Your Ad Here
Your Ad Here

Home (2)

Psychological impact
Since it can be said that humans are generally creatures of habit, the state of a person's home has been known to physiologically influence their behavior, emotions, and overall mental health. For example, in the introduction to the film Patch Adams, the concept of "home" is compared to the human need for peaceful sanctuary and the absence of it thus leading to restlessness. Such restlessness, as can be seen by that particular case, may lead to depression and, ultimately, to a loss of sanity.[2]


Other usages
The real-estate industry increasingly replaces the word house with 'home' in its literature, as in 'a four-bedroom home' or a 'modern townhome', a usage that is intended to suggest that the item being sold already has the emotional attributes of home before purchasers actually buy it. Clearly this is a marketing ploy, since a house that is for sale is either someone else's home (the vendor's or the sitting tenant's) or no-one's home, but not yet the home of a prospective purchaser. This usage however has crept into every day speech of many in the general community.

Home (1)

A home is a place where a person or family lives, perhaps spends much of their time, or where a person is comfortable being.


Concept
While a house (or other residential dwelling) is often referred to as a home, the concept of "home" is broader than a physical dwelling. Home is often a place of refuge and safety, where worldly cares fade and the things and people that one loves becomes the focus. Many people think of home in terms of where they grew up, or a time rather than a place.[1] The word "home" is also used for various residential institutions which aspire to create a home-like atmosphere, such as a retirement home, a nursing home, a 'group home' (an orphanage for children, a retirement home for adults, a treatment facility, etc.), a foster home, etc.

There exist cultures lacking permanent homes, with nomadic people often moving their homes from place to place.

schema

1. A mental framework or outline that functions as a kind of vague standard that arises out of past experience, growing and differentiating throughout childhood, and places new experiences in their appropriate context and relation.

2. In Schmidt's schema theory of motor control, a set of operational rules or algorithms that have been acquired from practice or experience, which determine the motor responses in a given situation. It is proposed that there is a separate schema for each class of movement and that skill proficiency is determined by how well the schema are established. The use of schema implies there are generalized motor programmes for a given class of movement. It is proposed that the schema would not take up much storage space (storage is a problem with theories positing a one-to-one relationship between stored programmes and generated movements) and would help explain the ability to perform relatively novel tasks. When acquiring a new skill or competing in a game, a performer recalls and adapts the schema to suit a particular situation, and carry out the required movements. Schema are constructed during practice from information about the initial conditions or starting points of movements, certain aspects of motor actions (such as speed and height), the success or failure of actions, and the sensory consequences of actions (i.e. how they felt).