Literatura científica selecionada sobre o tema "Ancient puzzles"

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Artigos de revistas sobre o assunto "Ancient puzzles"

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Owens, Kelly, e Mary-Claire King. "Genomic Views of Human History". Science 286, n.º 5439 (15 de outubro de 1999): 451–53. http://dx.doi.org/10.1126/science.286.5439.451.

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New tools of genomic analysis shed light on historical puzzles. Migrations of ancient peoples, differences in migration patterns of males and females, historical demography of cultures with ancient roots, and patterns of human genetic diversity are increasingly the focus of integrated analysis by historians, anthropologists, and geneticists.
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Fischman, J. "Painted Puzzles Line the Walls of an Ancient Cave". Science 267, n.º 5198 (3 de fevereiro de 1995): 614. http://dx.doi.org/10.1126/science.267.5198.614.

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Velencei, Jolán, e Zoltán Baracskai. "There's a Flip Side". GiLE Journal of Skills Development 1, n.º 1 (9 de março de 2021): 99–106. http://dx.doi.org/10.52398/gjsd.2021.v1.i1.pp99-106.

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Steven Pinker wrote in the introduction to one of his books that every idea in the book may turn out to be wrong, but that would be progress, because our old ideas were too vapid to be wrong. In this essay we are also trying to understand which the right question is. We are looking for a question for which we do not have to look for a single correct answer. We are looking for a question that makes those who prone thinking to be actually start thinking. Here is the question: what does a child learn? We remember that all of us, our children and our grandchildren played with things that were made available to them. Some of us played with dolls, balls, Barbie dolls, Lego blocks, or 5G smart gadgets. The child kicked the ball, comforted the doll the same way as nowadays he or she plays with 5G smart gadgets without any prior training. The tools have simply become more sophisticated. However, something did not change. Ancient Greek tales were read to all. Is it possible the other way round, namely to read or watch contemporary tales on ancient Greek gadgets? We tend to claim that this is impossible, as gadgets are becoming ever more modern day by day, and ancient Greek tales and their ethical norms do not change. In this essay we argue that the ‘Septem Artes Liberales’ are permanent, but the ‘Septem Artes Vulgares’ change. As we stated earlier, the emphasis is on asking the right question. Noam Chomsky suggests the terms ‘problem’ and ‘mystery’. Here and now, we are using the terms ‘puzzle’ and ‘mystery’ to depict unknown phenomena. This is how we view it: the unknown phenomena of the world are mistakenly classified as puzzles, to which someone either already knows the solution or else the solution will become known sometime in the future. Let us instead accept a world where the ‘Septem Artes Liberales’ have mysteries, while the ‘Septem Artes Vulgares’ have puzzles. This explains why the solutions for puzzles have become more sophisticated over time. The mysteries have endured, and it is good that they have done so.
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Guala, Francesco. "Précis of Understanding Institutions". Philosophy of the Social Sciences 48, n.º 6 (11 de setembro de 2018): 539–49. http://dx.doi.org/10.1177/0048393118798618.

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Understanding Institutions offers a theory that is able to unify the two dominant approaches in the scientific and philosophical literature on institutions. Moreover, using the ‘rules-in-equilibrium’ theory, it tackles several ancient puzzles in the philosophy of social science.
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Golitsis, Pantelis. "McTaggart’s Series under the Critical Eye of the Ancient Philosophy of Time". Review of Metaphysics 77, n.º 4 (junho de 2024): 663–81. http://dx.doi.org/10.1353/rvm.2024.a929311.

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Abstract: McTaggart’s thesis about the unreality of time has puzzled and still puzzles philosophers of the metaphysics of time, who defend the existence of either McTaggart’s A series or McTaggart’s B series. McTaggart himself, however, was led through his analysis to view as real what he called the “C series,” which, unlike the temporal A and B series, is atemporal. The author argues that the ancient conception of time, especially of the Neoplatonist Damascius, reveals an important gap in McTaggart’s thought, namely, his overlooking the idea of an integral present (that is, a present that does not form a series), which allows to account for the B series as being generated from the C series without the involvement of the A series, which has been shown by McTaggart to have a contradictory nature. This comparative account enables us to see not only that Damascius was the first presentist in the history of the metaphysics of time, but also that McTaggart’s analysis rests upon the unreflected assumption that time, if it is real, progresses linearly.
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Shu-Ping, Zhang. "The mission of the Chinese puzzle: From a quest for order to seeking entertainment". Semiotica 2019, n.º 230 (25 de outubro de 2019): 311–26. http://dx.doi.org/10.1515/sem-2018-0023.

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AbstractThe puzzle has played a significant role in Chinese culture since its formation. The Lo-shu and the Ba-gua, the most prominent number puzzle in ancient China, with its instinctual quest for universal order, has constructed a philosophical system that has incorporated human being as an integral part of nature. The system has exerted great influence on Chinese culture to this day. Because of its mysterious origin and magical evolution, the Ba-gua has been used to predict the fortune of both the nation and the individual. The Chinese character-deconstructing puzzle has also functioned as a foreshadow of one’s fate. By analyzing the components of a character, written by the subject in a specific context, divination was made. In contrast to the solemn mission of the number puzzle, and the character-deconstructing puzzle, the wedding puzzle and the riddle are lighthearted, and intended to provoke humor, and to function pedagogically. A latecomer, once the mysteriousness of number and character has faded, the riddle is used to promote the intellectual development of children. The wedding puzzle has been popular among those who are illiterate and make analogy by using common occurrence to allude to taboo in the oral dialect. Since their illiteracy has excluded them from reading and writing, they are free to make puzzles in their own dialect without being limited by a reverence for the written character.
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Facca, Danilo. "Between Ramus, Alexander of Aphrodisias and Averroes. Francesco Vimercato’s Commentary to Book Twelve of Aristotle’s Metaphysics". Peitho. Examina Antiqua, n.º 1(3) (11 de fevereiro de 2013): 211–30. http://dx.doi.org/10.14746/pea.2012.1.10.

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What kind of causality does the Aristotelian Prime Mover exert on the heaven? Who “loves” the Prime Mover? Renaissance peripatetic philosopher, Francesco Vimercato, a “royal” teacher of “Greek and Latin philosophy” in Paris during the forties and the fifties of the 16th century tried to resolve these traditional puzzles that resulted from the exegesis of the Metaphysics XII, 6–7. His solution appears to be innovative, if compared to the ancient and the medieval ones. It seems partially to prefigure the last two decades’ interpretations of Aristotelian “theology”.
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Crowther, Alison, Leilani Lucas, Richard Helm, Mark Horton, Ceri Shipton, Henry T. Wright, Sarah Walshaw et al. "Ancient crops provide first archaeological signature of the westward Austronesian expansion". Proceedings of the National Academy of Sciences 113, n.º 24 (31 de maio de 2016): 6635–40. http://dx.doi.org/10.1073/pnas.1522714113.

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The Austronesian settlement of the remote island of Madagascar remains one of the great puzzles of Indo-Pacific prehistory. Although linguistic, ethnographic, and genetic evidence points clearly to a colonization of Madagascar by Austronesian language-speaking people from Island Southeast Asia, decades of archaeological research have failed to locate evidence for a Southeast Asian signature in the island’s early material record. Here, we present new archaeobotanical data that show that Southeast Asian settlers brought Asian crops with them when they settled in Africa. These crops provide the first, to our knowledge, reliable archaeological window into the Southeast Asian colonization of Madagascar. They additionally suggest that initial Southeast Asian settlement in Africa was not limited to Madagascar, but also extended to the Comoros. Archaeobotanical data may support a model of indirect Austronesian colonization of Madagascar from the Comoros and/or elsewhere in eastern Africa.
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Bowden, Hugh. "When Things Don't Fit: Looking at the London Mithraeum". Journal of Classics Teaching 19, n.º 38 (2018): 1–3. http://dx.doi.org/10.1017/s2058631018000156.

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The redisplayed London Mithraeum beneath the Bloomberg building in the City of London, and the material recovered from excavation of the site, now on display in the Museum of London, provide a valuable resource for exploring aspects of religion in Roman London. And they are well worth the visit, not least because they are free to the public. Inevitably the information provided with the artifacts and the site itself emphasise what we know about them. But there are puzzling features of this material, and there is a lot that we do not know. I want to discuss some of these puzzles, not with the aim of providing answers, but to remind us that there is still plenty to be discovered about ancient religion, and also that our perspective on the ancient world is always affected by accidents of survival.
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Johannessen, Janne Bondi. "Prescriptive infinitives in the modern North Germanic languages: An ancient phenomenon in child-directed speech". Nordic Journal of Linguistics 39, n.º 3 (dezembro de 2016): 231–76. http://dx.doi.org/10.1017/s0332586516000196.

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The prescriptive infinitive can be found in the North Germanic languages, is very old, and yet is largely unnoticed and undescribed. It is used in a very limited pragmatic context of a pleasant atmosphere by adults towards very young children, or towards pets or (more rarely) adults. It has a set of syntactic properties that distinguishes it from the imperative: Negation is pre-verbal, subjects are pre-verbal, subjects are third person and are only expressed by lexical DPs, not personal pronouns. It can be found in modern child language corpora, but probably originated beforead500. The paper is largely descriptive, but some theoretical solutions to the puzzles of this construction are proposed.
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Teses / dissertações sobre o assunto "Ancient puzzles"

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Xiong, Jing. "The Palace of Monarch". Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/352.

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Enter The Palace of the Monarch to experience Chinese horror and mystery in a fully realized virtual reality game. Follow a trail of cryptic letters and portraits, solving many unique puzzles in ever more extraordinary places—this is a mysterious journey where knowledge meets myth. This fully immersive game asks the player, in the role of the first son of House of Lin, to return to an ancient palace to fulfill solve a mystery. This game is unique to Western markets, bringing Chinese culture, history, writing, and horror sensibility and coupling this with a carefully designed and paced mystery that is told through discoveries in the game world. Ultimately, players will unveil the hidden secrets of the palace. Through research on environmental storytelling, human computer interaction, and game puzzle design, we want to provide the game with fascinating and immersive VR experience.
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Zhu, Bolin. "The Palace of Monarch". Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/350.

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Enter The Palace of the Monarch to experience Chinese horror and mystery in a fully realized virtual reality game. Follow a trail of cryptic letters and portraits, solving many unique puzzles in ever more extraordinary places€”this is a mysterious journey where knowledge meets myth. This fully immersive game asks the player, in the role of the first son of House of Lin, to return to an ancient palace to fulfill solve a mystery. This game is unique to Western markets, bringing Chinese culture, history, writing, and horror sensibility and coupling this with a carefully designed and paced mystery that is told through discoveries in the game world. Ultimately, players will unveil the hidden secrets of the palace. Through research on environmental storytelling, human computer interaction, and game puzzle design, we want to provide the game with fascinating and immersive VR experience.
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Livros sobre o assunto "Ancient puzzles"

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Nielsen, Anna. Ancient Rome. London: Franklin Watts, 2013.

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Ransford, Sandy. Ancient Greece. London: British Museum Press, 1999.

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Ransford, Sandy. Ancient Greece. London: British Museum Press, 1999.

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Berg, Christopher. Amazeing art: Wonders of the ancient world. New York: Quill, 2001.

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Smullyan, Raymond M. The riddle of Scheherazade, and other amazing puzzles, ancient & modern. New York: A.A. Knopf, 1997.

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Smullyan, Raymond M. The riddle of Scheherazade and other amazing puzzles, ancient & modern. San Diego: Harcourt Brace, 1998.

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Alles, Hemesh. Errata: A book of historical errors. Toronto: Stewart House, 1992.

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D'Harcourt, Claire. Art up close: From ancient to modern. San Francisco: Chronicle Books, 2003.

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Olivastro, Dominic. Ancient puzzles: Classic brainteasers and other timeless mathematical games of the last 10 centuries. New York: Bantam Books, 1993.

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Pipe, Jim. Trojan horse. Brookfield, Conn: Copper Beech Books, 1997.

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Capítulos de livros sobre o assunto "Ancient puzzles"

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Hsiao, K. H., Y. Zhang, K. Shi, Y. H. Chen e H. An. "Ancient Chinese Puzzle Locks". In Robotics and Mechatronics, 494–501. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-30036-4_45.

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Nagy, Blaise. "The Argei Puzzle". In American Journal of Ancient History, editado por Ernst Badian, 1–27. Piscataway, NJ, USA: Gorgias Press, 2017. http://dx.doi.org/10.31826/9781463237530-001.

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Schneider, Peter. "Old Shoes, New Feet, and the Puzzle of the First Square in Ancient Egyptian Architecture". In Architecture and Mathematics from Antiquity to the Future, 97–111. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-00137-1_7.

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Bleakley, Chris. "Ancient Algorithms". In Poems That Solve Puzzles, 9–24. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780198853732.003.0001.

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Chapter 1 traces the origins of algorithms from ancient Mesopotamia to Greece in the 2th century BC. The oldest known algorithms were inscribed on clay tablets by the Babylonians more than 4,000 years ago. The clay tablets document algorithms ranging from geometry to accountancy. One tablet in particular - YBC 7289 - indicates knowledge of the Pythagorean Theorem thousands of years before its supposed invention by the ancient Greeks. The Greeks made other advances in algorithms. Euclid’s algorithm determines the greatest common divisor of two numbers. The Sieve of Eratosthenes finds prime numbers. Both algorithms proved to be important stepping stones to modern cryptography - the mathematics of secret messages.
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"Puzzles about identity". In Ancient Logic, Language, and Metaphysics, editado por Andrea Falcon e Pierdaniele Giaretta, 79–109. First [edition]. | New York : Routledge, 2019. | Series: Issues in ancient philosophy: Routledge, 2019. http://dx.doi.org/10.4324/9780429273827-5.

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"ANCIENT PUZZLES AND MODERN MYTHS". In The Amazons, 17–33. Princeton University Press, 2014. http://dx.doi.org/10.2307/j.ctt7zvndm.6.

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"1. Ancient Puzzles and Modern Myths". In The Amazons, 17–33. Princeton: Princeton University Press, 2014. http://dx.doi.org/10.1515/9781400865130-004.

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Bleakley, Chris. "Ever-Expanding Circles". In Poems That Solve Puzzles, 25–38. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780198853732.003.0002.

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Chapter 2 looks at the development of algorithms for estimating the value of Pi and analysing waveforms. Early estimates for Pi – the ratio of a circle’s circumference to its diameter – were produced in Babylonia. The ancient Greek mathematian, Archimedes, produced improved estimates by means of a clever algorithm which used polygons to approximate the dimensions of a circle. Later, the Chinese mathematician Zu Chongzhi and his son used a similar method to produce an estimate that would stand as the most accurate for 900 years. With the decline of ancient Greece, Persia took on the mantel of leadership in mathematics from the 8th to 11th centuries. Al-Khawrzmi’s texts ultimately propagated knowledge of algorithms to the West. In 18th century France, Joseph Fourier proposed that waveforms could be decomposed into their constituent simple harmonics. The resulting algorithm became the key to signal analysis in today’s electronic communication systems.
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Lewis, Frank A. "Is There Room for Anaxagoras in an Aristotelian Theory of Mind?" In Oxford Studies in Ancient Philosophy, 89–130. Oxford University PressOxford, 2003. http://dx.doi.org/10.1093/oso/9780199268245.003.0004.

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Abstract In De anima 3. 4, Aristotle sets himself the twin tasks of identifying what is distinctive about mind or nous-about ‘the part of the soul with which the soul knows and understands’ (429"10-11, cf. 23)-and of explaining how thinking ever comes about. At the close of the chapter he pursues two connected puzzles that threaten to undermine his work on the second task.
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Kress, Emily. "Aristotle on Spontaneous Generation, Spontaneity, and Natural Processes". In Oxford Studies in Ancient Philosophy, Volume 58, 157–204. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780198858997.003.0005.

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Aristotle contrasts standard animal generation with ‘spontaneous generation’, which happens when some material putrefies and gives rise to a new organism. This paper addresses two interrelated puzzles about spontaneous generation. First, is it of the same ‘fundamental kind’ of causal process as standard generation? Second, is it ‘spontaneous’, as understood in Physics 2.4–6: rare, accidentally caused, and among things that are for the sake of something? I argue that both puzzles turn on the same questions about the process types involved. I show that the type putrefaction plays a more important role in spontaneous generation than has been recognized so far. Because putrefaction does not play this role in standard generation, the two processes are of different ‘fundamental’ kinds. Moreover, spontaneous generation happens rarely in that it is rare for processes of putrefaction to happen in such a way that they can also be described in terms of concoction.
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Trabalhos de conferências sobre o assunto "Ancient puzzles"

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Anagnostou, Maria, Anna Lazou, Enea Mele e Aphrodite Ktena. "PHILOSOPHICAL GAMES IN PRIMARY EDUCATION: AN INTERDISCIPLINARY APPROACH". In International Conference on Education and New Developments. inScience Press, 2022. http://dx.doi.org/10.36315/2022v1end126.

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"Philosophical games provide an innovative transformative structure in the learning process for all levels of formal education. The motivation is to provide elementary school teachers with an innovative methodology for Game-based-Learning of Philosophy/in Philosophy teaching. A combination and attentive collaboration of Philosophy, Art and games/ Game-based Learning provides new tools in approaching and solving the problems that education faces today. Since Game-based Learning constitutes a strong trend in technologically enhanced learning, is the, where/with the employment of gaming elements both in learning content and learning pathways, the proposed methodology leads to a series of novel applications about teaching philosophy that enable young agents to cultivate hypothetic-deductive and critical thinking with a positive attitude towards others and developing feelings of constructive antagonism. The teaching scenario proposed aims at cultivating hypothetic – deductive and critical thought/moreover, enhances the linguistic ability in the vocabulary of ancient Greek philosophy as well. The scenario is part of a game suite entitled “Entering the Socratic school” and targets 10–12-year-old children. It is easy to implement on any digital platform with open-source tools used by almost every teacher. The game elements rely on the structure of the learning content rather than on the digital tools themselves. The methodology consists in designing a concept map and defining the game narrative, the game levels and transitions between levels, the mechanics to be used, such as polls, badges, and leaderboards. Online activities include digital games such as quizzes and crossword puzzles, student generated comic stories, and a digital guide. They are complemented by physical activities involving movement and dialogue using fishbowl techniques and Socratic circles. The proposed teaching scenario will be implemented in the classroom in the following academic year and our work team applies interdisciplinary approaches inspired by at least three different fields of expertise."
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Hasseldine, Benjamin P. J., Chao Gao e Yaning Li. "Damage Initiation and Evolution of Panicum Miliaceum Seeds Under Compression". In ASME 2017 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2017. http://dx.doi.org/10.1115/imece2017-71826.

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Panicum Miliaceum (common millet) is an ancient crop and spread widely across the world. The high survivability and adaptability of this species is attributed to the unique structure of the seedcoat. Recently, it was found the seedcoat has a fascinating complex microstructure with star-shaped epidermis cells, articulated together via wavy suture interfaces, to form a compact jigsaw puzzle-like layer. To explore the damage initiation and evolution during quasi-static uniaxial compression, finite element simulations were performed for full seeds, and single seedcoat and kernels. A parametric study was conducted for the seedcoat and kernel to explore the relationship between material properties and damage. The material properties of the seedcoat and kernel were obtained by nanoindentation testing. A Hashin progressive damage material model was used to capture damage evolution of the seedcoat, combined with a damage plasticity model for the kernel. The simulation results show the capabilities in modeling the damage of seeds.
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