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EN
The aim of this article is to discuss on a few antropology of literature conceptions from a different research circles and debate about proposed relations between involved disciplines. I paid a special attention on the manner of defining the research field of the antropology of literature in particular projects. This issue should be concidered in a wider context - the question is: in what extent, the research on antropology of literature is a part of an interdisciplinary or transdyscyplinary research tradition? Transdyscyplinary research should be considered as based on a professional specialization, but undertaking problems immpossible to solve within the framework of the particular disciplines. In this way it leads to a new reserch field constitution. Analysis of the presented examples implicates that antropology of literature research tends toward transdiscyplinarity.
EN
Today, in the times of the Internet, everyone has the right to create their own virtual reality that they will explain, promote, or actually sell as a useful and simultaneously attractive image of the modern world. In my article, devoted to era of new media in a modern Polish drama, I also promote my vision of the world. Discusing with proposals of Lev Manovich and Henry Jenkins, I make an attempt to describe new reality as a new multimedial aestetics. On a base of analysis of chosen polish dramas, written on the turning point of XX and XXI century by young Polish dramatists, I try to establish the concept of weak discourse which seems to be more adequate than concepts of hybrydic reality, which create a discomfort for modern people. This concept is also more open for critical reflection which I hinted at briefly at the end of this article.
Communication Today
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2011
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vol. 2
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issue 1
94-111
EN
When not considering the campaign of Barack Obama, the best example of using social media in parliamentary election campaign was the campaign presented by the SaS (Freedom and Solidarity) political party. It has significantly accelerated the setting of social media as tools of the political marketing in the environment of the Slovak political scene. Since the parliamentary elections in June 2010 a sharp increase of the politicians´ interests in social media, especially in Facebook and YouTube, can be seen. This study explores the potential of social media and identifies key factors of a successful communication. The core of the study is a detailed analysis of the activities of candidates for mayors in municipal elections in 2010. It points out that the main problems of using social media are the ignorance of the social media specifics and application of traditional practices and attitudes that do not work in social media.
EN
Today, we witness two generative forces of digital media culture meeting flexible, open, easy-to-use digital technology and large-scale social communication, sharing of in- formation, knowledge and media representations. These two forces are equally important in media convergence and divergence, but also tightly coupled. This paper traces the root of 'metamedium' concept, developed in late 70s by Alan Kay, to show that at the beginning two crucial aspects of digital revolution were intentionally connected within the project of creating 'personal dynamic media'. Thinking of digital technology as a 'material without qualities' - as a open to any transformation, mutation and extension metamedium - has significant impact on new media discourse. Not only because it reveals essential difference between 'old' and 'new media', but also because it exposes solid ground for practices od media hybridization, innovation or - using Lev Manovich notion - process of 'deep remixability'.
EN
In the article, the author uses the statistics to discuss the real growth of creativity of networked digital media users. He suggests that in the field of cultural studies grassroot creativity is often overemphasized, putting researchers at the risk of 'cultural populism' (described by Jim McGuigan in the 90s) in version 2.0. The suggestion does not question the impact of new technologies on cultural practices - although it suggests there is a need to look for a shift of power in other areas. One of them is informal circulation of professionally created cultural works. Instead of legitimizing the 'creativity compulsion', media studies should closely follow the relation not only between producers and consumers, but also between the formal and informal processes of obtaining, curating and redistributing media works.
EN
During the last two decades almost all the utopias of freedom, communication, access and cultural diversity have faced, respectively, problems of cenzorship, e-invigilation, exclusion and aesthetic homogenization. The reflection on cyberculture in its first years was characterized by the development of methodology, fascination with the unknown, the lack of technical knowledge, access difficulties and a great enthusiasm. Therefore we can distinguish some common attitudes, like the fear of dehumanization and losing real contacts for the sake of virtual ones. Also, in the 90s were the decade of great interest in telepresence and cyborg-like body prosthetics. One of the key features is adding the prefix 'cyber-' to many words and relating to fiction (mostly literature and cinema). Artistic activity may be traced halfway between fiction and science-based technology. As network-based decentralization has played a positive role, it also has a double meaning. There is no responsibility and no direct enemy that may be criticised. This problem may be considered as a central aporia of the digital avantgarde, to use the term coined by Hans Magnus Enzensberger. Since networks are no longer metaphors, as Eugene Thacker notices, they become real, but still unstable. Artists using networks are involved in many contexts, sometimes disappointed with utopias of freedom and visions of endless space. All this creates a complex picture of art within cyberculture twenty years after its emergence.
EN
In antiquity Zeus descending ex machina on the scene, caused the performance to became more spectacular and affecting. In the Middle Ages the same task was fulfilled by fire blazing gates of hell, in the Romanticism - dioramas and now LCD screens, video cameras, microports and devices which transform sound, projectors or the Internet. If theater does not want to become a fossilized and archaic art, it had to creatively respond to changes in the modern world, otherwise the theatres could be converted into museums. But each time when theater connects with new medium, the question returns: what is theatre or where are theatre's boundaries? How far can the creator go so his work is still associated with the theatre and not the TV/video/Internet? The topic of the article is the problem that arises for con- temporary theatre's specialists when moving play into the Internet. Although the projectors, computers, screens, television and cameras open up theatre to the new possibilities, they permit to break the current time-space constraints, they make cause a lot of theoretical problems too. First, when scientists have to call these phenomena. In the following examples I show, that new media reasonably incorporated into the performance don't cause damage, on the contrary - they make it more absorbing, enriching its senses and the presentation becomes more interesting visually.
EN
Popular convictions as to character of Japanese culture are dominated by the orientalist stereotypes that include self-contradicting images of a society that is traditional and at the same time modern and technology-based. The ambiguous portrait of Japan seems to a certain extent justied, if one takes into account the transformation that took place throughout the 20th century and which gave rise to a new model of culture that was shaped thanks to a unique combination of various elements, both native and foreign. I am planning to focus on the impact of the mass media on the awareness and an everyday life of the Japanese people. Besides, I am going to consider the extent as to which the new environment has been transformed by the information revolution. For my research I shall use the contemporary cinema which perfectly reflects cultural issues of the nation in the process of the vehement social change, and which shows the hopes and fears of the future.
EN
The article is concerned with the gentle shift within theorizing on cyberculture where the well known and much publicized metaphor of remix has often been employed as a paradigmatic tool to describe the culture of constant reconfiguration as well as (according to Lawrence Lessig's famous statetment) Read/Write culture. Given the popularity of the term throughout the whole decade of 90s and beyond, it is significant that the concept of remix has recently faded out, replaced by the notion of mashup. Reaching out to some practices of the freshly established field of sound art and reflection on the audiality, the article sketches the distance between two terms which, although close in meaning, represent also significant differences when it comes to the strategies of cultural recycling and reconfiguration of already recorded/coded material.
EN
In this essay we elaborate on the phenomenon of independent computer games by comparing it to the independent stream of American cinema - also known as Indiewood. The parallel between the film and gaming industries, that can be observed in the United States, has its roots in the early years of arcade games when the young companies like Atari were bought by media giants like Warner Communications. Having this influence in mind, we investigate the similarities and differences between those two segments of audiovisual media production. To illustrate the argument, we examine the two most prominent indie game titles of the past few years: World of Goo and Braid. In the last part of our article we also try to introduce a more national perspective by describing the situation of independent computer games in Poland
EN
The article attempt to define YouTube's cyberculture by describing a model of its user and by showing the ways of participation in this particular cyberspace. Author starts his research by mentioning the rick roll strategy as one of the major practices of 'using' the YouTube content. However the main part of the article is concentrating on the efforts to reveal YouTube as a cyberculture thanks to the analysis of Life in a Day production and its reception. And so, one of the crucial theories that constitute YouTube as an individual medium is the one explored by Richard Grusin. Grusin's thesis about the re-mediated and pre-mediated aspects of new media helps to understand the main idea of YouTube as a socio- technical proposition as well as Jan van Dijk's characteristic of the new media offers like fragmentarization of the cultural texts or its constant visualization. By referring to the Life in a Day project, author of the article is able to point out the basic determinants of YouTube's cyberculture by describing it as an example of digitalized bedroom culture and snack culture (both terms links with a specific tradition of thinking about the media consumers and consumption itself).
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EN
Hilary Putnam once wrote that all these very abstract and seemingly idle philosophical arguments eventually lead to major discoveries in the felds of politics, science, etc. Following this remark, I would like to draw a connection between two debates. The first one is the famous exchange between Jacques Derrida and John Searle - perhaps the most important confrontation between continental and analytic school of philosophy. The second one, far less known, took place at the beginning of our century on the www-tag mailing list. Here Tim Berners-Lee, creator of World Wide Web, and Pat Hayes, one of the leading figures in the field of Artificial Intelligence, were discussing the future of Semantic Web - a very ambitious project from the borderland of AI and network science. My goal is not only to highlight some apparent similarities among arguments used in these two debates. Rather, I would like to show that these arguments are embedded in larger discourses, which, consequently, shape the future of our technological environment.
EN
Contemporary cultures undergo the process of deep and diverse hybridization. Among numerous elements and factors of this process, relations between art and science play no- wadays very important role. I analyse this concept in the framework of the theory of the third culture, C.P. Snow put forward in his Rede lecture and publication in 1959. The third culture concept has been subsequently discussed and reinterpreted by John Brockman. In my analyse I return to Snow's idea of dialog as a basic form of the agency of merging arts and sciences. To explain how such processes have developed in the fields of contemporary artistic practices I present two case studies: the analyse of interactive Augmented Reality installations of Monika Fleischmann and Wolfgang Strauss in the context of ICT science; and the analyse of nanoart works of Victoria Vesna.
Pieniądze i Więź
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2005
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vol. 8
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issue 2(27)
115-118
EN
The text characterises political and ideological functioning of mass media in the People's Republic of Poland. It stresses the deformation of social communication and social bond caused by the institutional censorship (Main Office of Press, Publication and Public Performance GUKPPiW) intervention in media at that period. It depicts the mental mechanisms provoking auto-censorship. The authoress analyses all the stages of intervention in the senders' message.
Communication Today
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2010
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vol. 1
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issue 1
19-29
EN
The system of preferences of the public opinion is now largely due to the mega production of media and by its predominant influence on social assessments the main factor in shaping the respect of general public for values. The value system is held and animated through symbols expressed in artefacts that are currently dominating. The central moment of reflection on current trends, dimensions and mass media communication is the diagnosis of the interpretative unprofessionalism in journalism, of the suppression of real communication in favour of the principle of simulation, manipulation, and hyper reality. Mass media are powerful resource basis of the social reality interpretations and of so-called right ideas of it; in particular the dominant influence of the media touches the generation of children, teenagers and the youth as such.
Pieniądze i Więź
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2007
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vol. 10
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issue 2(35)
151-165
EN
The authoress concentrates on behaviour related to the Internet use, especially in the workplace. The subject of the research are Internet users and their behaviour.
EN
Ichikawa Kon (1915-2008), one of the most important and prolific Japanese directors, made almost eighty films during the seventy years of his career. His accomplishment is considered to be particularly difficult to judge due to its astounding variety of genres, themes, styles and tone - simultaneously sardonic, pathetic, cruel, sentimental, tragic and comic. However, regardless of the story that Ichikawa was depicting through all the images he created - starting from animations, through literary adaptations, postwar humanist movies and sentimental comedies, experimental films to documentaries – he never stopped thinking in terms of contemporary society and the problems it faces. Tracing the vicissitudes of Japanese postwar social history on the screen becomes an unforgettable adventure. This essay tries to investigate Ichikawa's oeuvre in the overall perspective by presenting some of his most widely acknowledged and recognised films as well as by introducing to the broad range of problems they invite.
Communication Today
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2011
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vol. 2
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issue 2
52-65
EN
The article covers the attitude to advertising as the most dominant tool of marketing communication. Advertising National culture is one of the frequent topics of professional discussions on advertising in the sphere of international advertising, most of all in terms of standardization, adaptation and localization of advertising. Probably the best known model which describes the divergences of national cultures is the model of cultural dimensions of the Dutch academic Geert Hofstede. In the first part of this paper the author describes four out of five cultural dimensions including their application in the field of marketing communication. Subsequently the results of large surveys through VSM 94 questionnaire in the Czech (Svetlík) and Slovak republic (Gecikova) are presented and the final data are compared with selected EU countries and the USA. On the basis of Kogut's methodology and established data the cultural distance of both countries was calculated and compared with other countries of the EU. The results show that people from the Czech Republic and the Slovak Republic are in comparison with other EU countries very close to each other from the point of cultural distance. In the third part of the paper there are possible recommendations for the cluster of these two countries presented particularly in advertising appeals, forms and execution of advertising. The author pointed out that the product category and features of the target group have a very strong influence on selection of advertising strategy components.
Communication Today
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2011
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vol. 2
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issue 2
90-106
EN
Changing social reality provides authors of the periodical press, especially the dailies, with unpredictable situations which they have to cope with. In the paper the author deals with the structural-compositional issues of the daily periodical press using the example of the Slovak quality daily SME. By means of an empirical research of the structure of SME in 2008 and 2009, he takes notice of the impact of unpredictable events having influence on the whole society on the layout of one issue. He takes into account the fact that informing about important events requires devoting adequate space to the sheet of the newspaper, whereby it comes to the breaking of a long-term model of the periodical. It is characterized by a relatively constant setting of the content and stable amount of the pages of the title in individual issues, which results into certain structure of a newspaper unit. Therefore, the reader is able to orientate fast in the newspaper. The outcome of the empirical part is represented by discussing aspects of contemporary situation on the market with the dailies and its reasons; delimiting newspaper unit as well as its components, in the context of accessible notions of Slovak and foreign newspaper science. Special attention is paid to the structure of a newspaper unit from methodological viewpoint and immediate interference into it, which is shown by the breaking of the stable structure of a newspaper.
EN
The article discusses the specific devices for the deaf people, and sign language and deaf lore in the new technological situation. There are different types of hearing aids supporting the concept of the deaf as the disabled who must be cured from their deafness and taught to communicate orally with the hearing world. Today there are many modern devices that support the visual aid, which is more comfortable for the deaf. In fact, for the deaf who are more cultured there is nothing to be cured or healed. They are sceptical about the emergence of any new medical device (e.g., cochlear implant), which aim seems to be turning a deaf into a hearing person. The deaf have become adapted to new technologies for their community's needs and use their language, culture and folklore in new environments, such as the Internet. Various telecommunication devices have made the direct translation of sign language possible. The deaf have become used to communicating on cell phones, videophones, web cameras, etc. Sign language communities have discovered the virtual space to share their culture and folklore among the community members and with the hearing world. There are many examples of deaf lore available on the Internet, mostly from among American deaf folklore. Many stories have been translated from sign language into verbal language, but one can also encounter authentic sign language texts in the form of video clips, sometimes with voiceover or subtitles. Virtual space is a wonderful place to present deaf people's own folklore, which has also been called sign lore. Fine examples of sign lore are ABC stories and number stories, also some popular signs like 'I Love You' sign. Deaf comics are also part of deaf lore and culture. Deaf comics characterise the cultural side of deafness from a humorous viewpoint. New technologies offer the deaf good opportunities for expressing their culture and promoting sign language and also for being in touch with other community members and with the hearing people.
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