Judgement (or judgment) is the evaluation of evidence to make a decision. The term has four distinct uses:
The Odyssey is a Magic: The Gathering expert-level block. It consists of a trio of expansion sets: Odyssey (September, 2001), Torment (February, 2002) and Judgment (May, 2002).
The storyline of Odyssey leaps forward 100 years after the events in the set Apocalypse on the remote continent Otaria. Odyssey 's protagonist is Kamahl, a formidable fighter-mage skilled in both throwing fireballs and melee combat. Kamahl has a close friend Chainer, a cabalist, and a cool-headed sister Jeska. The antagonist is Laquatus, a sly merfolk who uses trickery and mind control to bend others to his will. Other characters include the cephalid emperor Aboshan, Kamahl's centaur friend Seton, Kamahl and Jeska's dwarven trainer Balthor, the militaristic Kirtar, the mellow but dangerous Cabal Patriarch (The First), and the unpredictable sociopath Braids. Almost everyone in the story is after the Mirari, a legendary artifact of immense power with the ability to make its wielder's innermost wishes come true. The Mirari is relatively small, resembling a metallic ball mounted on a wiry helix. The Mirari notoriously drives its wielder insane, often causing death and massive destruction, wherein it awaits a new master.
In mathematical logic, a judgment can be an assertion about occurrence of a free variable in an expression of the object language, or about provability of a proposition (either as a tautology or from a given context), but judgments can be also other inductively definable assertions in the metatheory. Judgments are used for example in formalizing deduction systems: a logical axiom expresses a judgment, premises of a rule of inference are formed as a sequence of judgments, and their conclusion is a judgment as well. Also the result of a proof expresses a judgment, and the used hypotheses are formed as a sequence of judgments.
A characteristic feature of the variants of Hilbert-style deduction systems is that the context is not changed in any of their rules of inference, while both natural deduction and sequent calculus contain some context-changing rules. Thus, if we are interested only in the derivability of tautologies, not hypothetical judgments, then we can formalize the Hilbert-style deduction system in such a way that its rules of inference contain only judgments of a rather simple form. The same cannot be done with the other two deductions systems: as context is changed in some of their rules of inferences, they cannot be formalized so that hypothetical judgments could be avoided—not even if we want to use them just for proving derivability of tautologies.
Ryan is a 2004 animated documentary created and directed by Chris Landreth about Canadian animator Ryan Larkin, who had lived on skid row in Montreal as a result of drug and alcohol abuse. Landreth's chance meeting with Larkin in 2000 inspired him to develop the film, which took 18 months to complete. It was co-produced by Copper Heart Entertainment and the National Film Board of Canada (NFB), and its creation and development is the subject of the NFB documentary Alter Egos. The film incorporated material from archive sources, particularly Larkin's works at the NFB.
The film is an animated interpretation of an interview of Larkin by Landreth, and includes interviews with Larkin's previous partner and coworkers, as well as Landreth. Development of the characters was partially inspired by the plastinated human bodies of the Body Worlds exhibition. The distorted and disembodied appearance of the film's characters is based on Landreth's use of psychological realism to portray emotion visually, and expression is modelled by use of straight ahead animation. The animation was created at the Animation Arts Centre of Seneca College in Toronto. Some of the animation was based on cords, mathematical equations modelling the physical properties of curves and used to animate filamentous objects in the film. The visual effects of the film has been described by reviewers and film critics as difficult to describe and having a distinctive visceral style.
Ryan is a common Irish surname, as well as being a common given name.
There are several possible origins for the surname. In certain cases it can be a simplified form of Mulryan. In some cases the surname may be derived from the Irish Gaelic Ó Riagháin (modern Irish Ó Riain), meaning "descendant of Rían"; or Ó Maoilriain "descendant of Maoilriaghain", or Ó Ruaidhín "descendant of the little red one". The old Gaelic personal name Rían is of uncertain origin. It may be derived from the Gaelic rí, meaning "king".
The surname Ryan has been confused with the surname Regan, which is derived from Ó Ríagáin, meaning "descendant of Riagán".
This is a list of characters appearing in the animated series Kim Possible.
Kimberly Ann "Kim" Possible is a crime fighter and high school cheerleading captain who saves the world on a regular basis while dealing with the normal challenges of a teenager, such as winning cheer competitions, turning in her homework on time, and maintaining a love life. Her name is a play on the word "impossible." Kim has known Ron Stoppable, her sidekick for most missions, since preschool. She has also completed missions with Wade, Monique, her brothers, and even her mother. Kim and Ron end up developing romantic feelings for each other and begin dating during their senior year, in Season 4. She famously adopts untypical teen slang such as "So not the drama", "No big" ("no big deal"), as well as the series' catch phrase, "What's the sitch?" (slang for "situation") in her speech. At Middleton High School, she is popular and charismatic, as well as an excellent student. She has an irritable and demanding personality that often affects her work, yet she fulfills the role of a protagonist by using her intelligence and sensibility to 'save the day'. Though she struggles with embarrassment, her rivalry with Bonnie, and her shyness around her crushes, she usually displays extreme maturity, going so far as to act as Ron's conscience at times. She has a good relationship with her family members, though she is often annoyed by her brothers (whom she calls "Tweebs", for "Twin Dweebs"), and embarrassed by her parents' antics.
Judgement (or judgment) is the evaluation of evidence to make a decision. The term has four distinct uses:
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