Direct experience or immediate experience generally denotes experience gained through immediate sense perception. Many philosophical systems hold that knowledge or skills gained through direct experience cannot be fully put into words.
Empirical research is research using empirical evidence. It is also a way of gaining knowledge by means of direct and indirect observation or experience. Empiricism values some research more than other kinds. Empirical evidence can be analyzed quantitatively or qualitatively. Quantifying the evidence or making sense of it in qualitative form, a researcher can answer empirical questions, which should be clearly defined and answerable with the evidence collected. Research design varies by field and by the question being investigated. Many researchers combine qualitative and quantitative forms of analysis to better answer questions that cannot be studied in laboratory settings, particularly in the social sciences and in education.
Hedonism refers to a family of theories, all of which have in common that pleasure plays a central role in them. Psychological or motivational hedonism claims that human behavior is determined by desires to increase pleasure and to decrease pain. Normative or ethical hedonism, on the other hand, is not about how humans actually act but how humans should act: people should pursue pleasure and avoid pain. Axiological hedonism, which is sometimes treated as a part of ethical hedonism, is the thesis that only pleasure has intrinsic value. Applied to well-being or what is good for someone, it is the thesis that pleasure and suffering are the only components of well-being. These technical definitions of hedonism within philosophy, which are usually seen as respectable schools of thought, have to be distinguished from how the term is used in "everyday language". In that sense, it has a negative connotation, linked to the egoistic pursuit of short-term gratification by indulging in sensory pleasures without regard for the consequences.
A Trombe wall is a massive equator-facing wall that is painted a dark color in order to absorb thermal energy from incident sunlight and covered with a glass on the outside with an insulating air-gap between the wall and the glaze. A Trombe wall is a passive solar building design strategy that adopts the concept of indirect-gain, where sunlight first strikes a solar energy collection surface in contact with a thermal mass of air. The sunlight absorbed by the mass is converted to thermal energy (heat) and then transferred into the living space.
Investment is traditionally defined as the "commitment of resources to achieve later benefits". If an investment involves money, then it can be defined as a "commitment of money to receive more money later". From a broader viewpoint, an investment can be defined as "to tailor the pattern of expenditure and receipt of resources to optimise the desirable patterns of these flows". When expenditure and receipts are defined in terms of money, then the net monetary receipt in a time period is termed as cash flow, while money received in a series of several time periods is termed as cash flow stream. Investment science is the application of scientific tools for investments.
In philosophy, rationalism is the epistemological view that "regards reason as the chief source and test of knowledge" or "any view appealing to reason as a source of knowledge or justification", often in contrast to other possible sources of knowledge such as faith, tradition, or sensory experience. More formally, rationalism is defined as a methodology or a theory "in which the criterion of truth is not sensory but intellectual and deductive".
Phenomenology is the philosophical study of objectivity – and reality more generally – as subjectively lived and experienced.
An experience point is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experience points are generally awarded for the completion of missions, overcoming obstacles and opponents, and successful role-playing.
Experience refers to conscious events in general, more specifically to perceptions, or to the practical knowledge and familiarity that is produced by these processes. Understood as a conscious event in the widest sense, experience involves a subject to which various items are presented. In this sense, seeing a yellow bird on a branch presents the subject with the objects "bird" and "branch", the relation between them and the property "yellow". Unreal items may be included as well, which happens when experiencing hallucinations or dreams. When understood in a more restricted sense, only sensory consciousness counts as experience. In this sense, experience is usually identified with perception and contrasted with other types of conscious events, like thinking or imagining. In a slightly different sense, experience refers not to the conscious events themselves but to the practical knowledge and familiarity they produce. In this sense, it is important that direct perceptual contact with the external world is the source of knowledge. So an experienced hiker is someone who actually lived through many hikes, not someone who merely read many books about hiking. This is associated both with recurrent past acquaintance and the abilities learned through them.
A résumé, sometimes spelled resume, is a document created and used by a person to present their background, skills, and accomplishments. Résumés can be used for a variety of reasons, but most often they are used to secure new employment.
Experiential learning (ExL) is the process of learning through experience, and is more narrowly defined as "learning through reflection on doing". Hands-on learning can be a form of experiential learning, but does not necessarily involve students reflecting on their product. Experiential learning is distinct from rote or didactic learning, in which the learner plays a comparatively passive role. It is related to, but not synonymous with, other forms of active learning such as action learning, adventure learning, free-choice learning, cooperative learning, service-learning, and situated learning.
In multiplayer video games, particularly in MOBAs, first-person shooters, MMORPGs and MUDs, kill stealing is the practice of obtaining credit for killing an enemy when another player has put more effort into the kill. This usually happens when a game only keeps track of which player defeats an enemy, rather than which player dealt the most damage, leading to the so-called last-hitting mechanics. If one player whittles down some enemy's health points, but a different player eventually finishes the enemy off, this second player might obtain all of the loot or experience points from the enemy. Kill stealing is common when the rewards for finishing enemies off are highly desired within the game.
In the philosophy of perception and philosophy of mind, direct or naïve realism, as opposed to indirect or representational realism, are differing models that describe the nature of conscious experiences; out of the metaphysical question of whether the world we see around us is the real world itself or merely an internal perceptual copy of that world generated by our conscious experience.
Anussati means "recollection," "contemplation," "remembrance," "meditation", and "mindfulness". It refers to specific Buddhist meditational or devotional practices, such as recollecting the sublime qualities of the Buddha, which lead to mental tranquillity and abiding joy. In various contexts, the Pali literature and Sanskrit Mahayana sutras emphasise and identify different enumerations of recollections.
USA Cycling or USAC, based in Colorado Springs, Colorado, is the national governing body for bicycle racing in the United States. It covers the disciplines of road, track, mountain bike, cyclo-cross, and BMX across all ages and ability levels. In 2015, USAC had a membership of 61,631 individual members.
Global feminism is a feminist theory closely aligned with post-colonial theory and postcolonial feminism. It concerns itself primarily with the forward movement of women's rights on a global scale. Using different historical lenses from the legacy of colonialism, global feminists adopt global causes and start movements which seek to dismantle what they argue are the currently predominant structures of global patriarchy. Global feminism is also known as world feminism and international feminism.
Kashf "unveiling" is a Sufi concept dealing with knowledge of the heart rather than of the intellect. Kashf describes the state of experiencing a personal divine revelation after ascending through spiritual struggles, and uncovering the heart in order to allow divine truths to pour into it. Kashf is etymologically related to mukashafa “disclosure”/ “divine irradiation of the essence”, which connotes "gain[ing] familiarity with things unseen behind the veils". For those who have purified their hearts, and who come to know the Divine Names and Attributes to the fullest of their individual capacities, the veils in front of the purely spiritual realms are opened slightly, and they begin to gain familiarity with the unseen. In Sufism, an even further revelatory capacity exists by which the Divine mysteries become readily apparent to the seeker through the light of knowledge of God. This is called tajalli "manifestation".
Customer experience, sometimes abbreviated to CX, is the totality of cognitive, affective, sensory, and behavioral consumer responses during all stages of the consumption process including pre-purchase, consumption, and post-purchase stages. Nihat Tavşan and Can Erdem bring an extensive elucidation to the customer experience, encompassing the dimensions of consciousness, subjectivity, and interactional nature and define customer experience as the sum of subjective ideas regarding a product or service that occur at a conscious or subconscious level due to direct or indirect interaction of a customer with brand-related stimuli. Pine and Gilmore described the experience economy as the next level after commodities, goods, and services with memorable events as the final business product. Four realms of experience include esthetic, escapist, entertainment, and educational components. Tavşan and Erdem divided the customer experience into four categories based on the levels of cognitive and physical involvement of customers. These four categories are euphoric experiences, captive experiences, mellowing experiences, and conductive experiences.
Aparoksha, a Sanskrit adjective meaning not invisible or perceptible, refers to direct intuitive knowledge which is one of the seven stages of knowledge or conditions of Chidabhasa, the first three being the sources of bondage and the rest four being the processes of liberation; and to the continuation of the deepening of conventional knowledge. It removes sorrows. According to Indian philosophy, the three traditional kinds of knowledge are – pratyaksha (empirical), paroksha and aparoksha (transcendental). Aparoksha is the highest kind of knowledge which cannot be gained without the practice of morality that converts paroksha knowledge from which unity of existence is derived. This knowledge is gained by establishing a guru-shishya sambandha with a teacher who has already experienced that kind of knowledge (Aparoksanubhuti); the karma or acts required to be done, after gain of Aparoksha jnana is Vidya-karma which consists in sravana, manana (reflection) and nididhyasana.
Pratyaksha in Hinduism is one of the three principal means of knowledge, it means that which is present before the eyes clear, distinct and evident.
Scottish philosophy is a philosophical tradition created by philosophers belonging to Scottish universities. Although many philosophers such as Francis Hutcheson, David Hume, Thomas Reid, and Adam Smith are familiar to almost all philosophers it was not until the 19th century that the notion of 'Scottish philosophy' became recognized and held to high regard on an international level. In the 20th century, however, this tradition declined as Scottish educated philosophers left for England.