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Wyszukujesz frazę "interactivity" wg kryterium: Temat


Tytuł:
Brzemię interaktywności - erotyka i seksualność w grach komputerowych
The burden of interactivity - eroticism and sexuality in computer games
Autorzy:
Cielecka, Magdalena
Opis:
Sexuality tends to find its way through all media, video games included. Yet, in-game erotica rarely varies from safe and tamed ways of depicting sexual intercourse typical of other audiovisual media. Something unique for computer games alone is that the productions containing interactive erotic scenes are very scarce. The aim of this paper is to analyse the most common examples of these, in order to produce a common set of scientific problems, which may form the basis for further research.
Dostawca treści:
Repozytorium Uniwersytetu Jagiellońskiego
Artykuł
Tytuł:
Artists play games
Autorzy:
Pitrus, Andrzej
Opis:
Andrzej Pitrus discusses complex relationships between the two worlds - art and computer/games. Numerous artists are looking for inspirations in the world of an interactive entertainment, yet some of them are creating new paths of its development. Some of the artists focus on new and unique interfaces. Others refer to the mechanics of games to create their own interactive works. Bill Viola's The Night Journey is an excellent example of such project. The author also reviews critical games, which are based on the mechanisms easily found in commercial games. Yet, their goal is to deconstruct them, rather than followig well known tracks. Pitrus examines this strategy in the works of a famous studio "Tale of Tales".
Dostawca treści:
Repozytorium Uniwersytetu Jagiellońskiego
Artykuł
Tytuł:
Interactive communication using social media : the case of museums in Southern Poland
Autorzy:
Sawczuk, Magdalena
Najda-Janoszka, Marta
Opis:
Drawing on the concept of an audience-oriented museum, this article presents research exploring how museums and audiences interactively seek and react to each other while developing a dialog using social media (SM) features. The empirical research was based on the content analysis of messages posted on SM profiles of museums located in Małopolska (Southern Poland). The investigated sample considers 71 institutions running proprietary SM sites (of a total 119 museums in the region), whose activity was observed during a two-month period. The findings identify differences in the use of interactive components. Observed discrepancies relate to distinct framings, contexts, and cohesiveness of implemented actions. The content analysis highlights the importance of context-bound interactions between museums and audiences that affect the overall communication process. Museums should engage audiences not only to join but also to frame the interaction through SM.
Dostawca treści:
Repozytorium Uniwersytetu Jagiellońskiego
Artykuł
Tytuł:
How physical interaction with insight problems affects solution rates, hint use, and cognitive load
Autorzy:
Kucwaj, Hanna
Jastrzębski, Jan
Chuderski, Adam
Opis:
So-called insight problems are widely studied because they tap into the creative thinking that is crucial for solving real problems. However, insight problems are typically presented in static formats (on paper, computer) that allow no physical interaction with the problem elements, whereas such an interaction might in fact reduce the load on limited cognitive resources, such as working memory (WM) capacity, thereby facilitating solutions. To test this proposition, 124 young adults were allowed to interact physically with nine established insight problems, while another 124 people attempted to solve these problems using paper and pencil. Additionally, hints were provided for three problems that typically no-one solves. No general facilitating effect of physical interaction was found, with only one problem clearly benefitting from it. Furthermore, making use of hints was actually hindered by physical interaction. No difference in perceived task load and correlation with WM capacity was observed between the formats, and subjective ratings of insight were virtually unaffected by presentation format. Overall, physical interaction minimally affected insight problem-solving, which appears to rely strongly on internalized cognitive processing involving WM.
Dostawca treści:
Repozytorium Uniwersytetu Jagiellońskiego
Artykuł
Tytuł:
Toward a Poetics of Video Games
Autorzy:
Kubiński, Piotr
Wydawca:
Wydział Filologii Polskiej i Klasycznej UAM
Cytata wydawnicza:
P. Kubiński, Toward a Poetics of Video Games, "Forum of Poetics", 2/2016.
Opis:
This article shows how video games fit into the spectrum of poetic inquiry and tackles the question of how the tools of traditional poetological studies can be expanded in the context of digital texts. The author considers the interpretative potential that can be discovered in video games. He also points to the specific problems involved in manifesting metaphorical discourse in games without recourse to the medium of language.
Piotr Kubiński
Dostawca treści:
Repozytorium Centrum Otwartej Nauki
Artykuł
Tytuł:
Media education : questions, problems, research program
Edukacja medialna : pytania, postulaty, program badawczy
Autorzy:
Lisowska-Magdziarz, Małgorzata
Opis:
The Report on media education in Poland points to the low level of media literacy among young and adult Polish media users. Meanwhile, in Polish education system there is no clear defi nition of media literacy, of what should be called media education and to what objectives that education should lead. In the article the overview of the defi nitions of media literacy and media education is presented; then the discussion follows about the different actual concepts of media education that are been put to work in Polish school system. The biggest controversies and problems are also described that are associated with the project of development of Poles’ media literacy.
Dostawca treści:
Repozytorium Uniwersytetu Jagiellońskiego
Artykuł
Tytuł:
Między ekonomią i afektywnością. Polski reportaż literacki w paradygmacie kultury uczestnictwa
Autorzy:
Frukacz, Katarzyna
Wydawca:
Instytut Badań Literackich PAN, Stowarzyszenie Pro Cultura Litteraria
Cytata wydawnicza:
Frukacz, K. (2019)Między ekonomią i afektywnością. Polski reportaż literacki w paradygmacie kultury uczestnictwa. Teksty Drugie, 6, 103–119. DOI: 10.18318/td.2019.6.6
Opis:
This article examines how the rule of interactivity, which is related to the aesthetics of new media, is adapted in Polish literary reportage. For Frukacz, reportage works with hybrid, intermedia, quasi­hypertext and an emotional inner shape can be identified as interactive. Her focus, however, is on the empirical aspect of how reportage functions within the paradigm of participatory culture that has emerged with digitalisation. To illustrate its impact she discusses the emerging culture of fandom focused on this genre, i.e. growing audience participation in transmedia reportage projects as well as the dialogue between reportage writers and their publishers and readers on social media platforms. She also emphasises the commercial dimension of such an understanding of interactivity by linking contemporary reportage with the concept of affective economy.
Dostawca treści:
Repozytorium Centrum Otwartej Nauki
Artykuł
Tytuł:
Hipertekst jako efekt konwergencji mediów
Hypertext as Resault of Media Convergence
Autorzy:
Osika, Grażyna
Wydawca:
Oficyna Wydawnicza "Humanitas"; Verbum
Cytata wydawnicza:
G.Osika: Hipertekst jako efekt konwergencji mediów, w: Problemy konwergencji mediów, red. M. Kaczmarczyk, D. Rott, Oficyna Wydawnicza "Humanitas", Verbum, Sosnowiec - Praga 2013, s. 177 - 186.
Opis:
Grażyna Osika
Analitycy wskazują na dwie tendencje w opisie mediów: fragmentaryzację czyli zróżnicowanie treści medialnej i konwergencję czyli procesy ujednolicające zachodzące na poziomie technologicznym, przemysłowym, kulturowym i społecznym. Ucieleśnieniem procesów konwergencyjnych jest powstanie hipertekstu. Oczywisty wydaje się wpływ hipertekstu na zmiany zachodzące w obrębie kultury i społeczeństwa, ale zbadanie tego wpływu wymaga rozpoznania i zrozumienia cech typowych dla hipertekstu. To jest główny przedmiot tych rozważań. The analysts recognize two trends in the media description: fragmentation, that is the diversity the media content and the convergence understood as a unification process on the technological, industrial, cultural and social level. The consequence of the convergence process is the creation of hypertext. Seems obvious the influence of hypertext to changes in culture and society, but to examine this influence requires recognition and understanding the typical attributes of hypertext. This is the main subject of the considerations.
Dostawca treści:
Repozytorium Centrum Otwartej Nauki
Artykuł
Tytuł:
Teksty Drugie Nr 5 (2019)
Miłość w czasach Tamagotchi
Autorzy:
Petmann, Dominic
Wydawca:
IBL PAN
Powiązania:
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Opis:
21 cm
Pol. text, eng. summary
Tekst pol., streszcz. ang.
Dostawca treści:
RCIN - Repozytorium Cyfrowe Instytutów Naukowych
Książka

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