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Wonder is an emotion comparable to surprise that people feel when perceiving something rare or unexpected (but not threatening). It has historically been seen as an important aspect of human nature, specifically being linked with curiosity and the drive behind intellectual exploration. [1]
Weisman's thought experiment pursues two themes: how nature would react to the disappearance of humans and what legacy humans would leave behind. To foresee how other life could continue without humans, Weisman reports from areas where the natural environment exists with little human intervention, like the Białowieża Forest , the Kingman Reef ...
The game setting was a featureless and minimalist white room in the middle of which floated a giant cube made of billions of smaller cubes ("cubelets") and white, floating text across each layer, usually topic related (hashtag, notifications etc.), with small messages. Players tapped the cubelets to dig through the surface of each layer and ...
Certain curious animals (namely, corvids, octopuses, dolphins, elephants, rats, etc.) will pursue information in order to adapt to their surrounding and learn how things work. [7] This behavior is termed neophilia, the love of new things. For animals, a fear of the unknown or the new, neophobia, is much more common, especially later in life. [8]
Early humans were nowhere near as equipped to deal with danger as we are now -- so a wild animal or a person we don't know approaching us could be a sign of potential danger. Nowadays, we don't ...
Humans seem to be born with intellectual curiosity, but depending on how parents react to questions from their children, intellectual curiosity might be increased or decreased. [6] Parents that always react negatively to questions asked by their children, are discouraging them from asking questions, and that is likely to make them less curious.
Getting lost is an aspect of behavioral geography, in which human wayfinding and cognitive and environmental factors play a role. For successful travel, it is necessary to be able to identify origin and destination, to determine turn angles, to identify segment lengths and directions of movement, to recognize on-route and distant landmarks.
The 1991 video game Final Fantasy IV for the Super Nintendo Entertainment System (Released as "Final Fantasy II" in the United States) features a subterranean world that is inhabited by dwarves. The 1992 video game Ultima Underworld: The Stygian Abyss is set in a large cave system that contains the remnants of a failed utopian civilization.