathustra, in which the protagonist learns to overcome his horror of the thought of eternal return. It is not known whether Nietzsche believed in the literal truth of eternal return, or, if he did not, what he intended to demonstrate by it.

    Nietzsche's ideas were subsequently taken up and re-interpreted by other writers, such as Russian esotericist P. D. Ouspensky, who argued that it was possible to break the cycle of return.

     https://en.wikipedia.org/wiki/Eternal_return

    Ergodic theory (Greek: ἔργον ergon "work", ὁδός hodos "way") is a branch of mathematics that studies statistical properties of deterministic dynamical systems; it is the study of ergodicity. In this context, statistical properties means properties which are expressed through the behavior of time averages of various functions along trajectories of dynamical systems. The notion of deterministic dynamical systems assumes that the equations determining the dynamics do not contain any random perturbations, noise, etc. Thus, the statistics with which we are concerned are properties of the dynamics.

    Ergodic theory, like probability theory, is based on general notions of measure theory. Its initial development was motivated by problems of statistical physics.

    A central concern of ergodic theory is the behavior of a dynamical system when it is allowed to run for a long time. The first result in this direction is the Poincaré recurrence theorem, which claims that almost all points in any subset of the phase space eventually revisit the set. Systems for which the Poincaré recurrence theorem holds are conservative systems; thus all ergodic systems are conservative.

    More precise information is provided by various ergodic theorems which assert that, under certain conditions, the time average of a function along the trajectories exists almost everywhere and is related to the space average. Two of the most important theorems are those of Birkhoff (1931) and von Neumann which assert the existence of a time average along each trajectory. For the special class of ergodic systems, this time average is the same for almost all initial points: statistically speaking, the system that evolves for a long time "forgets" its initial state. Stronger properties, such as mixing and equidistribution, have also been extensively studied.

    The problem of metric classification of systems is another important part of the abstract ergodic theory. An outstanding role in ergodic theory and its applications to stochastic processes is played by the various notions of entropy for dynamical systems.

    The concepts of ergodicity and the ergodic hypothesis are central to applications of ergodic theory. The underlying idea is that for certain systems the time average of their properties is equal to the average over the entire space. Applications of ergodic theory to other parts of mathematics usually involve establishing ergodicity properties for systems of special kind. In geometry, methods of ergodic theory have been used to study the geodesic flow on Riemannian manifolds, starting with the results of Eberhard Hopf for Riemann surfaces of negative curvature. Markov chains form a common context for applications in probability theory. Ergodic theory has fruitful connections with harmonic analysis, Lie theory (representation theory, lattices in algebraic groups), and number theory (the theory of diophantine approximations, L-functions).

    https://en.wikipedia.org/wiki/Ergodic_theory

    The wheel of time or wheel of history (also known as Kalachakra) is a concept found in several religious traditions and philosophies, notably religions of Indian origin such as Hinduism, Jainism, Sikhism, and Buddhism, which regard time as cyclical and consisting of repeating ages. Many other cultures contain belief in a similar concept: notably, the Q'ero Natives of Peru, as well as the Hopi Natives of Arizona.  

    https://en.wikipedia.org/wiki/Wheel_of_time

     

    https://en.wikipedia.org/wiki/concrete

    https://en.wikipedia.org/wiki/concretization

    https://en.wikipedia.org/wiki/cretian


    Embodiment of prestige or power

    Obedience occurs in several situations; most often referred to is the obedience of soldiers to a superior officer.

    When the Milgram experimenters were interviewing potential volunteers, the participant selection process itself revealed several factors that affected obedience, outside of the actual experiment.

    Interviews for eligibility were conducted in an abandoned complex in Bridgeport, Connecticut.[2][21] Despite the dilapidated state of the building, the researchers found that the presence of a Yale professor as stipulated in the advertisement affected the number of people who obeyed. This was not further researched to test obedience without a Yale professor because Milgram had not intentionally staged the interviews to discover factors that affected obedience.[2] A similar conclusion was reached in the Stanford prison experiment.[21]

    In the actual experiment, prestige or the appearance of power was a direct factor in obedience—particularly the presence of men dressed in gray laboratory coats, which gave the impression of scholarship and achievement and was thought to be the main reason why people complied with administering what they thought was a painful or dangerous shock.[2] A similar conclusion was reached in the Stanford prison experiment.

    Raj Persaud, in an article in the BMJ,[22] comments on Milgram's attention to detail in his experiment:

    The research was also conducted with amazing verve and subtlety—for example, Milgram ensured that the "experimenter" wear a grey lab coat rather than a white one, precisely because he did not want subjects to think that the "experimenter" was a medical doctor and thereby limit the implications of his findings to the power of physician authority.

    Despite the fact that prestige is often thought of as a separate factor, it is, in fact, merely a subset of power as a factor. Thus, the prestige conveyed by a Yale professor in a laboratory coat is only a manifestation of the experience and status associated with it and/or the social status afforded by such an image.

    Agentic state and other factors

    According to Milgram, "the essence of obedience consists in the fact that a person comes to view himself as the instrument for carrying out another person's wishes, and he therefore no longer sees himself as responsible for his actions. Once this critical shift of viewpoint has occurred in the person, all of the essential features of obedience follow." Thus, "the major problem for the subject is to recapture control of his own regnant processes once he has committed them to the purposes of the experimenter."[23] Besides this hypothetical agentic state, Milgram proposed the existence of other factors accounting for the subject's obedience: politeness, awkwardness of withdrawal, absorption in the technical aspects of the task, the tendency to attribute impersonal quality to forces that are essentially human, a belief that the experiment served a desirable end, the sequential nature of the action, and anxiety.

    Belief perseverance

    Another explanation of Milgram's results invokes belief perseverance as the underlying cause. What "people cannot be counted on is to realize that a seemingly benevolent authority is in fact malevolent, even when they are faced with overwhelming evidence which suggests that this authority is indeed malevolent. Hence, the underlying cause for the subjects' striking conduct could well be conceptual, and not the alleged 'capacity of man to abandon his humanity ... as he merges his unique personality into larger institutional structures."'[24]

    See also

    In humans:

    In animals:

     https://en.wikipedia.org/wiki/Obedience_(human_behavior)#Embodiment_of_prestige_or_power

    The Prince of Darkness is a term used in John Milton's poem Paradise Lost referring to Satan as the embodiment of evil. It is an English translation of the Latin phrase princeps tenebrarum, which occurs in the Acts of Pilate, written in the 4th century, in the Historia Francorum by Gregory of Tours (6th century),[1] in the 11th century hymn Rhythmus de die mortis by Pietro Damiani,[2] and in a sermon by Bernard of Clairvaux[3] from the 12th century. 

    https://en.wikipedia.org/wiki/Prince_of_Darkness_(Satan)

    A victory column, or monumental column or triumphal column, is a monument in the form of a column, erected in memory of a victorious battle, war, or revolution. The column typically stands on a base and is crowned with a victory symbol, such as a statue. The statue may represent the goddess Victoria; in Germany, the female embodiment of the nation, Germania; in the United States either female embodiment of the nation Liberty or Columbia; in the United Kingdom, the female embodiment Britannia, an eagle, or a war hero.

     https://en.wikipedia.org/wiki/Victory_column

     A role-playing game (sometimes spelled roleplaying game,[1][2] RPG) is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making regarding character development.[3] Actions taken within many games succeed or fail according to a formal system of rules and guidelines.[4]

    https://en.wikipedia.org/wiki/Role-playing_game

     

    GNS theory is an informal field of study developed by Ron Edwards which attempts to create a unified theory of how role-playing games work. Focused on player behavior, in GNS theory participants in role-playing games organize their interactions around three categories of engagement: Gamism, Narrativism and Simulation.

    The theory focuses on player interaction rather than statistics, encompassing game design beyond role-playing games. Analysis centers on how player behavior fits the above parameters of engagement and how these preferences shape the content and direction of a game. GNS theory is used by game designers to dissect the elements which attract players to certain types of games. 

    https://en.wikipedia.org/wiki/GNS_theory

     

    Suspension of disbelief is the avoidance—often described as willing—of critical thinking and logic in understanding something that is unreal or impossible in reality, such as something in a work of speculative fiction, in order to believe it for the sake of enjoying its narrative.[1] Historically, the concept originates in the Greco-Roman principles of theater, wherein the audience ignores the unreality of fiction to experience catharsis from the actions and experiences of characters.[2]

     https://en.wikipedia.org/wiki/Suspension_of_disbelief

    Aesthetics (also esthetics in American English) is a branch of philosophy that deals with the nature of beauty and taste, as well as the philosophy of art (its own area of philosophy that comes out of aesthetics).[1] It examines aesthetic values, often expressed through judgments of taste.[2]

     https://en.wikipedia.org/wiki/Aesthetics

     

    Make believe, also known as pretend play, is a loosely structured form of play that generally includes role-play, object substitution and nonliteral behavior.[1] What separates play from other daily activities is its fun and creative aspect rather than being an action performed for the sake of survival or necessity.[2] Children engage in make believe for a number of reasons. It provides the child with a safe setting to express fears and desires.[3] When children participate in pretend play, they are integrating and strengthening previously acquired knowledge.[1] Children who have better pretense and fantasy abilities also show better social competence, cognitive capabilities, and an ability to take the perspective of others.[2] In order for the activity to be referred to as pretend play, the individual must be intentionally diverting from reality. The individual must be aware of the contrast between the real situation and the make believe situation.[2] If the child believes that the make believe situation is reality, then they are misinterpreting the situation rather than pretending. Pretend may or may not include action, depending on whether the child chooses to project their imagination onto reality or not.[4] 

    https://en.wikipedia.org/wiki/Make_believe

    Aspects

    Gamism

    A gamist makes decisions to satisfy predefined goals in the face of adversity: to win. Edwards wrote,

    I might as well get this over with now: the phrase "Role-playing games are not about winning" is the most widespread example of synecdoche in the hobby. Potential Gamist responses, and I think appropriately, include:

    "Eat me,"
    (upon winning) "I win," and

    "C'mon, let's play without these morons."[6]

    These decisions are most common in games pitting characters against successively-tougher challenges and opponents, and may not consider why the characters are facing them in the first place. Gamist RPG design emphasizes parity; all player characters should be equally strong and capable of dealing with adversity.

    Combat and diversified options for short-term problem solving (for example, lists of specific spells or combat techniques) are frequently emphasized. Randomization provides a gamble, allowing players to risk more for higher stakes rather than modelling probability. Examples include Magic: The Gathering, chess and most computer games.

    Narrativism

    Narrativism relies on outlining (or developing) character motives, placing characters into situations where those motives conflict and making their decisions the driving force. For example, a samurai sworn to honor and obey his lord might be tested when directed to fight his rebellious son; a compassionate doctor might have his charity tested by an enemy soldier under his care; or a student might have to decide whether to help her best friend cheat on an exam.

    This has two major effects. Characters usually change and develop over time, and attempts to impose a fixed storyline are impossible or counterproductive. Moments of drama (the characters' inner conflict) make player responses difficult to predict, and the consequences of such choices cannot be minimized. Revisiting character motives or underlying emotional themes often leads to escalation: asking variations of the same "question" at higher intensity levels.

    Simulationism

    Simulationism is a playing style recreating, or inspired by, a genre or source. Its major concerns are internal consistency, analysis of cause and effect and informed speculation. Characterized by physical interaction and details of setting, simulationism shares with narrativism a concern for character backgrounds, personality traits and motives to model cause and effect in the intellectual and physical realms.

    Simulationist players consider their characters independent entities, and behave accordingly; they may be reluctant to have their character act on the basis of out-of-character information. Similar to the distinction between actor and character in a film or play, character generation and the modeling of skill growth and proficiency can be complex and detailed.

    Many simulationist RPGs encourage illusionism (manipulation of in-game probability and environmental data to point to predefined conclusions) to create a story. Call of Cthulhu recreates the horror and humanity's cosmic insignificance in the Cthulhu Mythos, using illusionism to craft grisly fates for the players' characters and maintain consistency with the source material.

    Simulationism maintains a self-contained universe operating independent of player will; events unfold according to internal rules. Combat may be broken down into discrete, semi-randomised steps for modeling attack skill, weapon weight, defense checks, armor, body parts and damage potential. Some simulationist RPGs explore different aspects of their source material, and may have no concern for realism; Toon, for example, emulates cartoon hijinks. Role-playing game systems such as GURPS and Fudge use a somewhat-realistic core system which can be modified with sourcebooks or special rules.

     https://en.wikipedia.org/wiki/GNS_theory

    Character creation (also character generation / character design) is the process of defining a game character or other character. Typically, characters possess individual strengths and weaknesses represented by a set of statistics.[citation needed] Games with a fictional setting may include traits such as race, class, or species. Games with a more contemporary or narrower setting may limit customization to physical and personality traits. This is usually used in role-playing games.  

    https://en.wikipedia.org/wiki/Character_creation

    A role-playing game system is a set of game mechanics used in a tabletop role-playing game (TTRPG) to determine the outcome of a character's in-game actions.

    History

    By the late 1970s, the Chaosium staff realized that Steve Perrin's RuneQuest system had the potential to become a "house system", where one set of game mechanics could be used for multiple games; Greg Stafford and Lynn Willis proved that theory by boiling down the RuneQuest rules into the thin 16-page Basic Role-Playing (1980).[1]: 85  Hero Games used their Champions rules as the basis for their Hero System.[1]: 146  The Pacesetter house system centered on a universal "action table" that used one chart to resolve all game actions.[1]: 197  Steve Jackson became interested in publishing a new roleplaying system, designed by himself, with three goals: that it be detailed and realistic; logical and well-organized; and adaptable to any setting and any level of play; this system was eventually released as GURPS (1986).[1]: 104–107  The D&D-derived Palladium house system ultimately encompassed all of the Palladium Books titles.[1]: 60  Mekton II (1987) by R. Talsorian Games revealed for the first time the full-fledged Interlock System.[1]: 208 

    In 1990, Game Designers' Workshop released the Twilight: 2000 second edition game system, and decided to turn it into their house system, an umbrella under which all future games would be designed.[1]: 60  TSR's Amazing Engine was a universal game system, a simple beginner's system.[1]: 27  In 1996, Hero Games partnered with R. Talsorian and decided to create a new, simpler rules system to attract new players, merging it with the Interlock game system and calling it Fuzion.[1]: 150  Dragonlance: Fifth Age (1996) was built on TSR's new SAGA storytelling game system, which centered on resource management (through cards) rather than die rolls.[1]: 29  TSR published Alternity (1997), another universal system, this one directed only toward science-fiction games.[1]: 29  West End Games' MasterBook system had failed to catch on as a house system, so they decided to publish another, the D6 System, based on their most well-known and well-tested game system, Star Wars RPG.[1]: 194 

    Development

    While early role-playing games relied heavily on either group consensus or the judgement of a single player (the "Dungeon Master" or Game Master) or on randomizers such as dice, later generations of narrativist games allow role-playing to influence the creative input and output of the players, so both acting out roles and employing rules take part in shaping the outcome of the game.

    An RPG system also affects the game environment, which can take any of several forms. Generic role-playing game systems, such as Basic Role-Playing, GURPS, and Fate, are not tied to a specific storytelling genre or campaign setting and can be used as a framework to play many different types of RPG. Others, such as Dungeons & Dragons, are designed to depict a specific genre or style of play, and still others, such as Paranoia, are not only genre-specific but come bundled with a specific campaign setting to which the game mechanics are inseparably tied. In fact, in more psychological games such as Call of Cthulhu, King Arthur Pendragon, Unknown Armies, and Don't Rest Your Head, aspects of the game system are designed to reinforce psychological or emotional dynamics that evoke a game world's specific atmosphere.

    Many role-playing game systems involve the generation of random numbers by which success or failure of an action is determined. This can be done using dice (probably the most common method) or cards (as in Castle Falkenstein), but other methods may be used depending on the system. The random result is added to an attribute which is then compared to a difficulty rating, although many variations on this game mechanic exist among systems. Some (such as the Storyteller/Storytelling System and the One-Roll Engine) use dice pools instead of individual dice to generate a series of random numbers, some of which may be discarded or used to determine the magnitude of the result. However, some games (such as the Amber Diceless Roleplaying Game and Nobilis) use no random factor at all. These instead use direct comparison of character ability scores to difficulty values, often supplemented with points from a finite but renewable pool. These "resource points" represent a character's additional effort or luck, and can be used strategically by the player to influence the success of an action.

    References


    1. Shannon Appelcline (2011). Designers & Dragons. Mongoose Publishing. ISBN 978-1-907702-58-7.

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