In this lecture, Moody will describe the common elements of near-death experiences, as medical doctors in many countries have studied them. Also, he will describe shared death experiences, an identical phenomenon reported by bystanders at the death of some other person. Moody traces debates on these topics back to Plato and Democritus, who argued about whether near-death experiences indicate an afterlife, or just a dying brain. Moody will discuss fascinating new ways of studying such experiences and their relationship to humanity's biggest question: what happens when we die?
(Kobe) The second and third stops on our itinerary bring us to another Pacific archipelago, and the ports of Yokohama and Kobe, Japan. With its blend of modern industry amidst preserved ancient culture, Japan presents a variety of options for experiential learning. Students often enjoy getting a glimpse into traditional Geisha culture, taking a train to Tokyo, or exploring the many options for top-notch Japanese cuisine in Yokohama’s Minato Marai 21 neighborhood or the Harborland district in Kobe.
“ [A] permanent possibility of selfishness arises from the mere fact of having a self, and not from any accidents of education or ill-treatment. And the weakness of all Utopias is this, that they take the greatest difficulty of man and assume it to be overcome, and then give an elaborate account of the overcoming of the smaller ones. They first assume that no man will want more than his share, and then are very ingenious in explaining whether his share will be delivered by motor-car or balloon. ”
Brophy has written extensively on race and property law in colonial, antebellum and early 20th Century America. He is the author or co-author/editor of six books on race reparations, property law and American legal history. In addition, he has published extensively in law reviews. Currently, Brophy is completing a book on antebellum jurisprudence, tentatively titled "University, Court, and Slave," which will be published by Oxford University Press.
The first lesson West learns is that all industry and all institutions are under the control of the national government, a system which, he is informed, has proved to be far more effective than the earlier one of free, private enterprise because of the elimination of wasteful competition. These enormous nationwide political and industrial institutions are structured on the plan of a military organization.
One highly influential interpretation of Utopia is that of intellectual historian Quentin Skinner. He has argued that More was taking part in the Renaissance humanist debate over true nobility, and that he was writing to prove the perfect commonwealth could not occur with private property. Crucially, Skinner sees Raphael Hythlodaeus as embodying the Platonic view that philosophers should not get involved in politics, while the character of More embodies the more pragmatic Ciceronian view. Thus the society Raphael proposes is the ideal More would want. But without communism, which he saw no possibility of occurring, it was wiser to take a more pragmatic view.
The “Aloha spirit” is universal, and certainly contagious, when you set foot onto the Pacific paradise of Hawaii and the port of Hilo. The small, archipelago state presents a beautiful tapestry of natural sights, including secluded beaches, magnificent waterfalls, and a vast rainforest filled with fauna. Among the extensive list of geographic must-sees is Hilo’s National Volcano Park, home of the most active volcano in the world.
The multiplayer component of Journey was designed to facilitate cooperation between players without forcing it, and without allowing competition. It is intended to allow the players to feel a connection to other people through exploring with them, rather than talking to them or fighting them. The plan was "to create a game where people felt they are connected with each other, to show the positive side of humanity in them". The developers felt the focus on caring about the other player would be diluted by too many game elements, such as additional goals or tasks, as players would focus on those and "ignore" the other player. They also felt having text or voice communication between players or showing usernames would allow players' biases and preconceptions to come between them and the other player.