Full-text resources of CEJSH and other databases are now available in the new Library of Science.
Visit https://bibliotekanauki.pl

Results found: 21

first rewind previous Page / 2 next fast forward last

Search results

Search:
in the keywords:  virtuality
help Sort By:

help Limit search:
first rewind previous Page / 2 next fast forward last
EN
Review of book: Bondecka-Krzykowska I., Brzeziński K.M., Bulińska-Stangrecka H.,  et al., Przedmioty wirtualne, P. Stacewicz, B. Skowron (ed.), Oficyna Wydawnicza Politechniki Warszawskiej, Warszawa 2019, pp. 135.
PL
Recenzja książki: Bondecka-Krzykowska I., Brzeziński K.M., Bulińska-Stangrecka H.,  i in., Przedmioty wirtualne, P. Stacewicz, B. Skowron (red.), Oficyna Wydawnicza Politechniki Warszawskiej, Warszawa 2019, ss. 135.
DE
Der Band enthält die Abstracts ausschließlich in englischer Sprache.
EN
Proficiency in any foreign language or languages is very inspirational. Infinite desire, tough self-discipline and personal attempts are vitally important factors in foreign language learning. Unfortunately, this idea ends when learning difficulties appear. They can stop learners and isolate them from future progress. According to the scholars and practitioners, there is a solution – to make learning more modernized by incorporating virtual and global technologies. This study will investigate the issue of effectiveness of foreign language learning in the context of globality and virtuality discourses. Nowadays young people represent the global digital generation that demonstrates excessive and habitual use of technologies. Considering that issue, the article discusses the controversial role of globality and virtuality in learning a foreign language. 
FR
L'article contient uniquement les résumés en anglais.
EN
The purpose of this essay is to examine whether the theory of the pure relationship advanced by Anthony Giddens can be used to explain love relationships in Italy. The essay is structured as follows: we start with a presentation of the pure relationship (§ 1) and why I hold that to remain as faithful as possible to the essential presuppositions of this model we need to study the phenomenon of the free union between two people (§ 2). In the third section I present statistics from the 2003 ISTAT study Multifunctional analysis of the family and move on in the fourth section to draw conclusions taking this data into account.
4
92%
EN
The development of computer sciences has transformed the way of thinking and our perception of the world. To express this new view of the world, a new language is created, which uses such notions as “virtuality”, “virtual world”, “virtual reality”. These words have already worked in our colloquial speech and our thinking. However, they are used in various contexts and have a different meaning. The paper offers some remarks on the problem of the meaning of these notions and draws some consequences of their interpretation.
EN
Tracing back the long history of money, we can identify crucial stages in its evolutionary development. Content of money has been structured by the process of civilizational change and growth. Money participated in every phenomenon characterizing humanity, social experience and social actions. It links individuals and groups, local, regional and global communities dispersed all over the world. Money ignores boundaries dividing reality and virtuality. It releases extreme emotions and behaviours e.g. jealousy, fear, love, desire, struggle, swank or extravagance. On the one hand, money is often considered as a significant power dynamizing the modern societies. On the other hand, its form and content is perceived as a consequence of complex social processes triggered by technological, political or cultural trends appearing in modern societies. Global financial crisis heavily struck the European economies. In the network world made of different scale entities tied together into global organism, financial disease spreads immediately and affects all actors involved in the global exchange of material and non-material goods. Problems of sub-prime market in US were instantly transmitted to Europe and other parts of the world belonging to the global financial organism. The impact of global financial crisis has been very visible in the European Union. EU legislators failed to prevent or contain the financial crisis. As a consequence some EU economies fell into fiscal troubles boiling up the socio-political atmosphere in Europe and other parts of the world. European fiscal problems caused by the network money diffusion froze the pace of social, cultural but also political (the view from below) integration. Utter concentration on the financial issues limited the ability of the lower level actor e.g. self-governments, NGOs, citizens to act in order to reinforce the EU institutions and its horizontal policies. In order to understand and tackle sources and consequences of global and regional crises it is necessary to reconstruct social theories describing the modern world.
EN
Tracing back the long history of money, we can identify crucial stages in its evolutionary development. Content of money has been structured by the process of civilizational change and growth. Money participated in every phenomenon characterizing humanity, social experience and social actions. It links individuals and groups, local, regional and global communities dispersed all over the world. Money ignores boundaries dividing reality and virtuality. It releases extreme emotions and behaviours e.g. jealousy, fear, love, desire, struggle, swank or extravagance. On the one hand, money is often considered as a significant power dynamizing the modern societies. On the other hand, its form and content is perceived as a consequence of complex social processes triggered by technological, political or cultural trends appearing in modern societies. Global financial crisis heavily struck the European economies. In the network world made of different scale entities tied together into global organism, financial disease spreads immediately and affects all actors involved in the global exchange of material and non-material goods. Problems of sub-prime market in US were instantly transmitted to Europe and other parts of the world belonging to the global financial organism. The impact of global financial crisis has been very visible in the European Union. EU legislators failed to prevent or contain the financial crisis. As a consequence some EU economies fell into fiscal troubles boiling up the socio-political atmosphere in Europe and other parts of the world. European fiscal problems caused by the network money diffusion froze the pace of social, cultural but also political (the view from below) integration. Utter concentration on the financial issues limited the ability of the lower level actor e.g. self-governments, NGOs, citizens to act in order to reinforce the EU institutions and its horizontal policies. In order to understand and tackle sources and consequences of global and regional crises it is necessary to reconstruct social theories describing the modern world.
EN
The goal of the paper is to present semantic virtuality as a linguistic problem, and to outline a proposition of a theoretical-methodological approach to the phenomenon. Based on the devices of French interpretative semantics (which uses the method of element analysis), I put forward a definition of virtual sense as a relevant absence of certain minial elements of content, which are made perceptible by their relation to units of the actual sense. I briefly present a typology of virtual semantic features which includes, on the one hand, definitional elements of content which undergo contextual visualization during the interpretation (neutralized semes), and on the other, interpretationally relevant alternatives of semes actualized in context (potential features).
Ethics in Progress
|
2019
|
vol. 10
|
issue 1
129-141
EN
In this paper I propose to demonstrate how the anthropological view can highlight the effects of the relationship between ethnic nationalism and global processes. Showing the results of an ethnographical research conducted in 2015, I focus on the representation of social identity in the contemporary Basque Country. I emphasize the central role played by the new technologies for the identification of the Basque communities’ boundaries. The creation of „the eighth province“ (or province of the diaspora) shows how, in this context, Internet could transform the “imagined community” into a virtual reality. The ethnographical view proves to be useful to understand how local practices and discourses can interact with global phenomena: particularly significant is the spreading of archaeogenetic investigations in Euskal Herria, in order to verify the hypothesis of a reproductive isolation of Basque people. Moreover, a big part of local population is using genetic tests proposed online by DNA consulting agencies. It is important to identify how these genetic narratives are absorbed and reused by local populations and if they can reshape the past of a mnemonic community, influencing the representation of its future.
EN
The article is devoted to the concept of the “empty form”. This concept is considered from philosophical, communicative, sociological, artistic and cultural points of view. The author follows Aristotle’s philosophy of hylomorphism and “eidos” and its transformation into the 20th century theory of “new materiality” with the “emptiness of the center” and “assemblage of things” concepts, in the modern linguistic approaches and in art and creative industries (i.e. painting, architecture, literature). The metaphor “frame without painting” (G. Zimmel) helps us understand the social potential of the “empty form” concept (as a functional stimulus and condition of perception). The modern communication situation, characterized by a panmediatization of all sides of societal life and a penetration of media in all forms of sociality, provides a number of conditions leading to an increase of the role of “empty forms” (including creativity based on “ready-to-use” empty forms considered as “vacuums waiting to be filled”). Panmediatization makes possible “the cultural nomadism” as a rambling from one empty form to another one. Panmediatization creates a “cultural nomadism” that consists of rambling from one empty form to another. One can see how the panmediatized communication field organizes this rambling: any “cultural nomad”, or rambler, is provided an opportunity to create new senses and new objects in the virtually endless and timeless space of this field. The technical aspect nature of this field generates the phenomenon of media aesthetics – the process of never-ending creative activity and consumption and evaluation of its results, where the aesthetic judgement is embodied in the technical procedures of the panmediatized communication field (i.e. “likes” or “sharing” of social media).
10
70%
EN
The article presents the content shown at the “Festival of Art, Science and Society - Ars Electronica 2020”, which is organized annually in Linz. The focus was on the awarded and distinguished artistic works, taking into account their interpretation and the workshop in which they were created. In the article are presented i.a. such works of art as computer animation, network art, artificial intelligence art, hybrid art or bioart, which was briefly interpreted in relation to the currently being developed technologies and social contexts that accompanies it. The text was written as a result of the author’s personal participation in the festival, which also allowed to take into account the differences between the festival held mostly by web, as it was in 2020, compared to the stationary participation in it, as it was in previous years.
EN
This article presents the main results of an empirical research conducted on two places where young students make friendly relationships: school and Internet. It is obvious that two different places symbolize two different levels of reality. Are they complementary or contradictory? Are the friends of this real world equal to Facebook friends? Can we consider school friendship the same as the friendship accepted, and removed, by a simple click? The author tries to pinpoint the hidden mechanisms through which the virtual reality is actualized. By the social relational ontology, it’s possible to understand better and deeper the link between social capital of the young students and the continuum passage from on-line to off-line friendship.
EN
The monopolization of our techno-scientific culture by digital information technolo- gy, the Technopoly has unintentionally resulted in the extinction of knowledge or post- knowledge, by reducing knowledge to systems of symbols—formalized algorithmic hierarchies of symbol-systems without external reference; a totalistic virtuality, or real virtuality. The extinction of knowledge or post-knowledge has resulted in two mutually reinforcing situations. One situation is the rise of a new elite of technology experts. The other situation is the dummification of people. These two mutually reinforcing situations further result in an illegitimate role reversal between people and their machines. The machines become treated as smart; people become treated as dummies. The role reversal of machines and people reinforces the monopoly of digital technology over everything. The monopoly of digital techno-scientific culture, the Technopoly, becomes accepted without question and without criticism. However, there is a way to retrieve knowledge, and that way is through restoring the (Ionian) tradition of critical discussion within all our institutions. Critical discussion can be restored by increasing democratic participa- tion in our techno-scientific culture, which amounts to implementing a Socratic social architecture.
13
Content available remote

Virtuelle Museen als Blick in die Zukunft

58%
EN
The subject of this short analysis is the question about the structure of virtual museum. In this way appears the meaning of the modern technologies, which can be used for the better “publicity” of art. The other point is the comparison of traditional and virtual museum. Important is the question about the reception of art in this both cases. Virtual museums in Berlin are like the cosmos – approachable and open for all visitors in the world. Internet turns out as the practical instrument for the environment of art.
PL
Artykuł zatytułowany Virtuelle Museen als Blick in die Zukunft porusza problematykę funkcjonowania multimediów w dzisiejszym świecie sztuki. Coraz bardziej popularna staje się metoda tworzenia tzw. wirtualnych muzeów, które za pomocą zaawansowanej technologii multimedialnej prezentują zbiory muzealne najsłynniejszych muzeów na świecie. Autorka szczególną uwagę poświęca berlińskim muzeom, które wykorzystując tę metodę chcą dać przedsmak tego, co widz może ujrzeć w realu.
EN
Interactive movies are a result of a dialogue between expanded cinema and the art of new media. First examples of this phenomenon were interactive film installations. Jeffrey Shaw, Luc Courchesne and Grahame Weinbren are among the precursors of this trend. Their works are fundamental to the history of interactive movies. Creations of the first two artists were of a visual and immersive character and their artistic projects resulted in creating the idea of interactive participants in film events and the concept of ‘panoramic dispositive’ as a sphere of interactive film experiences. Weinbren created a model of interactive film narration that was available in installation mode. The artists’ interactive film installations are both a continuation of previous artistic activities in the field of cinema as well as a transgression leading
15
Publication available in full text mode
Content available

On virtual objects

58%
PL
Wirtualność organizacji zwiększa konkurencyjność przedsiębiorstw. Wirtualność kojarzona jest z rozproszeniem czasowo-przestrzennym, komunikacją elektroniczną, zmienną strukturą, partnerstwem oraz wykorzystaniem technologii informatycznej do zarządzania. Zaufanie jest ważnym czynnikiem wspierającym funkcjonowanie organizacji wirtualnej. W organizacji wirtualnej obserwuje się zwiększone zapotrzebowania na zaufanie przy jednoczesnym aktywowaniu czynników, które sprzyjają jego obniżeniu. Zaufanie sprzyja osiąganiu przewagi konkurencyjnej i efektywnemu funkcjonowaniu przedsiębiorstw. Niniejszy artykuł analizuje wyniki badań empirycznych przeprowadzonych w celu weryfikacji hipotezy dotyczącej wpływu wirtualności na poziom zaufania w organizacji. Przeprowadzone zostało badanie ilościowe, podczas którego uzyskano dane za pomocą kwestionariusza ankiety. Na podstawie danych uzyskanych z próby n=61 organizacji informatycznych przeprowadzono analizę statyczną, która pozwoliła na pozytywne zweryfikowanie hipotezy badawczej. Artykuł zamykają wnioski dotyczące kształtowania zaufania w zwirtualizowanych organizacjach.
EN
Virtuality of an organization is a factor that enables to increase its competiveness. Virtuality is related to time and space dispersion, electronic communication, instable and changeable structure, partnership and usage of IT technology to manage a company. Trust is an important element enhancing functioning of virtual organization. One can observe that in a virtual organization there is increased demand for trust, however at the same time there are more components presents stimulating its decline. Trust fosters achieving competitive advantage and effective functioning of an enterprise. This paper analyses research results conducted on the links between virtuality and intraorganizational trust in order to verify the hypothesis stating that level of virtuality impacts trust. The quantitative research based on the questionnaire. The received data from a research sample of 61 IT organization allows to investigate this relation. The results enable to analyze it based on statistical methods and verify the main hypothesis. The papers ends with conclusion.
EN
Today we are seeing significant technological progress in the context of imitating reality. One technology which emulates our reality in comprehensive way is photogrammetry. The aim of the article is to illustrate the using of photogrammetry in the context of video games. The main part of the text is an analysis of The Vanishing of Ethan Carter (The Astronauts, 2015). The authors of this video game decided to apply photogrammetry in order to display vast spaces in which an avatar is moving. I indicate that such an implementation not only creates a reliable illusion of reality, but also crucially affects video games’ poetics and narration.
PL
Today we are seeing significant technological progress in the context of imitating reality. One technology which emulates our reality in comprehensive way is photogrammetry. The aim of the article is to illustrate the using of photogrammetry in the context of video games. The main part of the text is an analysis of The Vanishing of Ethan Carter (The Astronauts, 2015). The authors of this video game decided to apply photogrammetry in order to display vast spaces in which an avatar is moving. I indicate that such an implementation not only creates a reliable illusion of reality, but also crucially affects video games’ poetics and narration.
EN
The Newest Media and Old-New Media: the Dispute Over the definition of new media The analysis of new media is a difficult task, mainly because of the lack of a uniform definition of new media. The term ‘new media’ has been in use for at least forty years and means that we encounter a new quality media. However, in many cases, such theoretical assumption of a definition does not go any further and does not indicate what is this new category, what is new in the media. This difficulty should be primarily overcome by drawing a clear boundary between old and new media. Some kind of difficulty in the study of aspects of the new media is precisely their novelty. Analyzing the new is always related to uncertainty, lack of distance, hypotheses, forecasting. Focusing solely on the media which are totally new at the time of analyses may be a certain kind of methodological trap. At the rapid development of technology such kind of ad hoc hypotheses may turn out completely useless and having no meaning, something that can be treated as a fleeting attempt of analyses. When exploring new media we should take into account the broader historical context, point wider consequences of media attention, take into account the context of the relationship of technology and culture and the consequences that result from this interdependence. Only then will the research on the issue of media attention go from the level of local insights onto the level of deep, broad scientific analysis, which will allow to organize the so-called archeology of new media and to answer the
PL
Artykuł dotyczy trójwymiarowych przestrzeni wirtualnych dostępnych online. Są to środowiska całkowicie graficzne. Użytkownik porusza się w przestrzeni 3D, sterując swoim awatarem – również trójwymiarową reprezentacją graficzną siebie samego. Początków takich światów należy szukać wśród gier strategiczno-przygodowych, jednak niektóre ewoluowały do tworów zwanych światami wirtualnymi „na serio”, które nie służą graniu. Ich zasoby są tworzone w całości i od początku przez samych użytkowników (rezydentów). Ci ostatni nie grają, lecz budują, tworzą infrastrukturę i egzystują w nich dla swoich własnych celów, jakiekolwiek one są: od rozrywkowych, przez edukacyjne, do komercyjnych. Do trzech najważniejszych cech takich środowisk zaliczają się: immersja, teleobecność i współobecność. Autor omawia wyłącznie światy wirtualne „na serio”. Największym z nich jest obecnie Second Life. Wiele instytucji – w tym edukacyjnych – ma tam swoje wirtualne agendy lub kampusy. W artykule omówione są wybrane przykłady projektów, instytucji i miejsc w Second Life, które wiążą się z problematyką niepełnosprawności człowieka; odniesiono się m.in. do kwestii czy, jak i gdzie w Second Life osoba niepełnosprawna może się realizować bądź szukać wsparcia.
EN
The article discusses three-dimensional virtual online environments. These are entirely graphical environments. The user moves through those spaces through his/her avatar – a 3D graphical representation of himself/herself. Historically, these worlds emerged more than a decade ago from strategic and adventure games; however, some of them evolved into creations called serious virtual worlds. These are not games. Their content is created in its entirety by their users (residents) from scratch. There is no central game there. Residents do not play, but they build infrastructure and exist there for their own needs whatever these needs are: from pleasure and fun, through education to commerce and business. Three main characteristics of these environments are: immersion, telepresence and co-presence. The author discusses serious virtual worlds only. Nowadays, the largest serious virtual world is Second Life. Many institutions – including educational ones – have their virtual agendas or campuses there. The article discusses selected examples of projects, institutions and places in Second Life which deal with disability issues, e.g. if, how and where a person with disability may fulfill himself/herself or seek support.
EN
Contemporary network society combined with accompanying new technologies lead to a radical change in the perception of places, time and dimensions of human existence. A specific kind of a visual collage contributes to spaces of places being replaced by the spaces of flows. Many of the current categories are redefined and the postmodern man needs new vectors that will allow him to move around the surrounding ‘infostrada’ freely and also find his place in the „wired” reality.
PL
Współczesne społeczeństwo sieciowe wraz z towarzyszącymi mu nowymi technologiami prowadzi do radykalnej zmiany w postrzeganiu miejsc, czasu czy też wymiarów ludzkiej egzystencji. Swoistego rodzaju wizualne collage sprawiają, że przestrzenie miejsc zastępowane są przestrzeniami przepływów. Wiele dotychczasowych kategorii ulega przedefiniowaniu, a ponowoczesny człowiek potrzebuje nowych wektorów pozwalających swobodnie poruszać się po otaczającej go infostradzie, a także odnaleźć swoje miejsce w „okablowanej” rzeczywistości.
RU
Современное сетевое общество вместе с сопровождающими его новыми технологиями приводит к радикальным изменениям в восприятии мест, времени или измерения человеческого существования. Вид визуального коллажа означает, что пространства мест заменены пространствами потоков. Многие предыдущие категории переопределены, и постмодернистским людям нужны новые векторы, которые позволяют им свободно передвигаться по окружающему их инфостраде, а также находить свое место в «проводной» реальности.
first rewind previous Page / 2 next fast forward last
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.