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Wyświetlanie 1-3 z 3
Tytuł:
Cywilizacja przeciw chaosowi. „Dracula” Brama Stokera jako powieść gotycka o nowoczesności
Civilisation against Chaos. "Dracula" by Bram Stoker as a Gothic novel about modernity
Autorzy:
Wałaszewski, Zbigniew
Powiązania:
https://bibliotekanauki.pl/articles/2012167.pdf
Data publikacji:
2010
Wydawca:
Uniwersytet Warszawski. Wydawnictwa Uniwersytetu Warszawskiego
Opis:
In Dracula, a novel by Bram Stoker, a civilized gentleman from the Victorian Period is filled with horror at Nature, which in macrocosm appears as chaos of the elements and in microcosm manifests itself in the irrationality of drives controlling human beings. On such an interpretation, Jonathan Harker’s journey to Transylvania is a special voyage to the Conradian “heart of darkness” − the boundary of knowledge of cartographers drawing maps of the globe and the human psyche. Stoker, however, believes in civilisation, in the power of technology over the horror of elements, in the power of morality over wild drives of human nature. This faith is expressed by what may seem to be a banal form of a Gothic novel, which is the genre of the most famous literary work about a vampire, where the entire plot centres around the triumph of the Light Team over Dracula.
Źródło:
Prace Filologiczne. Literaturoznawstwo; 2010, 59, (3); 143-160
2084-6045
2658-2503
Pojawia się w:
Prace Filologiczne. Literaturoznawstwo
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Lęk z gotyckiego lochu. Od archetypu w folklorze ku opowieściom niesamowitym o powracających zza grobu
Fear from a Gothic dungeon. From the archetype in folklore to ghost stories about the dead returning from beyond the grave
Autorzy:
Wałaszewski, Zbigniew
Powiązania:
https://bibliotekanauki.pl/articles/2012179.pdf
Data publikacji:
2010
Wydawca:
Uniwersytet Warszawski. Wydawnictwa Uniwersytetu Warszawskiego
Opis:
The fear of the dead visiting the living from beyond the grave is common in many cultures of the world. Originally, it can be found in folklore, but it does not disappear in developed forms of social life, becoming the topic of popular literary (ghost stories) and cultural works (horror movies). The author, using as a point of departure the assumption that the fear of the dead is psychologically motivated, draws a clear line showing the development from dreams about the dead (Freudian psychoanalysis), through dreams told, to tales of horror as a literary genre. The paper focuses on phantasms associated with the return of the dead in popular imagination: the touch of a dead hand, a dead person opening their eyes and looking, rising from the coffin, walking around in search of the living in order to touch them and thus leave a mark of death.
Źródło:
Prace Filologiczne. Literaturoznawstwo; 2010, 59, (3); 215-238
2084-6045
2658-2503
Pojawia się w:
Prace Filologiczne. Literaturoznawstwo
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Interactivity and Audiovisuality of Computer Games. A Three-level Model of a Computer Game as Interaction
Autorzy:
Wałaszewski, Zbigniew
Powiązania:
https://bibliotekanauki.pl/articles/45203819.pdf
Data publikacji:
2023-10-16
Wydawca:
Akademia Pedagogiki Specjalnej im. Marii Grzegorzewskiej. Wydawnictwo APS
Tematy:
computer games
video games
interaction
interactivity
audiovisuality
model
ludology
game studies
Opis:
The article presents an updated model of playing a computer game as the user’s interaction with its system, taking into consideration audiovisuality as the fundamental channel for computer-human communication. Interactivity is an inherent property of computer games, which clearly distinguishes them from other kinds of games: it is therefore a defining feature of computer games. On the other hand, audiovisuality is a necessary characteristic, following from the communication between the computer and its user, taking place mainly in the channel of synchronized image and sound, which is dominant in human perception. The point of departure for the model development is an analysis of human interaction with the machine which runs the game system; in the model, there is a dynamic change from interactivity of a computer game to a human being’s interaction with the computer while playing, which makes it possible to fully account for the complexity of the situation of playing a computer game. The presented model combines the ludic aspect of a computer game (interactive entertainment) with the capacity to convey messages (an audiovisual cultural text), and from a commmunicative perspective, it unambiguously assigns a human being the role of the subject using a computer game.
Źródło:
International Journal of Pedagogy, Innovation and New Technologies; 2023, 10(1); 124-138
2392-0092
Pojawia się w:
International Journal of Pedagogy, Innovation and New Technologies
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-3 z 3

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