In the world of Darwinian rivalry, where the fittest individuals take advantage of others, explaining acts of altruism poses one of the most fundamental problems in evolutionary biology. In a previous issue of Academia magazine (4/2015), Dr. Kinga Wysieńska-Di Carlo and Dr. Zbigniew Karpiński explored this issue from the perspective of sociologists; here it is viewed through the prism of mathematics.
Philip Sabin points out that modern wargames not only contain substantial amounts of historical information but also arrange it into interactive models which depict historical processes in a simplified manner. Such models can be used in historical research as well, complementing the discourse through more holistic and mathematically strict accounts, and providing tools that impose some discipline on counter- factual speculation.
Presented article contain the teachers opinions of the perceived social expectations in relation to their own expectations of both the institutions of school and local educational authorities. The starting point is a thesis that asymmetrical and disproportionate expectations conducive to the construction of the reduced school reality a specified group of students. as reality shows school does not always reflect the social expectations, which is closely connected with the attitudes of teachers in mainstream schools. however, their expectations of working conditions and the same students with disabilities often remain inconsistent. To identify and interpret the reality that create the appearance of the school, the topic is examined in the context of the concept of the reduced space and the theory of games.
Virtual reality (VR) technology now provides players with immersive and realistic experiences as never before. Spatial presence plays a crucial role in the introduction of immersive experience in a VR environment. Spatial presence is a special feeling of personal and physical presence in the displayed environment. In this study, we found that the first-person perspective (1PP) was more effective in raising the sense of spatial presence that induces immersive experience compared to the third-person perspective (3PP) in a VR shooting game. Moreover, eye blink rate was significantly higher in the 1PP compared with the 3PP. The 1PP game setting was more realistic than the 3PP setting, and may have raised participants’ sense of immersion and facilitated eye blink. These results indicate that eye blink rate is increased by the sense of spatial presence, and can be a good measure of subjective immersive experience in a VR environment. Neuroscientific evidences suggest that dopaminergic system is involved in such emotional experiences and physiological responses.