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Homo Ludens
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2009
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issue 1
155-176
EN
Decoding and creating meanings, book readers always participate in a game. A book can be, however, a game space or a play space in the literal sense. It can be an accessory and a board, often combining the written text with two- or three-dimensional graphic representations. The article focuses on the book publications which are games in their own right (in accordance with Salen and Zimmermen's definition). After a brief discussion of the development and background of such publications, as well as the presentation of their crucial features, the intermediality vs interactivity continuum is being established. The continuum acts as the visual representation of actual and assumed features of the analysed examples, with the conclusion that the assumed position is invariably higher than the actual one.
2
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Gry wideo i kultura autentyczności

88%
EN
An important result of analyzing video games as a means of communication is the identification of a mechanism for immediately verifying a player's interpretation. Each success or failure of an action is a proof of correct understanding, or a lack of it. At the same time, the interactive character of video games creates the illusion of the uniqueness of a player's choices: the impression that each gamer establishes a distinct, yet valid path towards the conclusion, based on their interpretation of the game's messages. Such an approach reveals an important component of the pleasures given by playing a game: reassuring the player about her skills as a reader of those messages, as measured by the game's systems of evaluation. This self-centered aspect of gaming seems to be connected with the modern culture of authenticity, as identified by Charles Taylor. Its key feature is to stress self-realization as the ultimate goal of human existence. Although this aspiration should be based on an individually created, bricolaged ethical code, its central values are rooted in a common understanding of moral principles. Each individual simply chooses a set of values to practice, based on the interpretation of their social position, needs and ends. To live a life is to choose a unique and valid moral path from the myriad options. This remark allows us to infer certain similarities between the practice of gaming and the widespread ethical principle: the videogame as a miniature model of a good life, a necessary aspect of today's culture.
3
88%
World Literature Studies
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2016
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vol. 8
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issue 3
40 – 56
EN
In this paper we look at the subject of reading from and writing on screens, connected to the theory of two literatures. While reviewing the contemporary internationally wide-spanning and well received works on the history of literature, questions arise: why is the discussion on electronic literature not strongly represented yet, and why is the issue of reading from the screen only mentioned cursorily? In our opinion, the answer is to be found in the fact that there are two literatures currently in existence. We set out to prove this theory. In order to specify the theory of two literatures, in this article we (1) briefly cover the two tsunamis of hypertext reception and (2) deal with the notion of hypertext. To follow, (3) we bring typical examples of hypertext literature, all in order to better approach the issue of (4) reading from and (5) writing on screens. Then we take a brief look (6) at the theory of the iconic turn, in order to show how it can be applied to describe new media literature. The theoretical section is closed with (7) the introduction of a new, reader/writer function and attitude. Finally, (8) we present findings of a study conducted on reading from a screen, comparing the results to a previous survey. The article ends with our conclusion (9).
EN
In the study the authoress concentrates on the perspectives of literary hypertext research in the context of electronic literariness. The modest material basis of Central European geospace - weak e-literariness - is the cornerstone of the idea that the perspective of its research needs to be looked for in the transdiciplinary approach. This transdiciplinary approach is found in the field of digital media, which are regarded as the culture's evolutionary phenomenon - in the cultural practices. One of them is the perception of the literary hypertext as an artistic event. The ideas are consequently supported by the examples from the Polish literature. The authoress points out to the literary texts, which expose the problematics of the presence of the author as the text's editor - medial consciousness - as well as to the hypertext projects
Filozofia (Philosophy)
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2015
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vol. 70
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issue 9
715 – 725
EN
The paper aims to propose a phenomenological topological model of collective perspective. In this framework the paper analyses Husserl’s accounts of inter-subjectivity emphasizing the difference between early and late conceptions of Einfühlung. The early conception (until 1916) derives the inter-subjectivity from the localizing of haptic perceptions on my visually perceived body (i.e. from the Körper to Leib-körper transformation). The late, and more famous, conception conceives Einfühlung rather as a direct perception of the other’s expressions. The earlier account inaugurates a specifically transformative aesthesiological-kinetic layer, which is further considered to be a possible basis of inter-subjectivity. The emphasis in the layer-based theory of inter-subjectivity is not laid on the interactivity among two or more agents (as it is in interactivism in contemporary social cognition research), but rather on the subject’s involvement in layers of experience. Consequently, the collective perspective is not derived from the autonomy of interaction, but from a topology of transformative layers.
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