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企业伦理的二重性是指,企业既是经济实体,又是伦理实体,经济性与伦理性共存是企业的本质所在.交易费用理论是科斯在探讨企业性质时提出的一个重要分析范式,它的提出表明了科斯对企业道德属性的思考;交易费用理论的产生和发展说明,对企业的研究不能单纯依赖经济学的工具,而必须引入伦理学的相关方法. 相似文献
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器乐是体现音乐文化本质的重要载体。作为物质实体,乐器往往是文化属性的标志性存在,而器乐曲(音乐)的属性符号更为复杂多样。总体来看,器乐的属性特征往往以“神圣”与“凡俗”两种存在方式显现。哈萨克阔布兹、冬不拉、当格拉三种类型器乐已逐渐形成为传统信仰的某种物化体现,本文关注其在历史发展与宗教信仰的变化中所产生的宗教属性演变,试图通过系统梳理此种音乐文化现象的基本形式和属性变迁,探究三类器乐在传统中的多种功能与真实身份。 相似文献
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思维方式:僭越与划界--人文社会学科中理论思维与工程思维之批判 总被引:1,自引:0,他引:1
本文的目的在于探寻人类乌托邦悲剧的思维根源,并认为人文社会学科中,理论思维误用于工程设计、工程思维误用于理论生产是问题的症结所在.这种误用便是本文所谓思维方式的僭越.解决问题的唯一办法就是思维方式的划界.理论思维的任务在于建构理论,工程思维的任务在于设计工程.理论表现为前提与结论之间的必然联系,所以理论思维的特点就是一以贯之地逻辑推导.工程是各种实体及其属性的复合物,这些实体和属性之间不必然存在逻辑联系,所以工程思维就是一种非逻辑的复合性思维.用理论思维设计工程,工程不可实施;用工程思维建构理论,理论没有效力.人文社会领域的各种乌托邦就是理论思维和工程思维相互僭越、恶性循环的结果.在理论思维和工程思维之间严格划界,让二者各得其所、分工协作,对于人文社会研究来说既重要又迫切.如是,就要求那些旨在创建人文社会学说的学者,在研究开始之前必须弄清楚这样一个问题自己究竟是要探寻客观真理,还是要绘制生活蓝图? 相似文献
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希马:“对一切构成问题的对谁也不是问题:实体二元论、物理主义与身心问题”(Himma,K.E.,“WhatIsaProblemforAllIsaProblemforNone:Sub stanceDualism,Physicalism,andtheMind BodyProblem”,AmericanPhilosophy Quarterly,Vol.42,No.2,April2005)实体二元论既是本体论,也是心的理论。作为本体论,它认为世界上有两种可以被示例化(instantiate)的存在:精神实体和物质实体。这两者都可以不依赖于对方而存在。作为心的理论,它认为人是由物质的肉体和非物质的精神构成的,两者可以产生因果性的相互作用。今天,实体二元论在心灵哲学和认… 相似文献
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采用实验法在专业异质性与群体断层两个水平上操纵团队多样性, 通过两个实验考察团队多样性与组织支持的交互作用对团队创造力的影响。研究结果表明:(1)在独创性维度上, 专业异质团队在工具支持条件下的独创性显著高于专业同质团队, 情感和物质支持条件下二者差异不显著。当团队出现群体断层时, 情感支持与工具支持具有同样的促进作用, 即在这两种组织支持下, 强断层团队的独创性显著高于弱断层团队; 物质支持条件下二者差异不显著。(2)在适宜性维度上, 组织支持的主效应显著, 两个实验一致地发现物质支持条件下的适宜性显著高于情感支持和工具支持。本研究从团队多样性与组织支持交互作用的角度考察不同复杂程度、不同组织目标的多样性团队所需要的组织支持条件, 对促进团队创造力具有一定的理论与实践价值。 相似文献
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政治技能(Political skill)作为一种重要的社会能力, 是组织核心竞争力的关键, 近年来受到学者广泛关注。根据内容分析法(Content analysis)要求, 深入探讨分析了政治技能的实施效果及其理论解释, 总结出5种理论视角: 社会交换理论、社会影响理论、资源保存理论、社会认知理论和社会资本理论。未来研究应关注中国组织情境下政治技能的概念和测量、探索政治技能的诱因、基于团队层面政治技能的实施效果和基于资源保存理论视角的政治技能实施效果。 相似文献
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神创:意思是万事万物、大到总星系(银河系不过总星系的极小部分,更无论太阳系和地球啦)、随人类观察工具与理论认识的进展不断无限扩大的宇宙;小到原子、电子、质子、中子、中微子、夸克……以至比夸克更深层更微小的物质形态,包括人类社会而绝对无例外的一切,一概都是神的创 相似文献
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Mark Coeckelbergh 《Science and engineering ethics》2018,24(5):1503-1519
In the philosophy of technology after the empirical turn, little attention has been paid to language and its relation to technology. In this programmatic and explorative paper, it is proposed to use the later Wittgenstein, not only to pay more attention to language use in philosophy of technology, but also to rethink technology itself—at least technology in its aspect of tool, technology-in-use. This is done by outlining a working account of Wittgenstein’s view of language (as articulated mainly in the Investigations) and by then applying that account to technology—turning around Wittgenstein’s metaphor of the toolbox. Using Wittgenstein’s concepts of language games and form of life and coining the term ‘technology games’, the paper proposes and argues for a use-oriented, holistic, transcendental, social, and historical approach to technology which is empirically but also normatively sensitive, and which takes into account implicit knowledge and know-how. It gives examples of interaction with social robots to support the relevance of this project for understanding and evaluating today’s technologies, makes comparisons with authors in philosophy of technology such as Winner and Ihde, and sketches the contours of a phenomenology and hermeneutics of technology use that may help us to understand but also to gain a more critical relation to specific uses of concrete technologies in everyday contexts. Ultimately, given the holism argued for, it also promises a more critical relation to the games and forms of life technologies are embedded in—to the ways we do things. 相似文献
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Ian Hargraves 《Knowledge, Technology, and Policy》2007,20(4):221-229
The significance of technology as a human creation is explored through the topic of touch. Touch is variously considered as
the alignment of properties of the technological artifact with human sense, as the virtuosity of the user and producer, as
an aesthetic, and finally as a participation in problems of value that exceed any one person’s capacity to grasp. 相似文献
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David J. Stump 《Inquiry (Oslo, Norway)》2013,56(2):217-224
The concepts of omniscience and omnipotence are defined in 2 × 2 ordinal games, and implications for the optimal play of these games, when one player is omniscient or omnipotent and the other player is aware of his omniscience or omnipotence, are derived. Intuitively, omniscience allows a player to predict the strategy choice of an opponent in advance of play, and omnipotence allows a player, after initial strategy choices are made, to continue to move after the other player is forced to stop. Omniscience and its awareness by an opponent may hurt both players, but this problem can always be rectified if the other player is omniscient. This pathology can also be rectified if at least one of the two players is omnipotent, which can override the effects of omniscience. In some games, one player's omnipotence ‐ versus the other's ‐ helps him, whereas in other games the outcome induced does not depend on which player is omnipotent. Deducing whether a player is superior (omniscient or omnipotent) from the nature of his game playing alone raises several problems, however, suggesting the difficulty of devising tests for detecting superior ability in games. 相似文献
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Ian Hargraves 《Knowledge, Technology, and Policy》2007,20(3):131-139
In examining representations of cities, disease, and human biology, this paper reflects on what technologies reveal of the
conditions to which they’re turned.
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Ian HargravesEmail: |