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EN
The aim of the article is to analyse various motives and circumstances of return migration present in the narratives of Polish migrants, who grew up abroad and as young adults returned to their country of origin. It shows how the migration experiences in childhood and adolescence may affect subsequent attitudes and plans. I distinguish four types of return migration based on the main motives that guided the interviewees in their decisions: 1) return as a family strategy, 2)sentimental and patriotic return, 3) romantic return, 4) escapist return. Within each type I explain the processes that led to the decision and the expectations which accompanied it. I point out how these depend on: the stage of life in which the migration occurred, its length and nature and the parents’ attitude towards the Polish culture. The article is based on 17 in-depth interviews with Polish return migrants. The interviewees spent all or a significant part of their childhood in different countries of the western cultural sphere. Among them were two individuals who had spent some time in Arabic countries, although they attended international schools. The length of their emigration varied from 6 to 20 years, and the age upon return to Poland was 16 to 27.
EN
The presented paper deals with the motivational factors of volunteering and the concepts of altruism and egoism. It is aimed at presenting the motivations reflected by respondents, but examines also the advantages, disadvantages and other aspects of volunteering. The research sample consists of volunteers in the age range of 19 to 27 volunteering at the non-governmental sector. The statements of respondents are analysed and interpreted through the distinction between endocentric and exocentric altruism by a Polish social psychologist Jerzy Karyłowski.
EN
Simulation of human behaviour is an important issue in computer games. Reliable behaviour of game characters improves players’ reception of a game. Psychology is a science which provides information about the mechanisms of the human mind, so psychological inspiration might be applied while developing algorithms for artificial intelligence. In this paper, this inspiration is shown by presenting the bots in the game Counter-Strike. The problem of creating game bots as a part of the artificial intelligence field is discussed. The functioning of the algorithm for controlling the E[POD] bot as a case study is also presented.
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