Clement Vi Et La Province De Vienne The Bulls Of Pope Clement Vi Concerning The Province Of Vienne Summarized In French Par M Labbe Graeff PDF Download

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Clement VI letter to Ordulf of Wiesseneck

Clement VI letter to Ordulf of Wiesseneck
Author: Pope Clement VI
Publisher:
Total Pages:
Release:
Genre: Letters
ISBN:

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Letter from Pope Clement VI to the Archbishop of Salzburg concerning the the privileges and status of the Mendicant Orders. Dated 1349 November 25.


Computers and Games for Mental Health and Well-Being

Computers and Games for Mental Health and Well-Being
Author: Yasser Khazaal
Publisher: Frontiers Media SA
Total Pages: 311
Release: 2018-07-12
Genre: Video games in education
ISBN: 2889454967

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Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?


New Catholic Encyclopedia: Fri-Hoh

New Catholic Encyclopedia: Fri-Hoh
Author: Catholic University of America
Publisher: Gale
Total Pages: 938
Release: 2003
Genre: Religion
ISBN:

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This 15 volume, second edition features revised and new articles. Among the 12,000 entries in the encyclopedia are articles on theology, philosophy, history, literary figures, saints, musicians and much more.


The Ampleforth Journal

The Ampleforth Journal
Author:
Publisher:
Total Pages: 562
Release: 1904
Genre: Benedictine movement (Anglican Communion)
ISBN:

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New Catholic Encyclopedia: Baa-Cam

New Catholic Encyclopedia: Baa-Cam
Author: Catholic University of America
Publisher: Gale
Total Pages: 946
Release: 2003
Genre: Religion
ISBN:

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This 15 volume, second edition features revised and new articles. Among the 12,000 entries in the encyclopedia are articles on theology, philosophy, history, literary figures, saints, musicians and much more.


Index of Mathematical Papers

Index of Mathematical Papers
Author: American mathematical society
Publisher:
Total Pages: 244
Release: 1973
Genre:
ISBN: 9780821840047

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Return of the Divine Sophia

Return of the Divine Sophia
Author: Tricia McCannon
Publisher: Simon and Schuster
Total Pages: 479
Release: 2015-03-06
Genre: Body, Mind & Spirit
ISBN: 1591437768

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An initiatic journey into the Mysteries of the Goddess and humanity’s return to an age of peace and celestial light • Details the ceremonies and rituals of initiation into the Fellowship of Isis • Reveals the lost teachings of Jesus about the Divine Mother and Father and how the goddess Sophia is connected to Mary Magdalene as the Female Christ • Explores the many archetypes of the Goddess, including Isis, Brigit, and the Black Madonna, and how we can transform into Homo luminous, spiritual beings of light Called through her dreams by the Priestesses of Isis, Tricia McCannon set out on a spiritual journey into the Mysteries of the Goddess. After a fateful encounter with a high initiate of the ancient Fellowship of Isis, she began researching the history of Judaism and Christianity to find out how and when the Divine Feminine became lost. She discovered a forgotten age when the Creator was honored as female and humanity lived in peaceful societies completely free of war. She shows how we can return to an age of peace and celestial light if we work to bring the masculine and feminine energies of the world back into balance. Sharing her journey into the heart of the Divine Mother, McCannon details her initiation into the Fellowship of Isis, a process rich with ceremony, ritual, and myths of the Goddess from ancient Egyptian, Celtic, Greek, Hebrew, and Native American traditions. She reveals how the many archetypes of the Goddess, including Isis, Ishtar, Brigit, and the Black Madonna, can become our allies for self-transformation. She explores Mysteries at the heart of Christianity that have remained hidden for nearly 2,000 years and how the Gnostic goddess Sophia is tied to the Second Coming, Mary Magdalene, and the Female Christ. She reveals the lost teachings of Jesus about the Divine Mother and Father and about the Divine Daughter and Son. Through her story and her in-depth research, McCannon takes us on a journey to awaken the creative power of the Divine Feminine within each of us. Equipped with the teachings of the Goddess, we gain the mastery to overcome the deeply rooted masculine-feminine imbalance of the patriarchy and to embark into the future as Homo luminous, beings of light.