Sentences with phrase «development of ideas there»

It has resources for teaching that give advice / guides for: - Creating moodboards, - Making effective research - Advice / prompts for writing about your research and development Good / bad research examples How to make effective artist connections in your work / development of ideas There are 30 slides in this PowerPoint resource - that I continually use again and again in lesson..

Not exact matches

Though Musk has temporarily shelved the idea of a Tesla solar roof for its fleet of vehicles, there's no telling how new developments could impact the EV market as a whole.
Biblical ideas of atonement root back in this basic soil and stem out from it; and while the development later carried them to branches far distant from the roots, there is no understanding the topmost twig — for example, «as in Adam all die, so also in Christ shall all be made alive» --(I Corinthians 15:22.)
Later the idea gained ground that we can not «speak of nature apart from human perception in the historical development of knowledge», that all knowledge is «a creative interaction between the known and the knower» and that therefore there is no System of scientific knowledge or of technology which does not have the subjective purposes and faith - presuppositions of humans built into it.
I think there is a lot of development of this idea, but it does fit with the idea of being the «second - first» the second Adam.
In the same way that we are ignorant of our distant future; they had no knowledge, no idea, no vision, no dream, no fantasy that two millennia hence there would be an increasingly global and interconnected culture and economy of 7 billion people, world wars and holocausts encompassing and killing and making refugees of millions, staggering accomplishments in medicine and engineering and transportation and communication, and the development of sciences and mathematics and technologies that did not and could not exist in their time and that they could not have comprehended.
The fact being as long as one abides by ideas / beliefs then there will always be dispute conflict ideas beliefs can change with development of one's brain / as one's ideas beliefs may strengthen in the brains development.
Only where historical developments have led to a degeneration in the life of the fellowship, and hence to a weakening of this feeling, will there be a rationalistic or mystic or spiritualist protest against the actual manifestation, or against the very idea of a communion and community in religion.
«There are tensions between day - to - day immediate coping strategies and ideas of long - term survival,» reported Mariz Tadros, a fellow at the Institute of Development Studies at Sussex University.
When there is progress in the development of favorable order, we find conduct protected from relapse into brutalization by the increasing agency of ideas consciously entertained.
If change really involves self - transcendence even, in certain circumstances, to a new essence, even though only in virtue of the dynamism of absolute Being, which of course does not, let it be repeated, alter the fact that it is a question of self - transcendence; if matter and spirit are not simply disparate in nature but matter is in a certain way «solidified» spirit, the only significance of which is to serve to make actual spirit possible, then an evolutionary development of matter towards spirit is not an inconceivable idea.15 If there exists at all by virtue of the motion of absolute Being, a change in the material order whereby this rises above itself, then this self - transcendence can only occur in the direction of spirit, because the absolute Being is spirit.
Somewhere along this line of development of the pagan national - god idea into the ethical doctrine of the covenant there entered the concept of the divine choice of Israel that was destined to become the distinctive feature of the nation's thought of itself.
A special musical rhythm runs equally through all parts of the speech; there is a common, harmonious style, and a logical plan in the development of the ideas expressed.
On the other side, despite the desire of many Buddhists to avoid any entanglement with the idea of God, there are developments in Buddhism that suggest an openness to the kind of deity of which I have spoken.
There comes a point in the tenure of every head coach at which he must transition from selling fresh ideas, new hope and abundant playing time to selling winning and a history of development.
«I think there are several implications about thinking of self - regulation in this way and fostering child development — particularly for families in poverty,» said Blair, «and [about] the idea that maternal sensitivity and parenting behavior is changeable» (Blair et al., 2011).
«Reasonable people can and do disagree on just how negative the impacts may be, or whether there are benefits of development which outweigh its impacts, but the idea that there are NO negative impacts is, frankly, ridiculous,» Elizabeth Lorris Ritter, president of the Hudson Heights Owners Coalition, wrote in an email.
And actually in academia, you know, there are — I don't think there's one really good academic journal in China, for example, because it's so corrupt right now and so, you know, whether without a, you know, free flow of information exchange of ideas, if everyone is always being careful about what they say, you know, in a kind of environment like that really faster innovation, real research and development, China hasn't been able to show that yet.
«If you're working in a field like medicine, software development or art, where there are a huge number of ideas with unknown potential, it is often good to be surrounded by imitators.»
«There's this whole idea that grew out of past research that dads really don't have direct effects on their kids, that they just kind of create the tone for the household and that moms are the ones who affect their children's development,» said Claire Vallotton, associate professor and primary investigator on the research project.
Sitting in the hotbed of online dating development and watching new ideas fly around the conference rooms, there are three notable shifts in online dating that companies are taking in 2015.
But besides those two, there really isn't anything else worth mentioning that is worthy of returning as a retro idea onto Mario Party 9's development other than a couple mini-games.
There have actually been plenty of improvements and generally interesting derivations on the idea of transformable robots to suggest development of the concept on the scale a big - budget feature film should be able to offer, and «Dark of the Moon» offers several new iterations.
There were a couple of points in the demo that didn't make a huge amount of sense (saving a soul isn't always the best idea, apparently) but hopefully further plot development will iron out any issues tThere were a couple of points in the demo that didn't make a huge amount of sense (saving a soul isn't always the best idea, apparently) but hopefully further plot development will iron out any issues therethere.
Even if the level of other characters» own development decreases as they move down the food chain of plot importance (Some speak of their lack of feelings of worth and act upon them, others give themselves neat nicknames and show off their abilities, and one seemingly appears only as fodder for the villain (After the pronouncement that said character is dead, we half expect the follow - up to be «And we have killed him»)-RRB-, there is at least this conflict of ideas between its central characters playing out as though it, instead of nifty superhuman talents, is what matters the most.
despite the seismic changes in critical fashion during the past half century, auteurism — at its most basic, the idea that there is an author to a film — has been central to the historical development of both popular film and serious film criticism and theory... aspects of auteurism have overlapped with virtually every subsequent critical theory and paradigm.
There's a lot of people calling them the best post-credits stingers ever for a Marvel Comics film and you'd be hard - pressed to argue, but according to the film's scribes there were two ideas they had for the scenes that didn't make the cut — one nixed early in development, the other which was actually shot and then editedThere's a lot of people calling them the best post-credits stingers ever for a Marvel Comics film and you'd be hard - pressed to argue, but according to the film's scribes there were two ideas they had for the scenes that didn't make the cut — one nixed early in development, the other which was actually shot and then editedthere were two ideas they had for the scenes that didn't make the cut — one nixed early in development, the other which was actually shot and then edited out.
This means that not only will there be a new faction and new ships / modules / content to be explored here but this deadspace can be used as a testing ground for any sort of development ideas without directly affecting the main game world.
The conference highlighted three main points around STEM education: firstly, there is a common global issue of the need for more young people to choose to study STEM subjects and move into STEM - related careers in the future; secondly, there is very limited implementation advice available for anything beyond the extremes of small projects and school - wide transformation; and, lastly, that the idea of STEM is firmly rooted in the development of 21st Century skills.
As developmental psychologists bringing the field of adult learning to organizational life, Robert Kegan and Lisa Laskow Lahey are best known for championing the idea that there is life after adolescence; that adults» mental development, unlike our physical development, need not end at age twenty; that adults may continue growing and developing in adulthood.
Ahead of the award ceremony, ACER's Australian STEM Video Game Challenge Project Director, Liam Hensel told Research Developments that any student with an idea can make a game, but there are specific skills that help students create a good game.
«I became convinced that there should be a place, an organization of some kind, where critical exploration is the first priority — where engaging students with primary sources, and finding out their ideas about them, guides teaching and curriculum development,» McKinney says.
The Millenium Development Goals may sound like abstract ideas, but there is an army of activists, teachers, therapists and policy - makers committed to improving the lives of girls and women.
There is a cost for attending such events but the sheer number of professional development opportunities, best - practice guidance, peer to peer training and opportunity to exchange ideas will certainly justify the cost of attendance.
There was a strong element of gradual release in the development of the actual task and rubric and a strong plug for using the DDIPP process gave me some ideas for task review from a division level.»
By the 1960s, there was growing interest in many of the ideas Hahn advocated — things like experiential education and project - based learning and social and emotional development.
I also think that there needs to be more support for teachers in terms of collaboration, ideas and curriculum development so that every student is receiving the best education possible.
While there were good exchanges of valuable ideas for how to work with teachers and principals in planning and organizing professional development, there was much echoing.
From development of your ideas all the way through the process of holding a published book in your hand and getting distribution for that book... I am there, every step in the way!
It's known for it's big resorts and developments, and there are many in the hills surrounding it, and many of them are «failed» or inactive, with their investors waiting and disappointed that the Tambor Bay Marina project hasn't happened yet, and currently no one seems to have any idea if it ever will.
«Konami Digital Entertainment, Inc. jumped at the opportunity to team up with Columbia Pictures and publish the Battle: Los Angeles video game,» said Careen Yapp, Vice President of Acquisitions and Franchise Development Konami Digital Entertainment, Inc. «We love the movie and it was a great experience working with Saber — there were some great ideas about how to expand the story into a game.
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any games since - Iizuka met Christian Whitehead, which lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old games - this is the first time Iizuka partnered with a team of devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the game to more places quicker - the game has Japanese, English, French, Italian, German, and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania development team - Iizuka actually considered reducing the amount of stages at one point in order to meet the development schedule - Sonic Mania doesn't really have much in the way of cut content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all ideas, and there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside and outside the ship - Iizuka likes Mirage Saloon because the stage structure will be different depending on the player character chosen - Puyo Puyo gameplay was added because there was a Puyo Puyo game released in the west for the SEGA Genesis - this game was originally called «Dr. Robotnik's Mean Bean Machine», and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying for the final game - the team felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby story - for Sonic Mania, it was decided that the technological limit would be set at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special stage, they would intentionally make SEGA CD - grade polygons
There is some truth to the idea of game development as a labor of love.
- Iizuka has received a ton of requests from fans to have their own original characters appear in Sonic games - while that couldn't happen, Sonic Forces» custom character recognizes that fan desire - the avatar was created with the idea of «making straight high - speed action» - this time the concept is that all three styles (Modern, Classic, Avatar) would be high - speed based - make selections for the face, mouth, body color, and gender of custom characters - each species will also have their own unique skills, such as wolves being able to pull nearby rings - you can't change custom characters in the middle of the game - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Japan
But around the time that Splatoon was in its early development stages, it's true to say that among the younger generation of developers at Nintendo, that desire and that idea of creating something completely new, it was definitely there.
While there are definite highs, such as Shovel Knight and Hyper Light Drifter, games like Mighty No. 9 have somewhat soured the romanticism behind the idea of crowdfunded game development.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
- Link doesn't have much of a character in this game - they wanted players to relate to Link and play as themselves - Link's face doesn't have much expression in this game, and that was done on purpose - for Zelda games, the devs always try to make the player feel like Link - that was pushed even moreso for this entry - everytime a Zelda releases, Aonuma watches fan feedback and considers that for the future - the items Link uses to solve are always going to be important - regardless of the tech that Nintendo provides, exploration in the series is important - Link's growth through who he meets is also an important element of the franchise - Aonuma thought about Zelda freedom when considering Breath of the Wild, and was brought back to the days of the original Zelda - this was a big point of inspiration for Breath of the Wild - with Ocarina of Time 3D, Nintendo wanted to really utilize the 3D and had a desire to let players enjoy Ocarina of Time outside - the goal with A Link to the Past was creating more depth - Aonuma used to think that getting lost in a 3D world wasn't okay - this lead Aonuma to putting in tons of hints and guiding players - he has since changed that idea and convinced himself that it's okay to get lost - the first two years of development the devs created a game where just running around was fun - climbing is very important, because players can climb high and see destinations they want to visit - you can place your own markers to decide where you want to go - when the devs create a Zelda title, they consider not using the name Link - since they don't have anything else to go with, they choose Link - the name Link doesn't hold much value, since the player is the one creating the journey - when Nintendo first created Link, they wanted a character that is literally the link between people - that is why his name is Link - to think that the Zelda series has been around so long that there are all sorts of urban legends and myths makes Miyamoto really happy
For me, that trailer was the perfect way to reveal a game that is not far enough in development for a full demo; there was enough gameplay to get a small idea of what gameplay will entail.
Levine has stated several times that his team approached the development of BioShock Infinite with the idea that «there are no sacred cows.»
a b c d e f g h i j k l m n o p q r s t u v w x y z