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Wyszukujesz frazę "interactivity" wg kryterium: Temat


Tytuł:
Telewizja interaktywna w Polsce (na przykładzie kanału aMazing Multimedia Polska)
Interactive Television in Poland (based on the example of aMazing TV, Multimedia Poland
Autorzy:
Robert Kuciński, Robert Kuciński
Tematy:
interactivity
interactive television
aMazingTV
Pokaż więcej
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Powiązania:
https://bibliotekanauki.pl/articles/923295.pdf  Link otwiera się w nowym oknie
Opis:
The article is an attempt to describe the essence of interactive television based on the example of aMazingTV – the first interactive channel in Poland, established by Multimedia Polska in September 2009. The author presents the development of interactivity in life, art and media and reflects on the future of one of the most important features of the so-called new media.  
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Cyberjournalism That We Make And The One That We Want – Cyberjournalistic Praxis: The Case Of Mass Media In Matanzas, Cuba
Autorzy:
Febles García, Auxiliar. Sussene
Oviedo Bravo, Arianna
Martiatu, Yusel Reinaldo
Tematy:
Hypertextuality
Interactivity
Multimediality
Cyberjournalism
Pokaż więcej
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Powiązania:
https://bibliotekanauki.pl/articles/526549.pdf  Link otwiera się w nowym oknie
Opis:
The present work characterizes the hypermedia communication's features of mass media in Matanzas, Cuba: TV Yumurí, Radio 26 and the Editorial Girón. The study takes an approach, from the academy, to the cyberjournalistic praxis, describing professional practices, self-regulation and application of knowledge. A group of theoretical considerations around hypermedia resources are proposed in order to improve the digital journalism that we do. The communicology study integrates technical resources of quantitative and qualitative levels. It also considers policy documents, reflections of academics and legitimizing agents to analyze the assessments of their own social development. The main findings point to the heterogeneity, uneven development and fragmentation of cyber-journalistic wasting of the communicative potentialities that provides Internet, such as its hypertextuality, the interactivity and its multimediality.
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Brzemię interaktywności – erotyka i seksualność w grach komputerowych
The burden of interactivity – eroticism and sexuality in computer games
Autorzy:
Cielecka, Magdalena
Tematy:
erotica
sexuality
interactivity
QTE
mainstream games
Pokaż więcej
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Powiązania:
https://bibliotekanauki.pl/articles/973200.pdf  Link otwiera się w nowym oknie
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:
Biblioteka Nauki
Artykuł
Tytuł:
Blog jako zjawisko interakcyjne. Analiza wpisów i komentarzy bloga społeczno - obyczajowego
Blog as the interactive phenomen. Posts and comments analisys from socio custom blog
Autorzy:
Kowalska, Magdalena
Opis:
Przedmiotem pracy jest analiza bloga społeczno - obyczajowego jako zjawiska interaktywnego. W pierwszej części pracy zostały zawarte teoretyczne rozważania na temat gatunków tekstu funkcjonujących w Internecie. Druga część pracy zawiera szczegółową analizę bloga mamwatlpliwosc.pl zarówno pod względem budowy, jak i występujących w nim gatunków tekstu. W osobnej części została poruszona kwestia komentarzy publikowanych przez czytelników. Omówione zostało także zagadnienie dialogu, do którego dochodzi w komentarzach pomiędzy czytelnikami oraz autorką, a także związane z nim zjawisko wielogłosowości.
The subject matter of my dissertation is commentary of socio custom blog as an appearance of the interaction. In the first part of the dissertation theoretical considerations about text species in the Internet were included. The second part of dissertation includes specific analysis of mamwatpliwosc blog. It was analyzed by structure and text species. In the separated part the question was raised by the comments published by readers. They were also description of the issue of dialogue which is between the comments of readers and author. The phenomen of polyphony which is associated with dialogue was analyzed as well.
Dostawca treści:
Repozytorium Uniwersytetu Jagiellońskiego
Inne
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:
Recenzja książki Joanny Pigulak „Gra w film. Z zagadnień relacji między filmem i grami wideo”, Universitas, Kraków 2022
Autorzy:
Prajzner, Katarzyna
Tematy:
computer games
cinema
interface
immersion
interactivity
Pokaż więcej
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Powiązania:
https://bibliotekanauki.pl/articles/26072294.pdf  Link otwiera się w nowym oknie
Opis:
What is the relationship between computer games and cinema? Why computer games tend to employ camera movement, shot-selection and framing similar to that used in the cinema? To what extent, though, is it useful to look at games more closely in the light of cinema? These are the central organising questions of Joanna Pigulak’s 2022 monograph Gra w film. Z zagadnień relacji między filmem i grami wideo. The book focuses very much on film-like quality of graphics and genres of computer games and explores the extent to which the tools of film analysis can be applied to them. The book argues persuasively that likeness between cinema and games is the reason for calling games virtual reality, what makes the main framework somewhat debatable. Pigulak’s great strength is in analysing fragments of computer games and demonstrating how differences between cinema and games are allowing for defining new qualities of interactive texts even when fundamentally similar building blocks are involved.
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Artists play games
Autorzy:
Pitrus, Andrzej
Tematy:
media art
video games
interactivity
interface
Pokaż więcej
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Powiązania:
https://bibliotekanauki.pl/articles/1955339.pdf  Link otwiera się w nowym oknie
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:
Biblioteka Nauki
Artykuł
Tytuł:
Interactive Talks
Autorzy:
BAKONYI,, Viktória H.
ILLÉS,, Zoltán DR
ILLÉS, Zoltán IFJ.
Tematy:
poll, interactivity
talk
mobile application
election
vote
student response system
personal response system
web-application
smart phone
interactivity
Pokaż więcej
Wydawca:
Uniwersytet Rzeszowski
Powiązania:
https://bibliotekanauki.pl/articles/455308.pdf  Link otwiera się w nowym oknie
Opis:
Nowadays people, especially young people usually use several mobile devices in the same time. This means, that they can reach any information just in time, so they are not patient any more to listen to anything which is not interesting for them in the moment. What does it mean in the context of university life? Is it true that university talks are living their last hours? They are boring because only one person is speaking for 90 minutes and nothing else happens? Are they really unnecessary because everything is on the net somewhere? Can we change this kind of attitude somehow? How can we make the talks more interactive? Our personal student response system.
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Zdigitalizowana (betonowa) dżungla. Miasto w grach wideo. Naśladownictwo
Digitalized (concrete) jungle. A city in video games. Mimicry
Autorzy:
Świątek, Paweł
Tematy:
interactivity
mimetic
imitation
video games
sandbox
immersion
Pokaż więcej
Wydawca:
Uniwersytet Pedagogiczny im. Komisji Edukacji Narodowej w Krakowie
Powiązania:
https://bibliotekanauki.pl/articles/445560.pdf  Link otwiera się w nowym oknie
Opis:
The article describes the types of mimic relations that appear in video games (universalistic and fragmentary) and the ways in which these types affect the mechanism of constructing the reality of the game world. It discusses three levels of mimic relations which are used in the analysis of examples. It depicts the behavior of the inhabitants of virtual cities in Fallout, The Elder Scrolls and Grand Theft Auto game series. It also analyses the look of the particular locations in GTA: San Adreas, Max Payne 3, Deus Ex: Human Revolution and TES: Skyrim games. In the conclusion, the author points to the potential usefulness of the possible worlds’ theory which, to some extent, bonds the highlighted levels of virtual reality, the creation of the depicted world and the categories of interactivity and mimicry.
Dostawca treści:
Biblioteka Nauki
Artykuł

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