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EN
The development of science and technology entails a number of relevant legal issues which, apart from the entities concerned, also the scholars of jurisprudence intend to clarify. A typical example is the relation between cyberspace and international law. Unlike the national law, the situation is more complicated in the case of international law given the fact that states, being the traditional subjects of this field of law, are often motivated more by their own interests rather than the effort to actually solve the problems. The submitted paper analyses the possibilities for the application of international law in this field and the issues related thereto.
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
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).
Ius Novum
|
2009
|
issue 4
7-34
EN
(Title in Polish - 'Ochrona unijnych praw czlowieka w cyberprzestrzeni - nowy podsystem organizacyjnoprawny UE a korzysci, zagrozenia i postulaty'). The article presents a new platform for the protection of human rights, together with the existing threats. The problems that appear have not been addressed in most legal regulations and creating them will not be easy (and is not always purposeful). Apart from the threats for human rights, there are also some important mechanisms creating favorable conditions for their protection, such as e.g. SOLVIT, EEC-ECJ, Fin-Net and other networks, and also a new opportunity to use electronic communications in the process of in-court and out-of-court protection. The method used in the work was mainly comparative and analytic (including legal analysis).
Homo Ludens
|
2009
|
issue 1
269-278
EN
The Sapir-Whorf Hypothesis traces the relation between human thought or the way people perceive the reality and the language used by a particular communicator. The author intends to shed new light on the relations between the language used in computer games and some possible consequences for the way people perceive the real world. In its essential part the article raises the question whether the Sapir-Whorf hypothesis is reflected in cyberspace and if the language used in computer games can have a direct effect on the mental development of young people who spend a lot of time playing computer games.
EN
The rapid growing informatization by the end of 90s in last century became crucial to society development. This new situation became new challenges regarding personal and national security. Internet as a global network create cyberspace, which is becoming increasingly a domain for cyber confrontation. The aim of this article is to review cyber-attacks which took place during US president election in 2016. These cyber-attacks have brought fundamental change in perception of cyber threats and impact of cyber-attacks to political functions and legitimacy.
EN
The publication describes numerous aspects of cyberspace violence. It presents the growth dynamics of the accretion with regard to different techniques of medial violence concerning foremost young users of the digital technology, including the mechanism of defining new identity by means of digital media and capabilities thereof. This disturbing phenomenon has been illustrated by empirical studies on students of junior high schools and high schools as well as based upon opinions of pedagogues. The studies reveal a relatively high level of students' awareness on the cyber-violence escalation, as well as evident declarations of first-hand experiences of different forms of such phenomenon and its severity. Young people notice the insufficient range of prevention activities and the need of social support for self-defense. The conclusions made upon the analyses emphasize the necessity for stronger appreciation of directed medial education as well as social initiatives aimed at reinforcing the healthy subjectivity of young users of digital technology, thus providing them with means of self-defense against discussed processes.
Communication Today
|
2016
|
vol. 7
|
issue 2
30–45
EN
The study deals with theoretical and historical reflection on the game principle alea and discusses the current trends in applying this game principle in the virtual reality. The key theoretical framework of the text is the typology of game principles by the French sociologist R. Caillois as well as works by other authors who deal with ludological principles. The essence of the theoretical reflection is examining historical development of the above-mentioned game principle and contemplating the use of key features of the principle in the presentday virtual reality, particularly in digital games. The author focuses mainly on the current digital games working with the alea principle; mainly on online games of chance and their alternatives. The terminological axis is based on the terms “virtual reality”, “game”, “digital game”, “game principles” and the “alea principle”. The key objective of this study is to clarify the current understanding of alea on the basis of logical analysis, i.e. to point out its evident occurrence in the media environment, more specifically in the dimension of digital games. The author mentions various metamorphoses of the game principle alea, taking into consideration the historical background of media evolution. The ambition of the text is not only to understand and interpret the examined reality, but mainly to specify how the alea principle interacts with the environment of virtual reality and digital games. The study works with an assumption that the analysed game principle alea has been present in the human society since the times of the Ancient Rome – its occurrence in today’s social and/or individual games experienced in the everyday reality is evident. The author also presumes that R. Caillois’s theoretical postulates are still timely and widely usable – also in new contexts such as the present-day media reality of digital games.
EN
The article deals with the problem of the legal definition of cyberspace in the Polish law. In connection with the continuing process of transferring human activities into the virtual sphere, new legal problems continually occur. They result, among others, from the technological progress. Activities in the so called cyberspace also become an essential element of the functioning of the individual, as well as the country and its administration. The process of developing IT culture besides advantages also generates certain dangers. This involves the possibility of cyberspace exploitation for purposes conflicting with the interest of the country and its citizens. An example of such dangers are numerous hacker attacks targeting various types of institutions of essential importance in the functioning of the country and the society. The country should be prepared to fight off such attacks, as well as to fight their consequences. Therefore in the Polish law changes have been introduced within the acts referring to emergency situations. The change, among others, involves the introduction of the term cyberspace into the legal language. The article raises issues connected with the indefiniteness of the term cyberspace, presents reflections involving the necessity of differentiation and defining of terms such as: cyberspace, virtual space, virtual reality, artificial reality, etc. These terms are sometimes used interchangeably, it is difficult to control the conceptual chaos with which we deal within the sphere of modern technologies. Attention is also drawn to the possible necessity of changing the notion of country's territory in the context of the country's functioning in cyberspace. The author also stipulates the necessity of discussing the definitions of phenomena occurring within the sphere of modern technologies with specialists in the field of technical, sociological, psychological studies, before they are introduced into the legal language. The article doubts whether the term cyberspace should have been introduced into the legal language at all. The author suggests that it should have been taken under consideration whether the possibility of another form of dealing with the issue of such dangers exists, such as dangers of the country's cyberspace. It is also questioned whether the introduced definition of cyberspace will prove to be a universal definition for the whole legal system.
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