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Wyszukujesz frazę "Immersion" wg kryterium: Temat


Tytuł:
On the Cartan-Norden theorem for affine Kähler immersions
Autorzy:
Robaszewska, Maria
Powiązania:
https://bibliotekanauki.pl/articles/1207926.pdf
Data publikacji:
2000
Wydawca:
Polska Akademia Nauk. Instytut Matematyczny PAN
Tematy:
Kählerian manifold
affine immersion
Opis:
In [O2] the Cartan-Norden theorem for real affine immersions was proved without the non-degeneracy assumption. A similar reasoning applies to the case of affine Kähler immersions with an anti-complex shape operator, which allows us to weaken the assumptions of the theorem given in [NP]. We need only require the immersion to have a non-vanishing type number everywhere on M.
Źródło:
Annales Polonici Mathematici; 2000, 75, 1; 69-77
0066-2216
Pojawia się w:
Annales Polonici Mathematici
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Play the art: Artistic value in video games
Autorzy:
Jancsovics, Klaudia
Powiązania:
https://bibliotekanauki.pl/articles/2135604.pdf
Data publikacji:
2022-07-14
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
art
immersion
feedback loop
feelings
Opis:
Playing a game does not mean that we are doing something childish and useless. Using a new technology to express our feelings and raise the awareness of social issues does not mean we cannot call it art. If we go back in time, we can realize that there has always been a resistance to novelty and machines. Sometimes, they were even considered harmful. The same life cycle happens with video games: they are valuable in many ways, they are far more developed than they were twenty years ago, and they have even reached a stage where we can find art in them. But how can they be art? Is the answer in the story or in the audiovisual elements?  
Źródło:
Replay. The Polish Journal of Game Studies; 2021, 8, 1; 27-42
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Journeying into Academia via Immersion into Qualitative Research: Professor Shaffir as a Master Guide
Autorzy:
Etoroma, Efa E.
Powiązania:
https://bibliotekanauki.pl/articles/1024330.pdf
Data publikacji:
2020-04-30
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
Academia
Immersion
Validity
Research
Shaffir
Opis:
The choice of a work career is one of the most important events in a person’s life course and typically involves secondary socialization and identification with role models. This paper is concerned with the crucial role of my PhD dissertation supervisor at McMaster University, Dr. Billy Shaffir, in my choice of an academic career. I highlight and celebrate how, through the guidance of Dr. Shaffir, I experienced “immersive socialization” into field research and happily converted from an intended business career to an academic career.  
Źródło:
Qualitative Sociology Review; 2020, 16, 2; 52-60
1733-8077
Pojawia się w:
Qualitative Sociology Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Textualism, Materialism, Immersion, Interpretation
Autorzy:
Uniłowski, Krzysztof
Powiązania:
https://bibliotekanauki.pl/articles/1009159.pdf
Data publikacji:
2019-12-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
textualism
materialism
immersion
interpretation
utopia
Opis:
Krzysztof Uniłowski passed away earlier this December. For the last twenty years, he has been crucial to Polish literary studies. Writing on a broad range of topics – from reviews of contemporary Polish novels to essays on the idea of modernity, from class-oriented analyses of sci-fi books and TV shows to comments on the politics and ethics of literary criticism – he developed an impressive and highly unique critical perspective, or indeed: a unique language of criticism, one that has managed and will undoubtedly still manage to inspire countless critics of all generations. Throughout his work, Uniłowski drew heavily on historical materialism, constantly balancing his instinctive focus on the political – and, specifically, on class – with his equally instinctive conviction as to the irreplaceability of literary form. While we might not have agreed on every single issue – as is always the case on the Left – we in “Praktyka Teoretyczna” are proud to have called him not just an inspiration, but a comrade. Uniłowski passed away while putting finishing touches to the essay we’re presenting below. Unfortunately, he never managed to send us the finished abstract/summary for this article, so it falls to us to try and summarise its main theses. Krzysztof Uniłowski passed away earlier this December. For the last twenty years, he has been crucial to Polish literary studies. Writing on a broad range of topics – from reviews of contemporary Polish novels to essays on the idea of modernity, from class-oriented analyses of sci-fi books and TV shows to comments on the politics and ethics of literary criticism – he developed an impressive and highly unique critical perspective, or indeed: a unique language of criticism, one that has managed and will undoubtedly still manage to inspire countless critics of all generations. Throughout his work, Uniłowski drew heavily on historical materialism, constantly balancing his instinctive focus on the political – and, specifically, on class – with his equally instinctive conviction as to the irreplaceability of literary form. While we might not have agreed on every single issue – as is always the case on the Left – we in “Praktyka Teoretyczna” are proud to have called him not just an inspiration, but a comrade. Uniłowski passed away while putting finishing touches to the essay we’re presenting below. Unfortunately, he never managed to send us the finished abstract/summary for this article, so it falls to us to try and summarise its main theses.Krzysztof Uniłowski passed away earlier this December. For the last twenty years, he has been crucial to Polish literary studies. Writing on a broad range of topics – from reviews of contemporary Polish novels to essays on the idea of modernity, from class-oriented analyses of sci-fi books and TV shows to comments on the politics and ethics of literary criticism – he developed an impressive and highly unique critical perspective, or indeed: a unique language of criticism, one that has managed and will undoubtedly still manage to inspire countless critics of all generations. Throughout his work, Uniłowski drew heavily on historical materialism, constantly balancing his instinctive focus on the political – and, specifically, on class – with his equally instinctive conviction as to the irreplaceability of literary form. While we might not have agreed on every single issue – as is always the case on the Left– we in “Praktyka Teoretyczna” are proud to have called him not just an inspiration, but a comrade. Uniłowski passed away while putting finishing touches to the essay we’re presenting below. Unfortunately, he never managed to send us the finished abstract/summary for this article, so it falls to us to try and summarise its main theses. The issues raised in this erudite and formally complex piece include such fundamental questions as: in what sense do the fictional worlds resemble the non-fictional one, and how do we inhabit them? What’s the relationship between immersion and interpretation? What real-life figures can help us imagine or visualise our intimate yet inherently social relationship with the fictional (are we guests, dwellers, passersby...)? Uniłowski looks for answers in contemporary Marxist criticism (Eagleton, Jameson, Berardi), sci-fi and fantasy writing (Lem, Sapkowski, Martin), as well as modern continental philosophy (Gadamer, Heidegger) and – in the last part of the essay – contemporary game studies. We’re happy to be able to present Uniłowski’s piece in two versions, the original Polish as well as its English translation (by Jakob Ziguras). In order to preserve the unmistakable flow of Uniłowski’s thought in English, small changes were introduced – with the author’s full approval – in the English version. We trust that our Polish-speaking readers will fin the comparison of the two versions interesting and instructive, as they seem to give a unique insight into Uniłowski’s writing process.
Źródło:
Praktyka Teoretyczna; 2019, 34, 4; 13-31
2081-8130
Pojawia się w:
Praktyka Teoretyczna
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
An equivalence theorem for submanifolds of higher codimensions
Autorzy:
Witowicz, Paweł
Powiązania:
https://bibliotekanauki.pl/articles/1311611.pdf
Data publikacji:
1995
Wydawca:
Polska Akademia Nauk. Instytut Matematyczny PAN
Tematy:
submanifold
affine immersion
normal bundle
Opis:
For a submanifold of $ℝ^n$ of any codimension the notion of type number is introduced. Under the assumption that the type number is greater than 1 an equivalence theorem is proved.
Źródło:
Annales Polonici Mathematici; 1994-1995, 60, 3; 211-219
0066-2216
Pojawia się w:
Annales Polonici Mathematici
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Recenzja książki Joanny Pigulak „Gra w film. Z zagadnień relacji między filmem i grami wideo”, Universitas, Kraków 2022
Autorzy:
Prajzner, Katarzyna
Powiązania:
https://bibliotekanauki.pl/articles/26072294.pdf
Data publikacji:
2022
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
computer games
cinema
interface
immersion
interactivity
Opis:
What is the relationship between computer games and cinema? Why computer games tend to employ camera movement, shot-selection and framing similar to that used in the cinema? To what extent, though, is it useful to look at games more closely in the light of cinema? These are the central organising questions of Joanna Pigulak’s 2022 monograph Gra w film. Z zagadnień relacji między filmem i grami wideo. The book focuses very much on film-like quality of graphics and genres of computer games and explores the extent to which the tools of film analysis can be applied to them. The book argues persuasively that likeness between cinema and games is the reason for calling games virtual reality, what makes the main framework somewhat debatable. Pigulak’s great strength is in analysing fragments of computer games and demonstrating how differences between cinema and games are allowing for defining new qualities of interactive texts even when fundamentally similar building blocks are involved.
Źródło:
Replay. The Polish Journal of Game Studies; 2022, 9, 1; 59-64
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Ile emersji w grach? Recenzja książki: Piotr Kubiński, Gry wideo. Zarys poetyki, Universitas, Kraków 2016
Autorzy:
Krawczyk, Stanisław
Powiązania:
https://bibliotekanauki.pl/articles/682925.pdf
Data publikacji:
2016
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
emersion
gameplay
immersion
poetics
user interface
Opis:
Piotr Kubiński’s monograph is an outline of certain specific aspects of video games, examined from the perspective of poetics. Apart from a semiotic analysis of the user interface and a look at how games influence various texts and practices, what the readers will find here is an investigation into the strained relationship between immersion and emersion in video games. Contrary to the popular belief that immersion is unquestionably desirable, Kubiński shows that emersion – a group of phenomena that disrupt the players’ impression of unmediated presence in the game world – can also be a source of ludic and artistic effects that merit a scholarly study. The book offers a well-organized and carefully documented analysis of an understudied dimension of digital games; the tensions between immersion and emersion are present in many, if not all, video games; and the author’s efforts in other publications are making the term “emersion” more visible. For these three reasons, the monograph has the potential to become a significant work in Polish game studies, encouraging other scholars to apply Kubiński’s term in their own research. This would be instrumental in the development of an academic field that has suffered from insufficient accumulation of knowledge.
-
Źródło:
Replay. The Polish Journal of Game Studies; 2016, 3, 1; 155-161
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Metody integracji symulatorów wirtualnych z rozwiązaniami zwiększającymi immersję
Methods for integrating virtual simulators using tools to increase immersion
Autorzy:
Koszela, J.
Kukiełka, M.
Wantoch-Rekowski, R.
Powiązania:
https://bibliotekanauki.pl/articles/404023.pdf
Data publikacji:
2016
Wydawca:
Polskie Towarzystwo Symulacji Komputerowej
Tematy:
symulacja wirtualna
immersja
virtual simulation
immersion
Opis:
W artykule poruszone zostały kwestie związane z metodami oraz technikami integracji symulatorów wirtualnych z zestawem urządzeń zwiększających immersję – stopień zanurzenia użytkownika w świecie rzeczywistości wirtualnej. Przedstawiono też mechanizmy pozwalające na współpracę silników symulacyjnych z platformami ruchomymi o kilku stopniach swobody, urządzeniami i systemami zobrazowania, takimi jak Oculus Rift, ściany wideo oraz wizualizacja sferyczna. Omówiono problemy zarówno techniczne, tj. dynamikę i opóźnienia urządzeń, oraz te związane ze zdolnościami psychofizycznymi i fizjologicznymi – percepcją człowieka i jego sensorów.
Paper presents the methods for integrating virtual simulators using tools to increase immersion. It is possible to use virtual simulation to influencing the user's perception. Virtual reality (called VR) is called the image of a real or artificial, fictitious world with the representation of the rules in this world using information technology. There are many areas of application of virtual simulation such as: entertainment (games, films), science (VR technologies, research on its applications, simulators), education (training, exercises, simulators and simulators), military (cyber attacks, drones, virtual shooting ranges) and art (new trends and artistic trends).
Źródło:
Symulacja w Badaniach i Rozwoju; 2016, 7, 3-4; 113-120
2081-6154
Pojawia się w:
Symulacja w Badaniach i Rozwoju
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Szkoła immersyjna medialnie – szanse i zagrożenia
Autorzy:
Miąso, Janusz
Powiązania:
https://bibliotekanauki.pl/articles/606423.pdf
Data publikacji:
2016
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej. Wydawnictwo Uniwersytetu Marii Curie-Skłodowskiej
Tematy:
school, immersion, media
szkoła, immersja, media
Opis:
Stanisław Dylak claims significantly: “The school itself has never been under such pressure from the environment that it is experiencing nowadays”, since nowadays media environment has been trying to introduce a well-planned education as well as to inspire and trigger immense socialization in terms of span and effectiveness. Never before have pupils had such “space” as they do today, the media space, digital space where they can spend their time, make friends, have fun with friends from the furthest places in the world. The school used to provide just an ersatz of that (Dylak 2013, p. 12). Therefore, the question about the future of the school is the one that is exploding today with great impetus. In my opinion, the school is and will be essential mainly because of a real socializing process that is performed via real interactions among pupils and with their teachers. At the same time, I am convinced that the school will be slightly different, it will be an interactive school in which we will observe professionalizing and intensification of interpersonal communication as well as interactive didactics which enables a very dynamic education process in good atmosphere, using the pupil’s potential and with a wise use of media. A path leading to such a school is not easy as there are as many opportunities as difficulties and threats on the road but “it is the living we must follow, and leave the former life beneath…” (Adam Asnyk, transl. Jarosław Zawadzki).
Dzisiejsze środowisko medialne podejmuje planową edukację oraz inspiruje i uwalnia olbrzymią swym zasięgiem i skutecznością socjalizację. Nigdy dotąd uczniowie nie mieli takiej „przestrzeni” jak obecnie, przestrzeni medialnej, cyfrowej, gdzie mogą spędzać czas, nawiązywać znajomości, bawić się z przyjaciółmi z najodleglejszych miejsc świata; kiedyś namiastkę tego zapewniała szkoła (Dylak 2013, s. 12). Dlatego ogromną siłę ma obecnie pytanie o model szkoły przyszłości. Moim zdaniem szkoła jest i będzie konieczna, głównie ze względu na proces realnego uspołecznienia, który dokonuje się przede wszystkim przez realne kontakty uczniów ze sobą, z nauczycielami, ale równocześnie jestem przekonany, że będzie to musiała być szkoła już trochę inna, szkoła interaktywna, gdzie nastąpi profesjonalizacja i intensyfikacja komunikacji interpersonalnej, a także dydaktyki interaktywnej, w której następuje bardzo dynamiczny, w dobrej atmosferze, z wykorzystaniem potencjału ucznia proces nauczania–uczenia się, także z mądrym wykorzystaniem mediów. Droga do takiej szkoły nie jest łatwa, albowiem ile szans, tyle trudności i zagrożeń, jednak jak mawiał klasyk Adam Asnyk, „trzeba z żywymi naprzód iść, bo życie sięgać nowe”.
Źródło:
Lubelski Rocznik Pedagogiczny; 2016, 35, 1
0137-6136
Pojawia się w:
Lubelski Rocznik Pedagogiczny
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Płacząc po norwesku. Serial Skam jako opowieść transmedialna dla międzynarodowej publiczności
Crying in Norwegian. Skam as transmedia storytelling for international audiences
Autorzy:
Mączko, Małgorzata
Powiązania:
https://bibliotekanauki.pl/articles/1047285.pdf
Data publikacji:
2021-03-31
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
Skam
transmedia storytelling
convergence culture
immersion
Opis:
The article aims to analyse the phenomenon of a Norwegian Internet-TV show for teenage audiences, Skam (2015–2017). The transmedia storytelling used in this production resulted in unforeseen international acclaim, subsequently leading to the creation of local remakes of the series. The article will outline the main issues that the show has dealt with, as well as the immersion-building narrative solutions used by the creators. Moreover, it will discuss Skam’s reception by Norwegian and international audiences, and suggest potential directions for the future development of this format.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2020, 28, 37; 328-337
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Code-Switching Practices among Immigrant Polish L2 Users of English
Autorzy:
Ożańska-Ponikwia, Katarzyna
Powiązania:
https://bibliotekanauki.pl/articles/783193.pdf
Data publikacji:
2016
Wydawca:
Wydawnictwo Uniwersytetu Śląskiego
Tematy:
code-switching
bilingualism
immersion
L2 use
Opis:
The present paper aims to present a qualitative study on code-switching practices among L2 users immersed in the L2 culture. Code-switching practices were measured among 62 Polish L2 users of English who had immigrated to the UK and Ireland and reported using English on everyday basis. The informants of the study were to answer an open question concerning situations in which they switch from their L2 to L1 most frequently. The analysis of the results reviled that the participants reported code switching mostly in emotionally charged situations as well as when discussing personal topics with known interlocutors.  The results of the study are in line with some quantitative studies (Dewaele, 2010) as well as some autobiographical findings (Grosjean, 2010, Pavlenko, 2004, Wierzbicka, 2004) and shed some more light on a complex notion of bilingualism and code-switching.
Źródło:
Theory and Practice of Second Language Acquisition; 2016, 2, 1
2450-5455
2451-2125
Pojawia się w:
Theory and Practice of Second Language Acquisition
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Zasady przeciw immersji. Zaangażowanie w narrację i zaangażowanie w system formalny gry
Rules versus immersion: engagement in game’s narrative and engagement in formal system of the game
Autorzy:
Petrowicz, Marcin
Powiązania:
https://bibliotekanauki.pl/articles/973176.pdf
Data publikacji:
2015
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
rules in video games
immersion
engagement
MDA
Opis:
Rules and narratives in video games had a complicated relationship for many years. In game studies this conflict became evident in ludology versus narratology debate, in video game culture critics and players talk about ludo-narrative dissonance. Both of those phenomena express the popular belief that rules and story in videogames oppose each other, that strategic or tactical engagement and narrative immersion cannot coexist in one game. The following article confronts the problem of, supposedly, opposing types of engagement. To understand different aspects of engagement several concepts of immersion are recalled, beginning with those rooted in literary studies by Janet H. Murray, Marie-Laure Ryan and Katarzyna Prajzner, through game specific concept of Laura Ermi and Frans Mäyrä to post-immersion concepts of Gordon Calleja. In the next section of the paper two analyses of specific types of engagement are presented: game formal system engagement in Angry Birds [Rovio Entertainment, 2009] and narrative immersion in The Walking Dead series [Telltale Games, 2012]. The article concludes with a list of mechanical features of a video game that facilitates either engagement in formal system of the game or game’s narrative.
Źródło:
Replay. The Polish Journal of Game Studies; 2015, 02
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Influence of Plastic Forming Processes on the Dissolution Rate of Biocompatible Mg Alloys
Autorzy:
Boczkal, S.
Karaś, M.
Korczak, P.
Kapinos, D.
Koprowski, P.
Szymański, W.
Wroński, S.
Powiązania:
https://bibliotekanauki.pl/articles/355548.pdf
Data publikacji:
2019
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
MgLiCaZn alloys
biomaterials
structure
properties
immersion test
Opis:
The effect of plastic deformation process on the dissolution rate of biocompatible Mg alloys was investigated. Two biocompatible MgLi1Ca0,2Zn1 and MgLi1Ca1Zn1 alloys were selected for the study. The alloys were deformed on a 100T press at a temperature of 350°C by conventional extrusion and by the equal channel angular extrusion process (ECAE). The grain size analysis showed a high degree of the grain refinement from approximately 110 mm in the initial state to 2.8 mm after the 3rd pass of the ECAE process. Compared to as-cast state, the degree of strengthening has increased after plastic forming. The results of biodegradation tests have shown a significant increase in corrosion rate after both conventional extrusion and ECAE, although after subsequent ECAE passes, this rate was observed to slightly decrease in the MgLi1Ca1Zn1 alloy. Based on the results of macro- and microstructure examinations, the corrosion progress in samples after the extrusion process was described.
Źródło:
Archives of Metallurgy and Materials; 2019, 64, 3; 997-1004
1733-3490
Pojawia się w:
Archives of Metallurgy and Materials
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Zdigitalizowana (betonowa) dżungla. Miasto w grach wideo. Naśladownictwo
Digitalized (concrete) jungle. A city in video games. Mimicry
Autorzy:
Świątek, Paweł
Powiązania:
https://bibliotekanauki.pl/articles/445560.pdf
Data publikacji:
2014
Wydawca:
Uniwersytet Pedagogiczny im. Komisji Edukacji Narodowej w Krakowie
Tematy:
interactivity
mimetic
imitation
video games
sandbox
immersion
Opis:
The article describes the types of mimic relations that appear in video games (universalistic and fragmentary) and the ways in which these types affect the mechanism of constructing the reality of the game world. It discusses three levels of mimic relations which are used in the analysis of examples. It depicts the behavior of the inhabitants of virtual cities in Fallout, The Elder Scrolls and Grand Theft Auto game series. It also analyses the look of the particular locations in GTA: San Adreas, Max Payne 3, Deus Ex: Human Revolution and TES: Skyrim games. In the conclusion, the author points to the potential usefulness of the possible worlds’ theory which, to some extent, bonds the highlighted levels of virtual reality, the creation of the depicted world and the categories of interactivity and mimicry.
Źródło:
Annales Universitatis Paedagogicae Cracoviensis. Studia Poetica; 2014, 2; 147-157
2353-4583
2449-7401
Pojawia się w:
Annales Universitatis Paedagogicae Cracoviensis. Studia Poetica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Teoria pełnego zanurzenia
Total Immersion Theory
Autorzy:
Leś, Mariusz M
Powiązania:
https://bibliotekanauki.pl/articles/951592.pdf
Data publikacji:
2015
Wydawca:
Uniwersytet w Białymstoku. Wydawnictwo Uniwersytetu w Białymstoku
Tematy:
allotropy
fantasy fiction
immersion theory
fictional world
Opis:
The article is ispired by the pioneering book Allotopie by Krzysztof M. Maj, which describes the feeling of immersion in fictional world evoked by fantasy fiction. Maj chooses the immersion strategy of reception over the predominant mimetic interpretation, which he sees as incomplete in that it omits the fundamental for allotopy act of world creation. Immersion reflects the idiosyncrasy of creation and genre reception. Moreover, Maj’s book does not fail to address the traditional questions about the value of fantasy fiction.
Źródło:
Białostockie Studia Literaturoznawcze; 2015, 7
2082-9701
2720-0078
Pojawia się w:
Białostockie Studia Literaturoznawcze
Dostawca treści:
Biblioteka Nauki
Artykuł

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