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EN
This article aims to provide teachers with a practical introduction to the capabilities of augmented and virtual reality (AR/VR) in foreign language education. We first provide an overview of recent developments in this field and review some of the affordances of the technologies. This is followed by detailed outlines of a number of activities that teachers can use in any ESL classroom with access to smartphones or AR/VR capable devices. The article concludes with consideration of privacy concerns, and practical issues of classroom implementation.
EN
In the era of common access to freedom on the Internet, there are more and more controversies between advocates of complete freedom and followers of the idea of limiting the usage of the global network’s resources. Should the Internet become a space of unlimited freedom? Contrary to common belief, the answer to such a question is not that obvious, although intuitively one would like to say yes. The Internet is basically an egalitarian tool of communication, a space of easy creation and transfer of content, for which the only limit is technology and unlimited human imagination. Freedom seems to be not only an immanent, but even a constitutive feature of the virtual space in which the Internet functions.
EN
The paper aims to determine how information and communication technology influences contemporary culture and examines the nature of this relationship. The analysis is based on socio-cultural research combined with socio-metric and humanistic studies, along with an eclectic approach. The author uses qualitative methods, in addition to system analyses, discourse analyses, secondary analysis, and participant observation. Digital and communication technology is changing the nature of interpersonal relations in today’s world, Wassilew says. Social networking sites on the internet make it possible to strengthen old and create new interpersonal ties, and they also contribute to the development of an information society. Technology used in interpersonal communication changes the way in which people look at the world around them. This eventually leads to new lifestyle patterns, in addition to economic, political and cultural changes, Wassilew says. According to the author, the paper’s findings can be used in business, marketing, logistics, organization and management strategies, and in the design of IT and communications systems.
EN
Contemporary development of information technology is this stage of civilization called information society in which human learns to transform information into the knowledge. An advantage of this stage is that it allows to effectively adapt to rapidly changing economical and political situations. However, its uncontrolled effect is the phenomena of creating the „virtual reality”. In such reality the information is constructs the illusions and artificial worlds in the human mind. The research on perceptual and memory processes uncovers the mechanisms of such construction which are often used to control the consumer and voter choice in economic and political market. The paper presents some examples of such control in both, the investment behavior on stock market, and the voter behavior under the influence of the negative political campaigns. The analyses of this controlled behavior in the light of cognitive mechanism of information processing allow to look differently on the classic notions of truth and freedom in decision making.
EN
Virtual reality is a rapidly evolving technology, which is successfully and increasingly present in various branches. The main purpose of this article is to tell whether the virtual reality is useful and functional in many areas of life. There were discussed such aspects as: phobia treatment, pain reduction, reducing the occurrence of post-traumatic stress, rehabilitation and medicine. Taking into account the listed examples of positive use of virtual reality it can be assumed that growth of this technology is both beneficial and necessary for society development.
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Using modern devices and global access to information have become one of the most important areas of people’s lives, especially in case of young people who have been dealing with technology and new media since they were very young. It is hard to imagine life without new information communication technologies. Communicating, making friends, gaining information, entertainment, pursuing hobbies and interests – it all happens through these technologies. Is virtual reality becoming the space of creativity of the young or their escape from real tasks that they should face in everyday life? The paper presents research on the compulsive usage of mobile phones and gives a detailed characteristics of the phenomenon of phonoholism in Masovian voivodship. The underlying research objective is the analysis of the negative effects of the excessive immersion of the users in the Internet and the ubiquitous presence thereof in people’s lives, with a particular emphasis being put on the impact the Internet has on young people. Among others, the research results have displayed low perception of the harmfulness of addiction to a mobile phone among the investigated youth.
EN
The purpose of this article is to reflect on what freedom of speech in the web is. In the age of universal freedom of access to the Internet, controversy is growing between supporters of full freedom and supporters of legal restrictions on the use of global Internet resources. Should the Internet be the space of unlimited freedom? Surprisingly enough, the answer to this question is not obvious, although intuitively one would like to answer in the affirmative. By definition, the Internet is an egalitarian tool of communication, a space for free creation and flow of content, for which the only limit is technology and human imagination, whose boundaries cannot be determined. The global network is a field completely unregulated and not bound by any rules. This situation is slowly changing and legislators and courts are beginning to set the boundaries of online proceedings. People posting content on the Internet must do so with precaution so as not to violate the limits of freedom of speech, especially in the field of broadly understood public security, crime, morality, public order, other people’s personal rights, and confidential information.
EN
The dynamism of changes occurring in the social-economic space determines need for the systematic development, understood as seeking innovative solutions. Given that 46% of the world population uses the Internet and the 31% declares that they are active users of social media, no rationally formulated corporate strategy can omit the potential of computer technologies. One of the advanced solutions which are successively adapted in the sector of banking services is virtual reality. It seems that every industry from video games developers to healthcare is looking for innovative ways to integrate some sort of virtual reality platform into their day-to-day systems. The aim of the article is the presentation of the concept of virtual reality in the context of banking. The article proves the implementation of VR in banking generates competitive advantage. Additionally, it presents various aspects of applications, market trends and forecasts of the subsequent development of this phenomenon. Moreover, there is an attempt to answer a question, whether virtual reality improves the effectiveness of the banking activity
EN
The possibilities of virtual reality in B2B marketing are increasingly recognized in scientific discussions as well as articles on interesting examples of early adopters such as IKEA and Airbus. However, while there is a growing recognition of its potential, the specific impact of virtual reality on B2B marketing remains part of the unexplored research area. From a business point of view, virtual reality technologies are already largely attracting investments that encourage research in the field hoping to discover the full potential of this technological innovation in optimizing business operations and processes. The great interest in virtual reality in marketing is not limited to the needs of the market but also comes from the gap in academic research and literature. Therefore, this research aims to bridge the gap between managerial and academic understanding and to improve knowledge of the influence of immersive reality technologies, namely virtual reality, on B2B sales and marketing. The basic method of work in this article is desk research. This paper draws upon reliable sources such as academic journals, published books, and case studies. Following an exploratory approach, the theoretical background provides a starting point for future empirical studies. This paper gives a realistic theoretical consideration of the topic by developing a framework and providing suggestions describing the impact of virtual reality on the perception of B2B customers, also providing B2B marketers and experts with several directions for future research and provides recommendations for B2B marketers who are interested in using the vast array of opportunities offered by virtual reality.
PL
Artykuł prezentuje kilka refleksji dotyczących listów, które są publikowane na łamach „Życia na Gorąco”. Autor pisze o różnicy między problemami nurtującymi tzw. „zwykłego czytelnika” a życiem gwiazd filmu, telewizji i estrady.
EN
The article presents some reflections about the Letters which are published in the polish tabloid “Życie na Gorąco” (“Hot Life”). The author writes about differences between main problems of life of polish ordinary people and connection their dilemmas with a life experiences of rock, tv and film stars.
EN
Developing Western societies are characterized by growing numbers of older people. This trend will increase in coming decades. Medicine and health care of developed countries has to stand against new needs of societies rich in people over sixty years old. This paper will briefly review new technologies and ways of treating disorders of older people on the one hand, and reception of these methods by older patients on the other hand. We briefly describe therapeutic methods used in clinical neuroscience dividing them into 3 categories: therapies based on implantation of external devices into the organism, therapies using video games, and therapies using virtual reality. These therapies will be discussed according to three rules, that have been proposed considering the approach for effective therapeutic methods targeting older people. It can be assumed that older people tend to be afraid of using unknown solutions, even to improve their own health states. Contrary to this claim, most of researches report very high rate of acceptance of aforementioned techniques by older people. However, laboratory teams should treat older people with extreme care so as  to not provoke aversion to technologies used in intervention
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Pomiędzy rzeczywistością realną a wirtualną

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EN
The article is an introduction to the monographic issue of the magazine “World and Word" entitled Between actual and virtual reality (2014, No 1[22])
EN
The article discusses the problems of human functioning in cyberspace seen from the perspective of cognitive pedagogy. The focus was on the area of communication, information processing by people and problems related to the language of the media. The understanding of the concepts of cyberspace and virtual reality from the position of cognitive pedagogy has been defined. A number of phenomena have been presented, such as: multitasking, cognitive load, sequencing mechanism, compression and addiction.
EN
Małgorzata Żmigrodzka Ph.D. In the recent years we have observed the development of devices and visualizations for monitoring the activity of a user (movement and position) in a virtual environment. Along with the growing utilization of personal computers for visualization and rapid development of computer image generation in real time, universities, following the latest trends used in science, are looking for solutions to reach students through the senses of: sight, hearing and touch. We should take into consideration the diversity of students’ styles and strategies of learning, that’s why the use of virtual reality (VR) in education is a response to the characteristics of the current age. Student as a creative maker and not just a passive recipient deliberately looks for new techniques of acquiring information and thanks to them he or she can build many precious skills, among others, independence in planning or carrying out a task, or cooperating in a team. In this context it is necessary to inform students about research, which is an integral part and foundation for understanding the processes taking place in course of team work e.g.: in aviation. The goal of the article is an attempt to assess the influence of virtual reality technology on education in the 21st century.
PL
W ostatnich latach nastąpił rozwój urządzeń do wizualizacji oraz śledzenia czynności użytkownika (ruchów i położenia) w wirtualnym środowisku. Wraz ze wzrostem wykorzystania komputerów osobistych do wizualizacji i szybkim rozwojem technologii komputerowego generowania obrazu w czasie rzeczywistym uczelnie wyższe podążając za nowymi trendami wykorzystywanymi w nauce, tym samym szukając rozwiązań aby dotrzeć do studentów przez zmysły: wzroku, słuchu, dotyku i czucia. Należy uwzględnić różnorodność stylów i strategii uczenia się studentów, dlatego wykorzystanie wirtualnej rzeczywistości (ang. Virtual reality – VR) w edukacji jest odpowiedzią na specyfikę współczesnych czasów. Student jako kreatywny twórca a nie tylko bierny odbiorca świadomie szuka nowoczesnych technik pozyskiwania informacji, dzięki którym może kształcić wiele cennych umiejętności, m.in.: samodzielności w planowaniu i wykonywaniu zadania lub współdziałania w zespole. W tym kontekście niezbędne jest zapoznanie studentów z badaniem będącym integralną częścią i podstawą do zrozumienia procesów jakie zachodzą w czasie pracy zespołowej np.: w lotnictwie. Celem artykułu jest próba oceny wpływu technik wirtualnej rzeczywistości na edukację XXI wieku.
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EN
Finding a clear-cut boundary delimiting fiction from documentary has always been a controversial, daunting and unthankful undertaking. In the last decade, the blur between the two genres has been reinforced by the rapid advancement of web and AR/VR technologies. Interactive web-documentaries and virtual reality documentaries do not only promote new viewing habits – from swiping smartphone screens to scanning horizons with VR headsets, they shake up the very idea of what a documentary is. In this short scholarly essay, I argue that the feature of interactivity is the driving force redefining the documentary genre. This thesis builds on two case studies: 1) Interactive documentary Atterwasch and 2) VR documentary The Unknown Photographer. In the final section of the essay I revisit the definition of documentary reality and expand it with the addition of André Bazin’s notion of mise en scène.
EN
The work of fire departments is influenced by various factors that bring risks. The security of fire fighters is the most important thing when performing their job. Therefore, it is necessary to ensure their security by identifying risks and eliminating them in advance. Virtual reality resources help to increase the safety of firefighters during professional training activities. These activities are conducted with the usage of simulators, practical exercises and simulations; however, these exercises can only partly get them closer to reality. We claim that virtual reality is a huge aid for firefighters, and that by using this tool, efficient protection of life and health as well as property can be provided. The submitted article discusses the current state of virtual reality resources and their use in the professional training of fire brigades and rescue units. It also discusses the benefits of virtual reality use.
EN
The media serve as a tool used for transmitting information, as well as a centre of social life. There is no doubt that over time they also became one of the most dominant areas of activity for children and young people. The paper aims to present the role and importance of the media in the lives of every human being, with particular emphasis on the young generation. The author takes a closer look at the media as an educational environment shaping society’s behaviour and way of thinking. The paper also outlines several examples of the impact and consequences that the use of mass media has on health and social functioning.
EN
The work of fire departments is influenced by various factors that bring risks. The security of fire fighters is the most important thing when performing their job. Therefore, it is necessary to ensure their security by identifying risks and eliminating them in advance. Virtual reality resources help to increase the safety of firefighters during professional training activities. These activities are conducted with the usage of simulators, practical exercises and simulations; however, these exercises can only partly get them closer to reality. We claim that virtual reality is a huge aid for firefighters, and that by using this tool, efficient protection of life and health as well as property can be provided. The submitted article discusses the current state of virtual reality resources and their use in the professional training of fire brigades and rescue units. It also discusses the benefits of virtual reality use.
EN
In this article author discusses the play/performance of Andrzej Sadowski Mayakovski reactivation. In the structure of the performance, he notices elements of the poet’s biography, elements taken from a computer game, elements referring to Majakowski’s texts (intertext). All this makes the performance become a kind of game with Majakowski’s texts and at the same time plays with contemporary conventions, expressed in the form of virtual reality. It also creates a reality referring to alternative history
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