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EN
Students often struggle throughout the reading process and are not aware of how they are reading. While reading instruction dialogue has been around for many years, it has mostly focused on traditional face-to-face methods of modeling and feedback. Technology can play a role in reading instruction by offering teachers and students the option of using video to help motivate students to read, to showcase student readings, as well as to show students what they are doing as they read. This study will present and review strategies using readingcasts, dramatic read-alongs, digital booktalks, recorded video of students reading for feedback, and video feedforwarding.
EN
This paper describes an emerging learning design for a popular genre of learner-generated video projects: Ideas Videos or iVideos. These advocacy-style videos are short, two-minute, digital videos designed “to evoke powerful experiences about educative ideas” (Wong, Mishra, Koehler & Siebenthal, 2007, p1). We draw on a recent study in teacher education to present a structured description of a pedagogical approach to iVideo filmmaking. A visual learning design representation (Agostinho, Harper, Oliver, Hedberg & Wills, 2008) and a LAMS-based generic learning design template (Cameron, 2008) form part of this description.
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Virtual tourism space of cities

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EN
Aim: The aim of the study is to present the concepts of virtual space functioning in literature and to analyse the quality and quantity of three forms of presentation of tourist spatial data, such as geoportal, virtual walk (excursion) or a video. Methodology: The paper uses descriptive and comparative methods. Results: On the basis of the conducted research it was founded that the most represented form of tourist information is a virtual tour. Among the analysed cities, Kraków has the largest number of virtual tours. Discussion: The obtained results allowed us to state that geoportals and virtual walks allow for greater interaction with the user and provide great freedom of choice of content. Thus, they are a good tool for promoting cities. However, they cannot replace the penetration of real tourism space. There is a large dispersion of materials on the web, which increases the time of obtaining information by a potential tourist.
EN
Changes resulting from the development of the Internet have a significant impact on the shape of popular culture. Music, particularly the message that it conveys, constitutes an important element of culture. Music, which is a part of a wider cultural context, has a significant influence on the shaping of the world view of contemporary people and serves as an important element of its description. According to Jacek Bernasiewicz, music often becomes the building block of the young generation. “It is primarily about music, and particularly its content, that always served as a generational bond and carried ideology – rock music for flower children, punk rock for neglected children, rap music for hip hoppers…” (Bernasiewicz, 2009: 4). Music always carries a message and combined with a music video, it becomes a story. This paper and deliberations contained herein are devoted to the works of Mr D, also known as Dorota Masłowska, which is a mirage – on the one hand of pop culture, entertainment and fun, and on the other, a depiction of the contemporary Polish society, in which the Generation Y plays a major role. The aim of the paper is to show how the Internet, being a place where narratives about the world play out, using the convergence of media, contributes to the construction of a certain reality, the elements of which, emphasised by Dorota Masłowska and elevated above the everyday life of the global teenager “Made in Poland,” make up the determinants of contemporary youth culture. Music videos by Mr D. and the content of songs from the album Społeczeństwo jest niemiłe will serve as the subject of this analysis. The narrative appearing in these songs will be examined, and the broader context of the meanings contained in the songs in relation to the entirety of popular culture and the way of functioning of society in it will be pointed out. Dorota Masłowska’s songs are not narratives of the author herself, but of protagonists presented in her music videos: the girl presented in the music video undergoes a kind of metamorphosis, and the viewer looks at the world through the eyes of her imagination. The protagonists in her music videos and songs are representatives of certain social groups with specific, clear characteristics that allow them to be individually identified. I assume that lyrics of songs listened to and music videos watched by youth and young adults are among the most important ways of learning and participating in culture by giving meaning to oneself, one’s life and the world. A musical work that is an “immature form” of culture, making use of the wide range of possibilities available to it for conveying messages, full of symbols and metaphors, demands its recipients to read and discover the meaning.
EN
This article presents the experiences and results of using a simple learning design for transforming a traditional, large-scale, face-to-face science module in calculus into blended learning where all face-to-face lectures were replaced by webcasts and online activities. The article presents the impact on teaching and learning in terms of how the teacher and the students used the materials and the impact on the students’ performance and satisfaction. The article concludes that replacing face-to-face lectures with webcasts and online activities has the potential to improve learning in terms of a better student performance, higher student satisfaction, and a higher degree of flexibility for the students. In addition, the article discusses implications of using learning design for educational development, how learning design may help breaking with the perception that facilitating blended learning is a daunting process, and, ultimately, its potential for addressing some of the grand challenges in science education and the political agenda of today
EN
The paper entitled How to rule in times of Victorian postapocalypse? Issue of power in the „Frostpunk” video game attempts to characterize power in a fictitious world of Victorian postapocalypse. The text has been divided into four thematic sub-chapters. Part one, a Victorian postapocalypse, explains the use of the term Victorian postapo in modern fantasy, and the short genesis of the post-apocalyptic convention. It was derived from classic horror novels such as Marry Shelley's The Last Man, Herbert's G. Wells's The war of the Worlds. These novels can be called the first works of the Victorian postapocalypse. The next subsection, Frostpunk, is an introduction to the world of the game, its mechanics and the presented story. The next part entitled „The government of souls” contains the characteristics of the Polish video game „Frostpunk”. This game is one of the latest steampunk convention works. It has been discussed in the context of the issue of power. The presented characteristics of the system, the prevailing rules and communication at the level of the overseer-society bear the marks of the „state of emergency” (Agamben). Existing force in the game is one of the most powerful weapons in the arsenal of the overseer, and that gives him full control. The reference to Foucalt's term of biopolitics is important the context of postapocaliptic society (Nijakowski). The survival of humanity is the priority of the survivors. Deprived of rules, power and self-organization, people strive to create a new system, even if it brings with it the necessity of getting rid of one's own personality. Frostpunk, which is a steampunk game, appeals not only to the stylistics, but also to the ideological assumptions characteristic of its first wave of this convention. It appeals primarily to „punk” rebellion. The old model of power proves unable to function in postsociety and falls, replaced by a new one, still imperfect but flexible and constantly evolving, which is described in the postapocalyptic reflection part. Frostpunk read in this way is a reflection on the possible development of events in times after extermination, as well as on the methods and means that human beings can reach in order to survive.
EN
In the first period of her career Urszula Czartoryska (1934–1998) dealt mainly with criticism. She predominantly focused on photography and its relations with other artistic phenomena, particularly from the borderline territory where artistic genres meet, covering also film and video. Two books summed up that stage in her writing career: Przygody plastyczne fotografii (1965) and Od pop-artu do sztuki konceptualnej (1973). Czartoryska’s professional domains extended in 1977 when she began work as the Head and Curator of the newly-established Department of Photography and Visual Techniques at the Museum of Art in Lodz, one of the first multimedia departments in world museology (photography, film, video, multimedia installations), forming part of the International Collection of Modern Art (opened to the public in 1931). The work for that institution did not imply only building the Department’s collection, but also involvement in the operations of the whole Museum, its display and publishing activity. It also impacted her writing activity in the sense that it extended to include research studies mainly on multi-motif inter- or interdisciplinary art. Apart from her work as a writer and museum curator, in 1978– 1993, Czartoryska also lectured: at the University of Lodz (1978–1986), Warsaw School of Photography (1985–1993), and at the State College of Fine Arts (today University of Fine Arts) in Poznan (1989–1993). Urszula Czartoryska represented the type of critic, museologist, and researcher opened to multiplicity of relations present in contemporary art, and drawing from numerous methods of its analysis and description.
PL
W odwołaniu do praktyki autorki jako nauczycielki języka polskiego w szkole podstawowej w artykule została przedstawiona krótka diagnoza dotycząca braku zainteresowania uczniów lekturami. Artykuł pokazuje też propozycje pracy z tekstem w czasie zmian (z)reformowanej szkoły zarówno tej zdalnej, jak i stacjonarnej.
EN
The paper is a brief assessment of a lack of interests in obligatory reading by students, prepared based on the author’s experience as a primary school teacher. The study provides some suggestions of working with the text during the period of change resulting from the school reform pertaining not only to classroom learning but also e-learning.
PL
Performance marketing, nazywany także marketingiem efektywnościowym, stanowi jeden z kluczowych obszarów zainteresowania firm i marek, wpływając na poziom optymalizacji realizowanych przez nie kampanii marketingowych. Jego głównym celem jest nakłonienie konsumenta do wykonania określonej aktywności, która najczęściej sprowadza się do intensyfikacji sprzedaży, zwiększenia ruchu na stronie i/lub w e-sklepie czy pozyskania jak największej ilości leadów sprzedażowych. Kierunki rozwoju technologii ICT oraz dynamika ich absorpcji w biznesie pozwalają przypuszczać, że zmierzamy do coraz bardziej interaktywnych i wciągających form kontentu, wśród których znaczącą rolę odgrywa format wideo. Vlogi i programy w kanale YouTube pozwalają na pełniejsze skonkretyzowanie i urzeczywistnienie istniejących relacji pomiędzy firmami/markami a ich konsumentami. Ważna okazuje się nie tylko chęć zaangażowania się w interakcje z marką, ale także partnerstwo z nią. Artykuł ma charakter teoretyczno-empiryczny, a jego celem jest identyfikacja możliwości wykorzystania kanałów wideo w obszarze performance marketingu. Rozważania oparto na literaturze przedmiotu oraz wynikach badań empirycznych. Badania te stanowią kontynuację analiz i studiów nad rozwojem polskiej blogosfery, z uwzględnieniem przesłanek i zakresu komercyjnego wykorzystania.
EN
Performance Marketing, also known as effectiveness marketing, is one of the key areas of interest of companies and brands, which influences the level of optimisation of conducted marketing campaigns. Its main aim is to encourage the consumer to perform a specific activity that usually boils down to intensification of sales, an increase in website traffic and/or in an online shop or to obtain the biggest number of sales leads. Directions of the ICT development and dynamics of their absorption in business enable to assume that we are heading for increasingly interactive and engaging forms of content, among which a video format plays a significant role. Vlogs and shows on YouTube channel enable more comprehensive specification and realisation of the existing relations between companies/brands and their consumers. What is of crucial importance is not only a willingness to engage in the interactions with a brand, but also in a partnership. The article is of the theoretical and empirical nature and its aim is to identify the possibilities for using video channels in the area of performance marketing. The discussion is based on the literature on the subject and results of empirical studies. The studies are a continuation of analyses and studies on the development of the Polish blogosphere taking into account the premises and the range of commercial application.
RU
Перформанс-маркетинг, называемый тоже маркетингом эффективности, представляет собой одну из основных сфер интереса фирм и брендов, влияя на уровень оптимизации осуществляемых ими маркетинговых кампаний. Его основная цель – склонить потребителя выполнить определенное действие, которое чаще всего сводится к интенсификации продаж, повышения движения на вебсайте и/или в э-магазине, или же к получению по возможности наибольшего числа потенциальных клиентов. Направления развития технологии ICT и динамика их восприятия в бизнесе позволяют предполагать, что мы стремимся ко все более и более интерактивным и вовлекающим формам контента, в числе которых значительную роль играет видеоформат. Влоги и программы по каналу YouTube позволяют более полную конкретизацию и реализацию существующих отношений между фирмами/марками и их потребителями/клиентами. Важным оказывается не только желание включиться в интеракции с маркой, но и партнерство с ней. Статья имеет теоретико-эмпирический характер, а ее цель – выявить воз- можности использовать видеоканалы в области перформанс-маркетинга. Рассуждения основали на литературе по предмету и результатах эмпирических исследований. Эти исследования – продолжение анализов и изучения разви- тия польской блогосферы с учетом предпосылок и диапазона коммерческого использования.
EN
In the video and new media art of Marina Gržinić and Aina Šmid, the abstract quality of a technologically generated image and the mediated world becomes an expressive and politically informed means of a communication strategy across the region of post-Socialist Europe also called the former East. Working collaboratively for over thirty years now, and using mostly the medium of video, the artists juxtapose the memories of the Communist past and its symbolism with the paradoxes of the post-Socialist condition, and in doing so, engage in a critique of Western hegemony and global capitalism. Gržinić and Šmid's performative practice can be also viewed as a sort of leeway for the enacting of identities. For gender articulation, this artistic strategy also includes female masquerade and performance of sexuality. Their ambivalent performance of identities, at times contradicting one another, is realised through deconstruction, appropriation and narrative critique. Gržinić and Šmid have always been working with a critique of ideologies portrayed as fluid, changing systems, revealing their rhetorical functions in the production of culture. Ideology is represented and manifested in their works in the body, history, and culture. This paper will examine some examples of their most recent works, discussing the opportunities for resistance tactics in contemporary art.
PL
W sztuce wideo oraz nowych mediów Mariny Gržinić i Ainy Šmid abstrakcyjność świata przedstawianego i poznawanego przy pomocy nowoczesnej techniki staje się dzisiaj środkiem ekspresji w strategiach komunikowania całego regionu post-socjalistycznej Europy, obszaru tak zwanej dawniej Europy Wschodniej. Pracując razem przeszło trzydzieści lat w obszarze sztuki wideo, Marina Gržinić i Aina Šmid zestawiają wspomnienia o komunistycznej prze-szłości i jej symbolice ze sprzecznościami rzeczywistości post-socjalistycznej, angażując się przy tym w krytykę hegemonii Zachodu i globalnego kapitalizmu. Ironia gry sztuką pogłębia ich krytyczne sposoby przedstawiania uprzedmiotowienia i różnych form zależności. Pozowa-nie można tutaj postrzegać jako swobodną przestrzeń dla odtwarzanych tożsamości. Przy iden-tyfikacji genderowej oznacza to także formę maskarady oraz performatywność tożsamości seksualnych. Ta ambiwalentna gra tożsamości, niekiedy sprzecznych ze sobą wartości, reali-zuje się przez dekonstrukcję, przywłaszczanie materiałów kultury masowej i mediów, oraz krytykę narratywną. Performatywność odnosi się tutaj do działań w obrębie kultury i praktyk artystycznych, polegających na strategiach udawania i przyjmowania tożsamości oraz ich form. Gržinić i Šmid zajmują się krytyką ideologii przedstawionych jako płynne, zmienne systemy, przez co ukazują ich retoryczne funkcje w wytwarzaniu kultury. Ideologia w ich pracach manifestuje się w ciele, historii i kulturze. Artykuł analizuje ich nowsze prace, nawią-zując jednocześnie do tematu oporu i protestu we współczesnej sztuce.
RU
В статье произведён анализ видеохостинга YouTube с точки зрения соответствия данного феномена определению архива, содержащемуся в отечественных ГОСТах. Делается вывод о том, что сервис YouTube по основным критериям накопления, обработки, каталогизации и предоставления доступа к видео- и кинодокументам, хранящимся на нём, может быть рассмотрен как архивное хранилище. Даются конкретные рекомендации по пересмотру существующих стандартов
PL
Artykuł analizuje hosting wideo na YouTube pod kątem zgodności tego zjawiska z definicją archiwum zawartego w rosyjskich standardach. Autor stwierdza, że YouTube, zgodnie z głównymi kryteriami gromadzenia, przetwarzania, katalogowania i zapewniania dostępu do przechowywanych na niej dokumentów wideo i filmów, można uznać za magazyn archiwalny / przechowalnię dokumentów. Podano konkretne zalecenia zgodnie z którymi powinny zostać ponownie przemyślane istniejące standardy
EN
The article analyzes YouTube video hosting from the point of view of compliance of this phenomenon with the definition of the archive contained in state standards of Russian Federation. It is concluded that the YouTube service, according to the main criteria for accumulating, processing, cataloging and providing access to video and film documents stored on it, can be considered as archive storage. Concrete recommendations are given for revising existing standards
PL
Punktem wyjścia tekstu jest tryptyk wideo artystki wizualnej Anety Grzeszykowskiej Black (2007), Ból głowy (2008) i Bolimorfia (2008). Autorka omawia te prace z perspektywy schizoanalizy, której materialistyczny i transcendentalny program Gilles Deleuze i Félix Guattari wyłożyli w dwóch tomach Kapitalizmu i schizofrenii. Centralnym problemem staje się w niniejszym wywodzie kategoria Ciała bez Organów, a więc podstawowy przedmiot praktyki schizoanalitycznej, opartej na nowej koncepcji nieświadomego i produkcji pragnienia. W artykule została podjęta próba odpowiedzi na pytanie, czy ucieleśnienie w eksperymentalnych filmach artystki pozwala na sporządzenie Ciała bez Organów oraz jak odbiorca lub odbiorczyni za pomocą afektywnego odczuwania doświadcza schizoanalitycznego stawania-się, bowiem w ujęciu Deleuze’a i Guattariego afekt jest podstawowym elementem współczesnego kina.
EN
The starting point of the text are three short films by visual artist Aneta Grzeszykowska: Black (2007), Ból głowy (Headache, 2008) and Bolimorfia (Painmorphia, 2008), analyzed from the perspective of the Gilles Deleuze and Félix Guattari’s schizoanalysis, whose materialistic and transcendental program they proposed in Capitalism and Schizophrenia. The central problem in the essay is Body without Organs, the basic object of schizoanalytic practice, which draws on a new concept of the unconscious and the production of desire. The text attempts to determine whether the embodiment of the artist’s experimental films allows her to prepare a Body without Organs, and, secondly, how the spectator experiences it affectively. In Deleuze and Guattari’s view, the affect is a basic element of modern cinema.
PL
Artykuł przedstawia techniki nagrań audio-wideo, które stają się współcześnie jednym z podstawowych narzędzi w badaniu rozwoju systemu językowego dziecka w środowisku monolingwalnym i bilingwalnym. Autorka opisuje biografię językową, jako metodę badania nabywania kompetencji językowych. Jak twierdzi W. Miodunka (2016) – w trakcie procesu badawczego należy stosować zasady otwartości, dobrej komunikacji i naturalności. Cechy te, zdaniem autorki artykułu, można osiągnąć poprzez użycie kamery w procesie obserwacji dziecka. Omówiono również zasady, których należy przestrzegać podczas korzystania z nagrań wideo, co może być niezwykle cenną informacją dla kolejnych badaczy tego zagadnienia. Następnie autorka skupiła się na technice zapisu powstałego materiału badawczego na przy kładzie analizy rozwoju języka dwojga dzieci dwujęzycznych i dwojga dzieci jednojęzycznych.
EN
The article presents the audio – video techniques that nowadays are the basic tools for the study of the child’s language development. These techniques could be used for mono and bilingual children. The author describes a “language biography” as one of the methods for the acquisition of language competence. According to W. Miodunka (2016), the “language biography” as a research method should include the following characteristics: openness, natural, and excellent communication. These features could be accomplished by using a camera during everyday activities. Additionally, the article presents the principles of recording videos for research purposes that could be valuable information for other studies. Thereafter, the author shows the technique to transcribe recordings based on the language development study of two bilingual and two monolingual children.
PL
Latynoamerykanie przez zwiększanie swojej liczebności mają coraz większy wpływ na wyniki wyborów w Stanach Zjednoczonych. Artykuł pokazuje, w jaki sposób Barack Obama wykorzystał poparcie celebrytów latynoskiego pochodzenia, by zdobyć głosy tej grupy społecznej. Jednocześnie rezultat badania porównano z kampanią Donalda Trumpa z 2016 roku, będącego w zupełnie innej sytuacji. Czy Hollywood faktycznie jest w stanie wpłynąć na wynik wyborów przez manipulację zachowaniem wyborczym wybranych grup etnicznych? Czy taki sposób prowadzenia kampanii wyborczej to jedyna droga dla Partii Demokratycznej w XXI wieku? Na te oraz wiele innych pytań autor stara się odpowiedzieć, opierając się na teoriach marketingowych.
EN
The fast-growing Latino community in the United States became one of the most influential voting groups of this decade. The article shows how President Obama used the endorsement of Hispanic celebrities through viral videos and fundraisers to win among this community, while acknowledging and comparing this case to Donald Trump’s presidential campaign in 2016, during which he could not count on the celebrities of Latin descent. The article tries to answer the question whether Hollywood can or cannot influence the ethnic voting groups and why this way of canvassing is only possible for the Democratic Party.
EN
The text concentrates on the issue of identity and its transformations, driven by the spread of media and digital culture. In the first part it presents three canonic proposals for reflections on virtual identity. Firstly, reflections on the communication dimension of identity derived from Martin Buber’s philosophy of dialog. Secondly, the concept of “ontological shift” as suggested by Marek Krajewski, who sees in it the remedy for the lack of a real dimension of many virtual contacts. Thirdly, the issues of the integrity of the individual and the fluidity of modern reality in the approaches proposed by Wolfgang Welsh, Anthony Giddens, and Zygmunt Bauman. The analytical part contains an analysis of the important aspects of the notion of identity. The first is the issue of the subjectivity of an utterance and its source, which will be discussed using the example of a play based on texts that adapted from Internet blogs. The second issue is an attempt to answer the question posed by Sherry Turkle of whether if it is possible to kill someone virtually. The point of reference for the search for a solution to this issue is the popular computer game “Vampire”.The last aspect has to do with celebrity identity in the media world. This concerns the phenomenon of celebrities in the pragmatic dimension as a model strategy of behaviour in the world, in which the boundary between privacy and public space has been blurred. On the basis of these analyses, which cover merely a small part of human experience, the author proposes a new methodological approach to perceiving and analysing aspects of identity revealed through the confrontation with the new virtual reality.
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