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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.
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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
Tytuł:
Experimental study on electrokinetic of kaolinite particles in aqueous suspensions
Autorzy:
Min, F.
Zhao, Q.
Liu, L.
Powiązania:
https://bibliotekanauki.pl/articles/110918.pdf
Data publikacji:
2013
Wydawca:
Politechnika Wrocławska. Oficyna Wydawnicza Politechniki Wrocławskiej
Tematy:
kaolinite
zeta potential
pH
immersion time
electrophoresis
Opis:
Influence of aqueous phase properties and process parameters on kaolinite particle zeta potential was quantified by electrophoresis experiments. The results indicated that pH strongly altered the zeta potential of kaolinite and it decreases at the beginning and then increases in the range of pH = 2–13. The activity of different cations changes the zeta potential and has the following tendency of Al3+ > Ca2+ > Mg2+ > Na+ and the zeta potential increases due to heterocoagulation of different mineral particles in suspension. It was found that the zeta potential of kaolinite particles increases after the suspension was stirred and decreases at the beginning, and then increases with soaking time. The FTIR results showed that the zeta potential takes into account ion adsorption and the change of Si–O, Al–O and Al–OH groups on the surface of the kaolinite particles.
Źródło:
Physicochemical Problems of Mineral Processing; 2013, 49, 2; 659-672
1643-1049
2084-4735
Pojawia się w:
Physicochemical Problems of Mineral Processing
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Cold Water Immersion as a Method Supporting Post-Exercise Recovery
Autorzy:
Kowalski, Mateusz
Lubkowska, Anna
Powiązania:
https://bibliotekanauki.pl/articles/2138481.pdf
Data publikacji:
2022
Wydawca:
Uniwersytet Szczeciński. Wydawnictwo Naukowe Uniwersytetu Szczecińskiego
Tematy:
exercise recovery
cold water immersion
lactate concentration
Opis:
The aim of the study was to assess the effect of cold water immersion on changes in blood lactate concentration during post-exercise recovery in swimmers subjected to2-minute exercise test (front crawl swimming movements) using a VASA Swim Ergometer, with the maximum arm speed movements, as during the freestyle technique. The study covered 11 professional swimmers of the MKP Szczecin club, tested twice with a two-week interval. Each participant performed an exercise test twice, once with a passive recovery period, and the second time with cold water immersion after exercise, as a method potentially supporting the post-exercise recovery process. Each time before the test, immediately after and at 3, 6 and 9 minutes after exercise, the concentration of lactate in the capillary blood was measured. Statistical analysis of the obtained results showed that cold water immersion applied immediately after exercise resulted in a faster reduction of lactate concentration. The conducted research confirms that cold water immersion used in post-exercise recovery may be an effective method of restoring optimal physical fitness as part of the training process.
Źródło:
Central European Journal of Sport Sciences and Medicine; 2022, 38; 61-70
2300-9705
2353-2807
Pojawia się w:
Central European Journal of Sport Sciences and Medicine
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Immersion Suit Donning in Dynamic Environments: Implications for Design, Construction & Use
Autorzy:
Mallam, S.C.
Small, G.R.
Mackinnon, S.N.
Powiązania:
https://bibliotekanauki.pl/articles/117242.pdf
Data publikacji:
2014
Wydawca:
Uniwersytet Morski w Gdyni. Wydział Nawigacyjny
Tematy:
safety at sea
Immersion Suit
Dynamic Environment
Marine Abandonment Immersion Suit
Safety Equipment
Marine Emergency
Emergency Scenario
Survival Requirements
Opis:
Marine abandonment immersion suits are a vital piece of safety equipment intended to protect individuals from exposure to harsh environmental elements. The operational effectiveness of a well maintained and fitted suit depends on the ability of a user to correctly don a suit system. Thirty-two participants performed immersion suit donning trials in six experimental conditions. Dynamic, pre-abandonment marine emergency scenarios were simulated using a six degrees of freedom motion platform and varying environmental lighting levels. This article details user-suit interaction challenges encountered throughout immersion suit donning tasks and examines their connection to safety and survival in marine emergencies. Analysis of user-suit functionality during the donning process is critical for identifying current deficiencies in order to develop future design solutions, training methodologies and ultimately improve users’ practical competencies.
Źródło:
TransNav : International Journal on Marine Navigation and Safety of Sea Transportation; 2014, 8, 3; 429-437
2083-6473
2083-6481
Pojawia się w:
TransNav : International Journal on Marine Navigation and Safety of Sea Transportation
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gra czy film interaktywny? Czyli o wizualności współczesnych produkcji cRPG na przykładzie gry "Wiedźmin 2"
A game or an interactive movie? On the visuality of modern cRPG productions on the example of "The Witcher 2"
Autorzy:
Świątek, Paweł
Powiązania:
https://bibliotekanauki.pl/articles/521290.pdf
Data publikacji:
2013
Wydawca:
Uniwersytet Pedagogiczny im. Komisji Edukacji Narodowej w Krakowie
Tematy:
visuality
fictional woods
dynamic narration
introduction
interactivity
immersion
Opis:
In the article, it is pointed out that in modern computer games extended narratives aregradually abandoned while more emphasis is put on visuality and film-like character of the image, and on mimetism, understood not entirely as copying the reality, but as film realism, or following the popular cinematic schemas. One of the means to achieve this goal is using dynamic shooting and interludes that comply with the principles of film making; it is applied, among others, to increase the attractiveness of the message. The examples discussed here are the introductions from two games: The Witcher 1 and The Witcher 2. The conclusion is in fact a question: is a contemporary gameplayer an actual player, or rather a viewer?
Źródło:
Annales Universitatis Paedagogicae Cracoviensis. Studia de Cultura; 2013, 5, 1; 162-168
2083-7275
Pojawia się w:
Annales Universitatis Paedagogicae Cracoviensis. Studia de Cultura
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The development of English grammar and reading comprehension by majority and minority language children in a bilingual primary school
Autorzy:
Steinlen, Anja K.
Powiązania:
https://bibliotekanauki.pl/articles/780579.pdf
Data publikacji:
2017
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
immersion
primary school
young learners
grammar
minority language
Opis:
Both for the first language (L1) and for all additional languages (L2 or L3), grammatical knowledge plays a vital role in understanding texts (e.g., Grabe, 2005). However, little is known about the development and interaction of grammar and reading comprehension in beginning foreign language learning, especially with respect to children with a minority language background. This longitudinal study, therefore, examined minority and majority language children’s English grammar and reading comprehension skills. The children attended a German-English partial immersion primary school and were tested at the end of Grades 3 and 4. As expected, we found grammar to affect reading comprehension but also reverse effects. Most importantly, the results did not reveal any differences between the two language groups, irrespective of the test. Therefore, immersion primary school programs seem to be suitable for minority language children, and these children do not automatically represent an at-risk group for foreign language learning.
Źródło:
Studies in Second Language Learning and Teaching; 2017, 7, 3; 419-442
2083-5205
2084-1965
Pojawia się w:
Studies in Second Language Learning and Teaching
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Isometric immersions of the hyperbolic space $H^n(-1)$ into $H^{n+1}(-1)$
Autorzy:
Hu, Ze-Jun
Powiązania:
https://bibliotekanauki.pl/articles/1396048.pdf
Data publikacji:
1999
Wydawca:
Polska Akademia Nauk. Instytut Matematyczny PAN
Tematy:
isometric immersion
Monge-Ampère type equation
hyperbolic space
Opis:
We transform the problem of determining isometric immersions from $H^n(-1)$ into $H^{n+1}(-1)$ into that of solving equations of degenerate Monge-Ampère type on the unit ball $B^n(1)$. By presenting one family of special solutions to the equations, we obtain a great many noncongruent examples of such isometric immersions with or without umbilic set.
Źródło:
Colloquium Mathematicum; 1999, 79, 1; 17-23
0010-1354
Pojawia się w:
Colloquium Mathematicum
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Analysis of the impact of various gamification factors on the level of player satisfaction
Autorzy:
Demidiuk, Krystian
Plechawska-Wójcik, Małgorzata
Powiązania:
https://bibliotekanauki.pl/articles/2055099.pdf
Data publikacji:
2022
Wydawca:
Politechnika Lubelska. Instytut Informatyki
Tematy:
gamification
immersion
player satisfaction
grywalizacja
immersja
satysfakcja gracza
Opis:
Gamification has become a very popular term for a wide range of opportunities to increase customer interest and satisfaction. This has many uses, including science, commerce and everyday life. Despite the widespread use of gamification mechanisms, the scale of possible benefits is still unknown. The following work examines the influence of various gamification factors on a player's playing time and satisfaction in order to find the factor that brings the greatest benefit. The research was carried out using a game specially created for this purpose and on the basis of the results of the survey presented to the players. The results show that the five selected gamification factors are the challenges and the badges awarded for them have the greatest impact on both examined metrics.
Czynniki grywalizacyjne mają w obecnych czasach wielezastosowań poza rynkiem gier, między innymi w nauce, handlu jak i w codziennym życiu, co określane jest mianem grywalizacji. Pomimo jej powszechnego wykorzystywania, z racji na liczbę możliwych do wykorzystania czynników, skala potencjalnych korzyści wciąż pozostaje nieznana. Choć samo pojęcie grywalizacji odnosi się do obszarów nie związanych z grami, jej skuteczność skłania do zbadania źródła z któregosię wywodzi, a zatem wpływu poszczególnych jej czynników na same gry. Poniższa praca bada wpływ różnych czynników grywalizacyjnych na czas gry gracza oraz uzyskaną przez niego satysfakcję, w celu znalezienia czynnika przynoszącego największe korzyści. Badanie zostało wykonane przy pomocy specjalnie utworzonej w tym celu gry oraz na podstawie wyników ankietyprzedstawionej graczom. Wyniki pokazują, że pięciu wybranych czynników grywalizacyjnych, to wyzwania oraz przyznawane za nie odznaki mają największy wpływ na obie badane metryki.
Źródło:
Journal of Computer Sciences Institute; 2022, 22; 1--7
2544-0764
Pojawia się w:
Journal of Computer Sciences Institute
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Investigation into the Strength Properties of Plain Cotton Fabrics after Water Immersion for Upcycling Textiles
Autorzy:
Yang, Chen
Lin, Yanping
Zhu, Chunyan
Powiązania:
https://bibliotekanauki.pl/articles/24200973.pdf
Data publikacji:
2023
Wydawca:
Sieć Badawcza Łukasiewicz - Instytut Biopolimerów i Włókien Chemicznych
Tematy:
upcycling
cotton stock fabric
water immersion
strength properties
Opis:
This study utilized SEM to examine the fiber structure of cotton stock fabrics and tested their durability based on ISO standards. Two types of cotton stock fabrics were evaluated: natural-colored (162 cm width, 120.8 g/m2 weight, 281/10 in × 252/10 in density) and black-colored (157 cm width, 136.1 g/m2 weight, 482/10 in × 210/10 in density). Prolonged water immersion caused surface yarns to loosen, fibers to expand, and the cross-sectional area to increase. Residual pulp and impurities on the fabric adhered to fibers. After 27 days, fiber looseness peaked, leading to complete breakdown after 30 days. Natural-colored fabric experienced significant weft strength loss within 12 days, while black fabric showed slightly higher weft strength loss after 36 days. Color changes were prominent in natural-colored fabric during the initial 21 days, while black fabric displayed noticeable changes after 12 days of immersion.
Źródło:
Fibres & Textiles in Eastern Europe; 2023, 31, 3; 46--55
1230-3666
2300-7354
Pojawia się w:
Fibres & Textiles in Eastern Europe
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The influence of water birth on newborns condition in early adaptation period
Wpływ porodu w immersji wodnej na stan noworodków we wczesnym okresie adaptacyjnym
Autorzy:
Szymkowiak, Martyna K.
Surmiak, Piotr
Baumert, Małgorzata
Bujacz, Ewa
Klajnowicz, Izabella
Gonciarz, Julia
Witek, Andrzej
Powiązania:
https://bibliotekanauki.pl/articles/1035998.pdf
Data publikacji:
2017
Wydawca:
Śląski Uniwersytet Medyczny w Katowicach
Tematy:
immersion
newborn
labor pain
parturition
poród
noworodek
immersja wodna
Opis:
INTRODUCTION: A constant growth of interest in alternative labour techniques has been observed among pregnant women in recent years. Water immersion is a method that gives women the comfort of assuming any position, decreases the frequency of episiotomy and reduces the use of analgesics and antispasmodics. This technique is asso-ciated with better pain tolerance in birthing women and leads to shortening of the birthing stages. Despite this, there are a number of studies questioning the beneficial effect of water birth on the well-being of newborns. MATERIAL AND METHODS: A retrospective analysis included 210 newborns born in water immersion and 412 newborns born via the traditional method at the Neonatology Clinic in Katowice between January 2012 and December 2013. RESULTS: The first and second periods of labour in women giving birth in water immersion was significantly shorter compared to the birth time via the traditional method. In the children from water birth there was a significantly smaller incidence of facial haematocyanosis compared to newborns from the control group. There were no differences shown in the incidence of adaptation period anomalies between the analysed groups of infants. The incidence of intraventricular bleeding, adrenal bleeding, perinatal asphyxia, and the necessity of conducting resuscitation after birth did not differ between the children from the two groups. CONCLUSIONS: Water birth is associated with a significant shortening of birth periods and it does not increase the likelihood of adaptation period anomalies in neonates.
WSTĘP: W ostatnich latach obserwuje się stały wzrost zainteresowania ciężarnych alternatywnymi technikami porodu. Metodą, która daje kobiecie możliwość przyjmowania dowolnej pozycji w trakcie porodu, a także zmniejsza częstość epizjotomii i ogranicza stosowanie środków przeciwbólowych oraz rozkurczowych, jest immersja wodna. Technika ta wiąże się z lepszą tolerancją bólu u rodzących i prowadzi do skrócenia okresów porodu. Pomimo tych zalet, istnieją liczne badania kwestionujące korzystny wpływ porodu do wody na dobrostan noworodków. MATERIAŁ I METODY: Retrospektywną analizą objęto 210 noworodków urodzonych w immersji wodnej i 412 noworodków urodzonych metodą tradycyjną na Oddziale Neonatologii w Katowicach w okresie od stycznia 2012 do grudnia 2013 r. WYNIKI: Pierwszy i drugi okres porodu u kobiet rodzących w immersji wodnej był istotnie krótszy w porównaniu z czasem porodu kobiet rodzących metodą tradycyjną. U dzieci z porodu wodnego istotnie rzadziej stwierdzano sinicę wybroczynową twarzy w porównaniu z noworodkami z grupy kontrolnej. Nie wykazano różnic w częstości występowania zaburzeń okresu adaptacyjnego oraz trudności w karmieniu piersią pomiędzy analizowanymi noworodkami. Częstość występowania krwawień do- i okołokomorowych, krwawień do nadnerczy, zamartwicy urodzeniowej, a także konieczność prowadzenia zabiegów resuscytacyjnych po porodzie nie różniły się pomiędzy dziećmi z obu grup. WNIOSKI: Poród w immersji wodnej związany jest z istotnym skróceniem poszczególnych okresów porodu. Nie zwiększa prawdopodobieństwa wystąpienia u noworodków zaburzeń okresu adaptacyjnego.
Źródło:
Annales Academiae Medicae Silesiensis; 2017, 71; 383-392
1734-025X
Pojawia się w:
Annales Academiae Medicae Silesiensis
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Water immersion vs. air insufflation in canine duodenal endoscopy: is the future underwater?
Autorzy:
Galiazzo, G.
Costantino, F.
Foglia, A.
Bitelli, G.
Romagnoli, N.
Lambertini, C.
Francolini, C.
Gaspardo, A.
Chiocchetti, R.
Pietra, M.
Powiązania:
https://bibliotekanauki.pl/articles/2087281.pdf
Data publikacji:
2020
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
dog
duodenoscopy
water immersion
air insufflation
image analysis
nociception
Źródło:
Polish Journal of Veterinary Sciences; 2020, 23, 4; 581-588
1505-1773
Pojawia się w:
Polish Journal of Veterinary Sciences
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Increasing awareness and empathy among university students through immersive exercises – testing of the virtual reality application: A pilot study
Autorzy:
Raposo, Rui
Vairinhos, Mário
Laska-Leśniewicz, Anna
Sztobryn-Giercuszkiewicz, Joanna
Powiązania:
https://bibliotekanauki.pl/articles/22380091.pdf
Data publikacji:
2023-09-08
Wydawca:
Instytut Medycyny Pracy im. prof. dra Jerzego Nofera w Łodzi
Tematy:
virtual reality
immersion
universal design
empathy
higher education
extended reality
Opis:
Background This paper presents an overview of a pilot study focused on testing the effectiveness of immersive virtual reality (VR) exercises, within extended reality experiences, in increasing awareness and empathy among university students towards pregnant women, elderly people, people in wheelchairs, and people with some sort of sight impairment. The extended reality experience was designed to simulate various scenarios that reflect the experiences of people from diverse backgrounds, to promote a better understanding of different perspectives and social issues related to some of the challenges tackled by people whose limitations are many times overlooked. Material and Methods A design-based research methodology was applied and qualitative and quantitative data were collected in samples of 20 students from 3 countries. Results Overall, the results suggest that immersive VR applications can be an effective tool in increasing awareness and empathy among higher education students. The use of VR technology can create a sense of presence and immersion that allows students to experience situations that they may not have encountered otherwise. The results attained with the immersive experiences have provided evidence that these solutions can foster a greater understanding of different perspectives and promote empathy towards individuals from diverse backgrounds. Conclusions Ongoing research correlated with the Mixed Reality on Universal Design’s Secret Service (Mr. UD) project results is already expanding on these findings by testing the effectiveness of VR applications in different contexts and with larger and more diverse samples. Additionally, the research conducted has provided relevant evidence that suggests that VR applications and their inclusion in training programs may help promote behavior change and reduce prejudice and discrimination towards marginalized groups.
Źródło:
Medycyna Pracy. Workers’ Health and Safety; 2023, 74, 3; 187-197
0465-5893
2353-1339
Pojawia się w:
Medycyna Pracy. Workers’ Health and Safety
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
O immersyjności escape roomów. Przykład pokoi Tick Tack w Gliwicach
Autorzy:
Julke-Bogacka, Katarzyna
Powiązania:
https://bibliotekanauki.pl/articles/682888.pdf
Data publikacji:
2017
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
escape room
immersja
emersja
dysonans ludonarracyjny
immersion
emersion
ludonarrative dissonance
Opis:
Escape room (ER) is a live cooperative game in which players need to find a way out of a closed room, or to reach an additional goal by solving a series of riddles and puzzles, in a set amount of time. So far there have been few publications on ERs, particularly in Polish game studies. This paper is an attempt at filling this gap. The history of ERs is described briefly, and the claim is made that the reason for the success and popularity of selected ERs is their immersivity. The rooms of the company Tick Tack, which is located in Gliwice, are used as examples to discuss the topic of ER immersivity and the conditions that a room should meet to engage players fully. The analysis is based on relevant literature and on the author’s own experiences with ERs.
Escape room (ER) to rodzaj kooperacyjnej gry rozgrywanej na żywo. Polega na znalezieniu w określonym czasie wyjścia z zamkniętego pomieszczenia lub wykonaniu innego, dodatkowego celu misji poprzez rozwiązanie serii zagadek i łamigłówek. Dotychczas niewiele prac zostało poświęconych ER, szczególnie w środowisku polskich badaczy gier. Niniejszy artykuł jest próbą wypełnienia tej luki. W tekście przedstawiono krótką historię powstania ER oraz postawiono tezę, że przyczyną sukcesu i popularności wybranych ER jest immersyjność. Zagadnienie immersyjności ER oraz warunki, jakie powinien spełnić dany pokój, aby w pełni zaangażować graczy, omówiono na przykładzie pokoi firmy Tick Tack z Gliwic. Analizę przeprowadzono na podstawie literatury źródłowej oraz własnych doświadczeń z gry.  
Źródło:
Replay. The Polish Journal of Game Studies; 2017, 4, 1; 39-50
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Narrative in Virtual Reality? Anatomy of a Dream Reborn
Autorzy:
Ryan, Marie-Laure
Powiązania:
https://bibliotekanauki.pl/articles/1964577.pdf
Data publikacji:
2018
Wydawca:
Ośrodek Badawczy Facta Ficta
Tematy:
Virtual reality
narrative
interactivity
immersion
panoramic
representation
experience of embodiment
Opis:
When the big leap forward of computer technology took place for the general public in the 80s and 90s, virtual reality technology (VR) was touted as the “next big thing” that digital media would bring into our lives. Janet Murray’s influential book Hamlet on the Holodeck (1997) explored the possibility of turning narrative into the “immersive, interactive experience generated by a computer” that defines VR. But VR did not live up to its expectations, and after the year 2000, it faded from the radar of popular interest. It regained attention around 2011 when Mark Zuckerberg, the founder/CEO of Facebook, bought Oculus Rift, the maker of a relatively cheap and lightweight head-mounted display. Currently available VR narratives are distinguished from other digital narratives through three-dimensional images, interactive panoramic representations, and the ability to manipulate our experience of our own body. In this article I discuss three projects that use some of these resources in order to assess the storytelling potential of the medium: Clouds Over Sidra, a documentary about a camp for Syrian refugees in Jordan; Hard World for Small Things, a fictionalized version of the shooting of an unarmed black man by white policemen; and VRwandlung, a project that puts the user in the situation of the hero of Franz Kafka’s The Metamorphosis, who wakes up one day to discover that he has been transformed into a giant insect. Basing my judgment of this limited corpus, I assess the potential of VR narrative with respect to four kinds of immersion: ludic, spatial, temporal and emotional.
Źródło:
Facta Ficta. Journal of Theory, Narrative & Media; 2018, 2, 2; 91-111
2719-8278
Pojawia się w:
Facta Ficta. Journal of Theory, Narrative & Media
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The use of total immersion in the rehabilitation process
Zastosowanie totalnej immersji w procesie rehabilitacji
Autorzy:
Rutkowska, Anna
Rutkowski, Sebastian
Szczepańska-Gieracha, Joanna
Powiązania:
https://bibliotekanauki.pl/articles/1790781.pdf
Data publikacji:
2020-09-22
Wydawca:
Akademia Wychowania Fizycznego im. Bronisława Czecha w Krakowie
Tematy:
virtual reality
immersion
telerehabilitation
rehabilitation
wirtualna rzeczywistość
immersja
telerehabilitacja
rehabilitacja
Opis:
The popularity of immersion, understood as absolute engrossment in a virtual world, has been growing year by year, due to new hi-tech sound, image and data-processing technologies. Man, because of human nature, is attracted to immersion as a way of experiencing new environments, which are often very different from those offered by the real world. Thanks to immersion in a virtual world, one can step into any desired computer-generated reality. This technology has found its use in the process of motor rehabilitation, likewise, psychological therapy. Total immersion in a virtual world creates the possibility for guided rehabilitation, utilising the appeal of am imaginary environment. Patients become more engaged and motivated to take part in the laborious and painstakingly long process leading to the recovery of their motor functions. Cooperation between physiotherapists and psychologists with engineers has resulted in the creation of new software solutions, and improved equipment, which can be tailored to meet the needs of patients with various mental problems or physical disfunctions and disabilities.
Popularność immersji czyli zanurzenia w wirtualnym świecie każdego roku wzrasta za sprawą nowoczesnych technologii dźwięku, obrazu i przetwarzania informacji. Człowiek ze względu na swoją naturę sięga po immersję aby doznawać nowych, często tak różnych od realnego życia przestrzeni. Dzięki zatopieniu w wirtualnym świecie może przenieść się w każdą wyimaginowaną komputerowo rzeczywistość. Tą technologię zaczęto implementować w procesie rehabilitacji ruchowej oraz psychologicznej. Korzyści wniknięcia do wirtualnego świata poprzez zastosowanie immersji, dają możliwość prowadzenia ukierunkowanej rehabilitacji, wykorzystując atrakcyjność wyimaginowanej przestrzeni. Pacjenci stają się bardziej zaangażowani i zmotywowani do żmudnego, długotrwałego procesu usprawniania. Współpraca fizjoterapeutów i psychologów z inżynierami owocuje nowymi oprogramowaniami, udoskonalonym sprzętem, który można dostosować pod różne dysfunkcje i niepełnosprawności chorych.
Źródło:
Medical Rehabilitation; 2020, 24(2); 27-30
1427-9622
1896-3250
Pojawia się w:
Medical Rehabilitation
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Modern documentary in the age of virtual reality: Deapening engagement with nonfiction storytelling through technological innovation
Autorzy:
Pomianowska, Iwona
Powiązania:
https://bibliotekanauki.pl/articles/923107.pdf
Data publikacji:
2018-04-26
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
virtual reality
spectatorship
perception
documentary storytelling
immersion
feeling of presence
Opis:
After decades of research, technological development as well as few discouraging setbacks, virtual reality (VR) appears to be on the cusp of its settled adoption. The incorporation of VR technology into the palette of everyday communication media is not only exciting for filmmakers and game designers, but also for every manner of storytellers: documentarians, journalists, educators, scientists – all professions involved in clarifying surrounding us reality and communicating about it. They all discovered that social change can be valuably stimulated by development of new technology – technology that serves in the same time as a classic medium to communicate and spread this news around. Considering the factors enabling us to capture and disseminate “a true story” in a highly captivating, immersive way (which previously has been preserved exclusively for entertainment and commercial productions), we should mention at least 3 crucial elements: technological innovation, psychological evolution of the viewer, application of VR beyond storytelling. The first two factors mutually interact and play off each other in terms of the changing threshold of perceptual tolerance as well as rising needs of the new spectator. The first part of this paper deals with the interdependency of these two elements. Structured conclusions will be enumerated as a practical reference for VR storytelling productions. The second part of the paper will deal with the third element enumerating the most inspiring cases from recent years – eye-openers for instigating social change, adding value and promoting wellbeing via VR technology. The engagement of VR in social change, innovation and nonfiction storytelling introduced the VR technology within the current media palette. It not only changes the nature of storytelling about reality, but fulfills the story that our reality builds.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2017, 21, 30
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Effect of water immersion of semi-finished products on the fat content in fried potato products
Wpływ zanużenia w wodzie półproduktów na zawartość tłuszczu w produktach smażonych z ziemniaka
Autorzy:
Sobol, Z.
Powiązania:
https://bibliotekanauki.pl/articles/93937.pdf
Data publikacji:
2016
Wydawca:
Polskie Towarzystwo Inżynierii Rolniczej
Tematy:
absorption
fat
frying
immersion
potato
absorpcja
tłuszcz
smażenie
zanurzanie
ziemniak
Opis:
In this study the influence of selected factors, such as duration of water sorption resulting from the process of reducing sugars elution from semi-finished products, temperature of sorbed water, frying temperature and size of the studied objects (thickness of slices), on the total fat content in dry mass of the obtained products was analyzed. The study was conducted on Innovator cultivar. The scope of the study encompassed 5, 10, 15, 20 min water sorption linked to the process of reducing sugars elution. A control study was also conducted on samples without the process of reducing sugars elution. Temperature of sorbed water was 20 and 40ºC; temperature of slice frying was 140 and 180ºC; the size of the studied objects, in the experiment limited by the thickness of slices, was 4 and 9 mm. Determination of the total fat content in the products was conducted using the Soxhlet method. The greatest amount of fat in dry weight was contained in the products from samples in which sugars were not eluted, when the process was conducted for a short period of time (several minutes) or when elution continued for the longest period of time, approx. 20 min. The smallest amount of fat was contained in the products from samples in which the immersion in water was conducted for 10-15 min. Thicker slices absorb smaller amounts of fat. Increase of temperature of sorbed water in the process of extracting sugars from semi-finished products results in the increase of the total fat content in dry weight of products.
Praca niniejsza analizuje wpływ wybranych czynników, takich jak, czas trwania sorpcji wody, która wynika z procesu elucji cukrów redukujących z półproduktów, temperatura wchłoniętej wody, temperatura smażenia oraz rozmiar badanych obiektów (grubość plastrów) na ogólną zawartość tłuszczu w suchej masie otrzymanych produktów. Badania przeprowadzono na odmianie Innovator. Zakres badań dotyczył 5, 10, 15 i 20 minutowej sorpcji wody związanej z procesem elucji cukrów redukujących. Temperatura sorbowanej wody wynosiła 20 i 40ºC; temperatura smażenia plastrów wynosiła 140 i 180ºC; rozmiar badanych obiektów, w doświadczeniu określonych przez ich grubość, wynosił 4 i 9 mm. Ogólna zawartość tłuszczu została określona za pomocą metody Soxhlet. Najwyż- sza zawartość tłuszczu w suchej masie występowała w przypadku próbek, w których cukier nie został wymyty, kiedy proces trwał krótko, lub gdy wymywanie trwało najdłużej, około 20 minut. Najmniejsza ilość tłuszczu wystąpiła w przypadku próbek zanurzonych w wodzie przez 10-15 minut. Grubsze plastry absorbują mniej tłuszczu. Zwiększenie temperatury sorbowanej wody w procesie ekstrakcji cukrów z pół-produktów powoduje wzrost ogólnej zawartości tłuszczu w suchej masie produktu.
Źródło:
Agricultural Engineering; 2016, 20, 4; 183-194
2083-1587
Pojawia się w:
Agricultural Engineering
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Wpływ zatopienia pomieszczeń pokładu łodziowego na stateczność początkową okrętu szkolnego
The effect deck’s flooded compartment on the stability safety of training ship
Autorzy:
Mironiuk, W.
Łosiewicz, Z.
Powiązania:
https://bibliotekanauki.pl/articles/251972.pdf
Data publikacji:
2015
Wydawca:
Instytut Naukowo-Wydawniczy TTS
Tematy:
stateczność okrętu
zatopienie
pokład łodziowy
ship's stability
immersion
boat deck
Opis:
W referacie przedstawiono zagadnienia obliczeniowe stateczności okrętu szkolnego z zatopionymi przedziałami okrętowymi na pokładzie łodziowym. Określono algorytm obliczeń wysokości metacentrycznej z uwzględnieniem powierzchni swobodnej po zatopieniu wysoko położonych przedziałów okrętu szkolnego. Na podstawie wyników obliczeń przedstawionych w postaci tabelarycznej i graficznej sformułowano odpowiednie wnioski.
The paper presents the computational stability is-sues with high flooded ship compartments on the boat deck. Defined metacentric height calculation algorithm taking into account with the free surface effect after flooding high located ship compartments. Based on the results of the calculations presented in tabular and graphical form suitable conclusions were done.
Źródło:
TTS Technika Transportu Szynowego; 2015, 12; 1084-1088, CD
1232-3829
2543-5728
Pojawia się w:
TTS Technika Transportu Szynowego
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Surface properties of the doped silica hydrophobic coatings deposited on plasma activated glass supports
Autorzy:
Chodkowski, Michał
Terpiłowski, Konrad
Goncharuk, Olena
Powiązania:
https://bibliotekanauki.pl/articles/110289.pdf
Data publikacji:
2019
Wydawca:
Politechnika Wrocławska. Oficyna Wydawnicza Politechniki Wrocławskiej
Tematy:
hydrophobicity
surface chemistry
glass
silica
sol-gel method
immersion
plasma
Opis:
The paper discusses preparation and characteristics of silica hydrophobic layers deposited on the plasma-modified glass supports. The surfaces were investigated using wettability measurements, profilometry, photoacoustic and infrared spectroscopy, X-ray photoelectron spectroscopy as well as scanning electron microscopy. The wettability measurements showed that the obtained surfaces are hydrophobic – the water contact angle was in the range of 140-150 degrees. The photoacoustic and infrared spectroscopy as well as X-ray photoelectron spectroscopy disclosed the surface compositions, particularly that of the hydrophobic alkyl groups deposited on them. They were methyl groups introduced during hydrophobization by hexamethyldisilazane. In addition, it was found that the number of groups on the surface depends on the kind of plasma by which the supports were activated. The optical profilometer showed differences in the surface roughness which affects their hydrophobicity. Moreover, the surface free energies were determined using the contact angle hysteresis method. They disclosed differences in each surface, depending on the way of supports activation. The largest hydrophobicity was obtained on the layer deposited on the support activated by the argon plasma. However, support activation by the air plasma resulted in a decrease of hydrophobicity compared to that of the non-activated surface.
Źródło:
Physicochemical Problems of Mineral Processing; 2019, 55, 6; 1450-1459
1643-1049
2084-4735
Pojawia się w:
Physicochemical Problems of Mineral Processing
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Lokacje teatralne w cyfrowych grach fabularnych jako przyczynek do refleksji nad remediacją teatru w obrębie gier komputerowych
Theatrical locations in digital role-playing games as a starting point for the reflection on the remediation of theater in computer games
Autorzy:
Kłeczek, Jakub
Powiązania:
https://bibliotekanauki.pl/articles/973182.pdf
Data publikacji:
2014
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
video games
theater
video game locations
remediation
theatrology
ludology
immersion
cRPG
Opis:
Digital games and theatre seem to have similar identity. This may be observed in similar art techniques used in both media. The aim of this paper is to demonstrate how theatre as a medium is represented in digital games. Analysis of selected games using theatrological methods shows the ludological problem of immersion in a new and interesting way. The subject of study is theatrical video game locations in Pathologic, The Path, Final Fantasy IX and The Elder Scrolls III: Morrowind. According to the author, analysing such locations is a good starting point for the discussion about the remediation of theatre and digital games.
Źródło:
Replay. The Polish Journal of Game Studies; 2014, 01
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Achieving academic control in two languages: Drawing on the psychology of language learning in considering the past, the present, and prospects for the future
Autorzy:
Cohen, Andrew D.
Powiązania:
https://bibliotekanauki.pl/articles/780989.pdf
Data publikacji:
2015-06-01
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
dual language program
immersion program
translanguaging
inner voice
L2 pragmatics
Opis:
This paper first considers what it means to become truly proficient in a language other than the native one. It then looks briefly at the evolution of dual language programs. Next, it focuses on the issue of whether the first language (L1) or the second language (L2) serves as the language of mediation. Other dual language program issues are then discussed, such as how proficient learners actually become in academic and social language in the L2, their proficiency in grammar and pronunciation, and possible administrative constraints in the design and execution of such programs. Finally, attention is given to a guidebook written directly for dual language learners and for their teachers in which learners are encouraged to take a proactive role to ensure that they make the most of their dual program language learning and use experiences.
Źródło:
Studies in Second Language Learning and Teaching; 2015, 5, 2; 327-345
2083-5205
2084-1965
Pojawia się w:
Studies in Second Language Learning and Teaching
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Effect of textural and chemical characteristics of activated carbons on phenol adsorption in aqueous solutions
Autorzy:
Vargas, D. P.
Giraldo, L.
Moreno-Piraján, J. C.
Powiązania:
https://bibliotekanauki.pl/articles/779420.pdf
Data publikacji:
2017
Wydawca:
Zachodniopomorski Uniwersytet Technologiczny w Szczecinie. Wydawnictwo Uczelniane ZUT w Szczecinie
Tematy:
activated carbon monoliths
phenol adsorption
textural and chemical characteristics
immersion calorimetry
Opis:
The effect of textural and chemical properties such as: surface area, pore volume and chemical groups content of the granular activated carbon and monoliths on phenol adsorption in aqueous solutions was studied. Granular activated carbon and monolith samples were produced by chemical activation. They were characterized by using N2  adsorption at 77 K, CO2  adsorption at 273 K, Boehm Titrations and immersion calorimetry in phenol solutions. Microporous materials with different pore size distribution, surface area between 516 and 1685 m2  g−1  and pore volumes between 0.24 and 0.58 cm3  g−1  were obtained. Phenol adsorption capacity of the activated carbon materials increased with increasing BET surface area and pore volume, and is favored by their surface functional groups that act as electron donors. Phenol adsorption capacities are in ranged between 73.5 and 389.4 mg · g−1 .
Źródło:
Polish Journal of Chemical Technology; 2017, 19, 4; 87-93
1509-8117
1899-4741
Pojawia się w:
Polish Journal of Chemical Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Chronic adaptations of lung function in breath-hold diving fishermen
Autorzy:
Diniz, Cristiane
Farias, Tiago
Pereira, Mayane
Pires, Caio
Gonçalves, Luciana
Coertjens, Patrícia
Coertjens, Marcelo
Powiązania:
https://bibliotekanauki.pl/articles/2178832.pdf
Data publikacji:
2014-05-17
Wydawca:
Instytut Medycyny Pracy im. prof. dra Jerzego Nofera w Łodzi
Tematy:
environment
immersion
lung volume measurements
Respiratory Function Tests
apnea
underwater fishing
Opis:
Objectives: The aim of this study was to verify and analyze the existence of chronic adaptations of lung function in freediving fishermen whose occupation is artisanal fishing. Material and Methods: This was a cross-sectional study involving 11 breath-hold diving fishermen and 10 non-breath-hold diving fishermen (control) from the village of Bitupitá in the municipality of Barroquinha (Ceará - Brazil). Anthropometric measurements, chest and abdominal circumferences as well as spirometric and respiratory muscle strength tests were conducted according to the specifications of the American Thoracic Society/European Respiratory Society (ATS/ERS). In order to compare the measured values versus the predicted values, Student t test was used in the case of parametric test and Wilcoxon test in the case of nonparametric test. To compare the inter-group means Student t test was used for parametric test and Mann-Whitney test for the nonparametric one. The level of significance was set at α = 5%. Results: The forced vital capacity (FVC) (4.9±0.6 l vs. 4.3±0.4 l) and forced expiratory volume in 1 s (FEV₁) (4.0±0.5 l vs. 3.6±0.3 l) were, respectively, higher in the group of divers compared to the control group (p ≤ 0.05). Furthermore, in the group of free divers, the measured FVC, FEV₁ and FEV₁/FVC ratios were significantly greater than the predicted ones. No differences were found between the measured respiratory pressures. Conclusions: These results indicate that breath-hold diving seems to produce chronic adaptations of the respiratory system, resulting in elevated lung volumes with no airway obstruction.
Źródło:
International Journal of Occupational Medicine and Environmental Health; 2014, 27, 2; 216-223
1232-1087
1896-494X
Pojawia się w:
International Journal of Occupational Medicine and Environmental Health
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Cyfrowy uczeń – analogowa szkoła? Dylematy procesu kształcenia w przestrzeni medialnej
Digital student – analogue school? Dilemmas of the educational process in the media space
Autorzy:
Borawska-Kalbarczyk, Katarzyna
Powiązania:
https://bibliotekanauki.pl/articles/644745.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
network generation
digital technologies
technological immersion
teaching of the digital era
Opis:
The article assesses the quality of the educational process carried out in the dimension of the use of new media. The author argues that the modern school still uses too many analog methods, offering education not adapted to the expectations of students who are part of the digital native generation. Theoretical analysis is supplemented by the results of studies from national and international reports on the level of teachers’ media competence. The text proposes solutions that reinforce the idea of digital teaching and some of the benefits resulting from its implementation.
Źródło:
Kultura-Społeczeństwo-Edukacja; 2018, 14, 2
2300-0422
Pojawia się w:
Kultura-Społeczeństwo-Edukacja
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
TEACHING ENGLISH AS A FOREIGN LANGUAGE: A CASE STUDY FROM POLAND
Autorzy:
ROMANIUK, JAROSLAW R.
MILLER, KRISTIN
PIESKI, MARY KAY
WOJCIK, TERESA G.
FARKAS, KATHLEEN J.
Powiązania:
https://bibliotekanauki.pl/articles/1036099.pdf
Data publikacji:
2020-12-01
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
Teaching English
immersion language
language program history
Polish-United States exchange
Opis:
This article presents a detailed history of the development of a particular immersion program to teach English to young Polish students. The program draws support from two organizations, the Kościuszko Foundation and the Polish Scouting Organization. Kościuszko Foundation is dedicated to strengthening the ties between the United States and Poland as well as to increase knowledge of Poland’s history and culture in the United States. The cooperation of these two organizations developed an experience of immersion in language and cultural exchange. Both the teachers and the students in this program benefited from the opportunity to engage in a number of different types of language activities and cultural events through a summer camp experience. This program is, of course, unique, but the elements of context, culture and immersion could be used in other programs to develop English skills and knowledge in the context American culture.
Źródło:
Society Register; 2020, 4, 4; 167-182
2544-5502
Pojawia się w:
Society Register
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Szorstki i chropowaty dotyk – o dramaturgii zmysłów
Rough and harsh touch – on the dramaturgy of the the senses
Autorzy:
Błaszczak, Monika
Powiązania:
https://bibliotekanauki.pl/articles/2036458.pdf
Data publikacji:
2021-12-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
rough
touch
senses
haptic
affect
dramaturgy
transcategories
museum
performance
mltisensory
immersion
Opis:
Today, the concept of dramaturgy refers primarily to the space of theater or, more broadly, to performative arts. But as the concept of drama has passed into the scientific discourse of sociology, anthropology or literary studies, so is it with dramaturgy. The understanding that appears here refers to its meaning as a special tension on the level of sensually experienced and perceived artistic events. The subject of interest here is the dramatic aesthetics of experience in the field of performing and visual arts. The aesthetic categories related to the senses are often of a physical origin and amorphous in nature. The roughness and harshness of the title in their origin are physical categories that can be experienced primarily through the sense of touch. In this intertwining of senses, we are talking about their dramaturgy, because they cannot usually be separated from each other and various works appeal to touch and other senses at the same time. The process of creating a work and its reception is an action, process, meeting, the playwright of which is both the creator / creator and the recipient. The considerations concern changes in the perception of the senses, from the glorification of the sense of sight to the ennoblement of the “lower” senses, the place and function of the classical and interactive museum and haptic art, as well as the polysensory and immersive reception designed in performance and theater.
Źródło:
Przestrzenie Teorii; 2021, 36; 227-253
2450-5765
Pojawia się w:
Przestrzenie Teorii
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Studying bilingual and multilingual language identities: natural settings versus formal instruction
Autorzy:
Gabryś-Barker, Danuta
Powiązania:
https://bibliotekanauki.pl/articles/2051107.pdf
Data publikacji:
2019
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
language identity
bilingualism
multilingualism
metaphoric perceptions
natural settings
formal instruction
immersion
Opis:
Becoming more and more a multidisciplinary domain of study, the development of research in second language acquisition, and even more visibly in multilingualism, has moved away from its sole focus on cognitive aspects to social-affective dimensions. Consequently, research in these areas makes more extensive use of research methodology characteristic of social sciences. The focus on identity brings together issues of social context and the construction of one’s identity through negotiation of who we are, how we relate to the outside world and how we position ourselves in relation to others (Pavlenko 2001). Language is the main tool in this construction/ negotiation through the acquisition/learning and use of multiple languages. In relation to the development of one’s multilingual identity, the major distinction has to be made between acquiring a language in its natural context (the case of one’s mother tongue or immigration) and learning it in formal contexts. Block (2014) believes that the issue of identity can only be studied in a natural environment of language acquisition, and not in a formal instruction context. This article aims to confirm or reject the above belief, based on evidence from various studies of bi- and multiple language users and how they perceive their identities and their relation to the languages in their possession. It includes a pilot study of trilingual language learners and their understanding of how the individual languages they know (L1, L2, L3) build their identities and the way they enrich, impoverish or challenge who they see themselves to have been by birth (Gabryś-Barker 2018). The issues discussed relate to external (other people, situations, contexts) and internal identity-building factors (individual affectivity, personality features).
Źródło:
Linguistica Silesiana; 2019, 40; 341-359
0208-4228
Pojawia się w:
Linguistica Silesiana
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
An Experiment on Multi-Video Transmission with Multipoint Tiled Display Wall
Autorzy:
Ebra, Y.
Powiązania:
https://bibliotekanauki.pl/articles/308485.pdf
Data publikacji:
2012
Wydawca:
Instytut Łączności - Państwowy Instytut Badawczy
Tematy:
multipoint remote communication
tiled display wall
tele-immersion technique
video streaming
Opis:
In order to realize realistic remote communication between multipoint remote places via the Internet, displaying the appearance of remote participants by transmission of a video streaming with the large-sized display system is effective. However, the display of video streaming with sufficient quality is difficult because the specification of a commercial projector and large-sized display equipment is low-resolution. In order to these issues, we focus on the tiled display wall technology which configure effective wide-area screen system with two or more LCD panels and tried to display a highresolution video streaming on the large-scale display environment. In this paper, we have constructed remote communication environment with tiled display wall in multipoint sites and have conducted experiment in order to study the possibility of realizing realistic remote communication with multi-video streaming. As these results, these video streaming from each site have been shown to display more high-quality than magnified view of video image by a single small camera. Moreover, we have measured the network throughput performance for each transmitted and received video streaming in this envi- ronment. From measurement results, the steady throughput performance has been gained at the case of each transmitted and received video streaming.
Źródło:
Journal of Telecommunications and Information Technology; 2012, 1; 43-49
1509-4553
1899-8852
Pojawia się w:
Journal of Telecommunications and Information Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Focus shaping of Weierstrass solid immersion lens by an axisymmetric Bessel-modulated Gaussian beam
Autorzy:
Dong, X
Geng, T
Zhuang, S
Powiązania:
https://bibliotekanauki.pl/articles/174767.pdf
Data publikacji:
2013
Wydawca:
Politechnika Wrocławska. Oficyna Wydawnicza Politechniki Wrocławskiej
Tematy:
Weierstrass solid immersion lens
Bessel-modulated Gaussian beam
vector diffraction theory
Opis:
Weierstrass solid immersion lens (SIL) has been used to obtain superresolution because a smaller focal size is desirable. In this paper, focus shaping of Weierstrass SIL illuminated by an axisymmetric Bessel-modulated Gaussian beam (QBG beam) is investigated. It has been found theoretically that the sharper focusing of Weierstrass SIL disappears for a certain beam order of QBG beam. For case of a smaller beam order, the focus still locates on the plane of Weierstrass SIL and Weierstrass SIL still plays a tighter focusing role. However, when the beam order increases continuously, the focus lefts the plane of Weierstrass SIL, and shifts along an optical axis considerably. In addition, under condition of the higher beam order, the dependence of the focal shift on the beam order is nearly linear, which may be used to alter a focal position conveniently.
Źródło:
Optica Applicata; 2013, 43, 2; s. 247-259
0078-5466
1899-7015
Pojawia się w:
Optica Applicata
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Conscientiousness, Immersion, and Game Chance Type: Problematic Videogames Use Predictors among Professional Online Board Gamers
Autorzy:
Wojtasiński, Marcin
Tużnik, Przemysław
Cudo, Andrzej
Powiązania:
https://bibliotekanauki.pl/articles/31340934.pdf
Data publikacji:
2022
Wydawca:
Katolicki Uniwersytet Lubelski Jana Pawła II. Towarzystwo Naukowe KUL
Tematy:
problematic videogames use (PVG)
immersion
conscientiousness
online board games
moderated mediation analysis
Opis:
Several reports on the potential relationship between immersion experienced by gamers and problematic videogames use (PVG) have recently appeared in the literature but their results often vary. This discrepancy may be due to the fact that games can be chance-dependent (CDG) or chance-independent (CIG). This may also be due to the nature of the relationship between immersion and PVG with a personality trait (conscientiousness), which is an antecedent of both variables. We decided to check whether conscientiousness and PVG relationship will be mediated by immersion and whether this relationship is dependent on the game type. The survey was addressed to board game club members who represented professional players, based on the time spent playing games as well as the ranking criterion. Ninety-four CDG and CIG players responded to the survey. The model proposed in this pilot study showed that conscientiousness explains PVG directly in CIG players, whereas in CDG players this mechanism is mediated by the immersion they experience. This discovery sheds new light on the potential motivational causes of PVG, which depend on both immersion and the chance type of game.
Źródło:
Roczniki Psychologiczne; 2022, 25, 4; 367-383
1507-7888
Pojawia się w:
Roczniki Psychologiczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Subordinate questions in Swedish by 12- and 15-year-old Finnish immersion students
Autorzy:
Nyqvist, Eeva-Liisa
Powiązania:
https://bibliotekanauki.pl/articles/1202472.pdf
Data publikacji:
2021-06-22
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
immersion
Swedish as an L2
indirect questions
complexity
usage-based grammar
Opis:
The present study explores how 12- and 15-year-old immersion students (n=75 and n=73) produce subordinate questions in Swedish on a written test. Previous studies are sparse, but they report difficulties with both subject-verb word order and use of the subjunctor om and the subject marker som occurring in these clauses; informants with varying ages and competence levels struggle with similar problems. However, the acquisition order between these two types of constructions, a central theme in this study, has gained less attention. Analyses of the actual data show significant differences with varying effect sizes in accuracy between the different subcategories of subordinate questions and both informant groups. Insertion of grammatical words was mastered by significantly fewer informants than word order. Also, effect sizes were large in these contexts. Older informants do better than the younger ones, but the differences are not always statistically significant, as certain constructions are already mastered at a high level by the younger informants, whereas other constructions are still difficult for the older ones.
Źródło:
Folia Scandinavica Posnaniensia; 2021, 30; 15-25
1230-4786
2299-6885
Pojawia się w:
Folia Scandinavica Posnaniensia
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Uwarunkowania zmian masy i masy suchej substancji podczas rehydratacji suszonych jabłek
Determinans of the mass and dry matter changes during the rehydration of dried apples
Autorzy:
Kaleta, A.
Winiczenko, R.
Choińska, A.
Górnicki, K.
Powiązania:
https://bibliotekanauki.pl/articles/227875.pdf
Data publikacji:
2014
Wydawca:
Wyższa Szkoła Menedżerska w Warszawie
Tematy:
susze jabłkowe
ciecze rehydratacyjne
temperatura rehydratacji
dried apples
immersion medium
rehydration
temperature
Opis:
Celem pracy przedstawionej w artykule jest analiza wpływu parametrów rehydratacji (temperatury i rodzaju cieczy rehydratującej) na zmiany masy i masy suchej substancji podczas rehydratacji suszonych jabłek odmiany Ligol. Jabłka (plastry o grubości 3 i 10 mm, kostki o boku 10 mm) suszono następującymi metodami: konwekcja naturalna (temperatura suszenia 60°C), konwekcja wymuszona (suszarka tunelowa, parametry powietrza suszącego: 50, 60, 70°C, 0,5, 2 m/s), suszenie fluidalne (60°C). Susz rehydratowano w: wodzie destylowanej (w temperaturach 20, 45, 70 i 95°C), soku jabłkowym (w temperaturze 20°C), 0,5% roztworze kwasku cytrynowego (w temperaturze 20°C) i 16,5% roztworze sacharozy (w temperaturze 20°C). Badania wykazały wpływ rodzaju cieczy rehydratującej i jej temperatury na przebieg procesu rehydratacji. Największy przyrost masy występował w wodzie destylowanej i 0,5% roztworze kwasku cytrynowego, najmniejszy w soku jabłkowym i 16,5% roztworze sacharozy. Najmniejszy ubytek masy suchej substancji występował w 16,5% roztworze sacharozy, największy w wodzie destylowanej i 0,5% roztworze kwasku cytrynowego. Im wyższa temperatura (w przedziale 20-70°C), tym wyższa końcowa masa uwodnionej próbki. W temperaturze 95°C masa ta jest zbliżona do końcowej masy próbki rehydratowanej w temperaturze 45°C. Próbki uwadniane w temperaturze 45, 70 i 95°C wykazują taką samą wartość końcowego ubytku masy suchej substancji, w temperaturze 20°C wartość ta jest niższa.
The objective of this study was to investigate the influence of rehydration parameters (temperature, immersion medium) on the mass and dry matter changes during the rehydration of dried apples (var. Ligol). Apples (slices of 3 mm and 10 mm in thickness, cubes of 10 mm in thickness) were dried in the: drying chamber (natural convection at 60°C), convective dryer (at 50, 60, and 70°C and 0.5 and 2 m/s) and fluidized bed dryer (at 60°C). The dried apples samples were rehydrated by immersion in: distilled water (at 20, 45, 70, and 95°C), apple juice at 20°C, 0.5% citric acid solution at 20°C, 16.5% sucrose solution at 20°C. The results have shown that the immersion medium and temperature influence on the rehydration behaviour of dried apples. The highest increase in mass has been observed in distilled water and in 0.5% citric acid solution, the lowest one in apple juice and in 16.5% sucrose solution. The lowest dry matter loss has been noticed in 16.5% sucrose solution, the highest one in the distilled water and in 0,5% citric acid solution. The higher the rehydration temperature (within the range of 20-70°C) the higher the final mass of rehydrated sample. The value of final mass at 95°C approaches the value of final mass at 45°C. The values of final dry matter loss at 45, 70, and 95°C are close to each other whereas the value at 20°C is lower.
Źródło:
Postępy Techniki Przetwórstwa Spożywczego; 2014, 2; 18-23
0867-793X
2719-3691
Pojawia się w:
Postępy Techniki Przetwórstwa Spożywczego
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Wpływ warunków rehydratacji na zmianę objętości cząstek krajanki suszu z jabłek
The influence of rehydration conditions on the volume change dried apple cossettes
Autorzy:
Choińska, A.
Górnicki, K.
Winiczenko, R.
Kaleta, A.
Powiązania:
https://bibliotekanauki.pl/articles/229068.pdf
Data publikacji:
2014
Wydawca:
Wyższa Szkoła Menedżerska w Warszawie
Tematy:
susz jabłkowy
medium rehydratacyjne
temperatura rehydratacji
dried apple
immersion medium
rehydration temperature
Opis:
Celem przeprowadzonej pracy badawczej była analiza wpływu parametrów rehydratacji (temperatury i rodzaju medium) na wzrost objętości suszonych jabłek odmiany Ligol. Jabłka (plastry o grubości 3 i 10 mm, kostki o boku 10 mm) suszono następującymi metodami: konwekcja naturalna (temperatura suszenia 60°C), konwekcja wymuszona (suszarka tunelowa, parametry powietrza suszącego: 50, 60, 70°C, 0,5, 2 m/s), suszenie fluidalne (60°C). Susz rehydratowano w wodzie destylowanej (w temperaturach 20, 45, 70 i 95°C), soku jabłkowym (20°C), 0,5% roztworze kwasku cytrynowego (20°C) i 16,5% roztworze sacharozy (20°C). Badania wykazały wpływ rodzaju medium i temperatury na przebieg procesu rehydratacji.
The objective of the research work was to investigate the influence of rehydration parameters (temperature, immersion medium) on the volume increase of dried apples (var. Ligol). Apples (slices of 3 mm and 10 mm in thickness, cubes of 10 mm in thickness) were dried in the: drying chamber (natural convection at 60°C), convective dryer (at 50, 60, and 70°C and 0.5 and 2 m/s) and fluidized bed dryer (at 60°C). The dried apples samples were rehydrated by immersion in: distilled water (at 20, 45, 70, and 95), apple juice at 20°C, 0.5% citric acid solution at 20°C, 16.5% sucrose solution at 20°C. The results have shown that the immersion medium and temperature influence on the rehydration behaviour of dried apples.
Źródło:
Postępy Techniki Przetwórstwa Spożywczego; 2014, 1; 47-50
0867-793X
2719-3691
Pojawia się w:
Postępy Techniki Przetwórstwa Spożywczego
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
„Gamebook” wzbogacony literacką przeszłością – analiza gry paragrafowej „Dziady część V. Dziady, które nie spieprzają” autorstwa Mikołaja Kołyszki
A gamebook enriched with the literary past – an analysis of the paragraph game “Dziady Część V. Dziady, które nie spieprzają” by Mikołaj Kołyszko
Autorzy:
Sowa, Julia
Powiązania:
https://bibliotekanauki.pl/articles/26072530.pdf
Data publikacji:
2022
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
gamebooks
'Dziady'
pastiche
parody
Adam Mickiewicz
immersion
gra paragrafowa
pastisz
parodia
immersja
Opis:
Artykuł porusza zagadnienia ukazujące powiązania postmodernistycznych kategorii pastiszu i parodii w odniesieniu do gier paragrafowych. Pierwsza część tekstu stanowi przekrój najważniejszych kwestii teoretycznych dla późniejszej analizy paragrafówki, zaczynając od przedstawienia jej definicji, najpopularniejszych gatunków, a także podstawowego podziału gier. W związku z problematyką gamebooków zwracam również uwagę na zwiększającą się intermedialność współczesnych utworów, a także znaczenie drugoosobowej narracji. Wspominam również o gatunku gier artystycznych (art games) oraz krótko przytaczam twórczość jednej z ich przedstawicielek – Anny Anthropy. Następnie omawiam postmodernistyczne kategorie pastiszu i parodii wraz z ich znaczeniem w zestawieniu z relacją przeszłość-teraźniejszość. W kontekście parodii wspominam również o podziale Gérarda Genette’a na transtekstualne odniesienia między utworami. Wszystkie wymienione zagadnienia znajdą odniesienie podczas analizy gry paragrafowej stanowiącej „półoficjalną” kontynuację Mickiewiczowskich Dziadów łączących parodystycznie ujętą kulturę ludową ze współczesnymi elementami nowych mediów.
This article addresses issues showing the interconnectedness of the postmodern categories of pastiche and parody in relation to gamebooks. The first part of the text is a cross-section of the most important theoretical issues for the subsequent analysis of the gamebooks, starting with the presentation of their definitions, the most popular genres, and the basic division of such games. In relation to the issue of gamebooks, I also draw attention to the increasing intermediality of the contemporary works, as well as the importance of second-person narration. I also mention the genre of art games and briefly cite the work of one of their representatives, Anna Anthropy. I then discuss the postmodern categories of pastiche and parody and what they mean in relation to the past-present relationship. In the context of parody, I also mention Gérard Genette’s division of transtextual references between works. All the above-mentioned issues will be referred to when analysing the gamebook, which is a ‘semi-official’ continuation of Mickiewicz’s Dziady, combining a parodic take on folk culture with contemporary new media elements.
Źródło:
Replay. The Polish Journal of Game Studies; 2022, 9, 1; 43-57
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
O intermedialnych relacjach między filmem i grami wideo
On Intermedial Relations between Film and Video Games
Autorzy:
Zawojski, Piotr
Powiązania:
https://bibliotekanauki.pl/articles/31202313.pdf
Data publikacji:
2024
Wydawca:
Polska Akademia Nauk. Instytut Sztuki PAN
Tematy:
film
gry wideo
intermedialność
immersja
medioznawstwo
video games
intermediality
immersion
media studies
Opis:
Książka Joanny Pigulak Gra w film. Z zagadnień relacji między filmem i grami wideo (2022) to interdyscyplinarne studium dotyczące relacji zachodzących pomiędzy filmem i grami wideo. Autorka skupia się przede wszystkim na analizie filmowych środków wyrazu wykorzystywanych w grach, a także opisuje i interpretuje ich funkcjonowanie w medium interaktywnym, jakim są gry wideo. Korzysta przy tym z zaplecza teoretycznego oraz metod analitycznych wypracowanych na gruncie zarówno filmoznawstwa, jak i groznawstwa, co wpisuje się w model medioznawstwa zorientowanego kulturoznawczo. Na uwagę zasługują analizy i interpretacje filmów i gier powstałych po 2003 r., czyli po upowszechnieniu się konsol siódmej i ósmej generacji. Refleksjom tym towarzyszy namysł teoretyczny, odwołujący się do kluczowych kategorii wiedzy o mediach audiowizualnych, takich jak remediacja, konwergencja, inter- i transmedialność, immersja, a także prezentacja zagadnień szczegółowych: point of view, mise-en-scène, kadrowanie czy narracje transmedialne.
Joanna Pigulak’s book Gra w film. Z zagadnień relacji między filmem i grami wideo [The Game of Film: On the Relationship Between Film and Video Games] (2022) is an interdisciplinary study of the relationship between film and video games. The author focuses primarily on the analysis of film means of expression used in games and describes and interprets their functioning in the interactive medium of video games. She uses both the theoretical background and analytical methods developed in film studies and game studies, which fits into the model of culturally oriented media studies. Especially noteworthy are her analyses and interpretations of films and games created after 2003, i.e., with the spread of the seventh- and eighth-generation consoles. They are accompanied by theoretical considerations referring to key categories of knowledge about audiovisual media, such as remediation, convergence, interand transmediality, immersion, as well as a presentation of particular issues such as point of view, mise-en-scène, framing, and transmedia narratives.
Źródło:
Kwartalnik Filmowy; 2024, 125; 261-267
0452-9502
2719-2725
Pojawia się w:
Kwartalnik Filmowy
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Nulltopia: Of Disjunct Space
Autorzy:
Horrigan, Matthew
Powiązania:
https://bibliotekanauki.pl/articles/41308057.pdf
Data publikacji:
2022
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital game
imagination
immersion
nulltopia
ontology
perception of motion
space
virtual reality
Opis:
Nulltopia is disjunction in space, the non-space between one space and another. Such disjunction becomes important in the ontology of imaginary worlds, whose thresholds are not fully traversable. Some knowledge and some exigencies transfer across the boundaries of an image, but some do not, remaining asymmetrically bound, extant only on one side – potentiating scenarios like starving while eating Minecraft cookies. This theoretical study presents an exercise in the metaphysics of digital games, defining nulltopia in reference to dreams, the theatrical proscenium, vehicle windows, video screens, loudspeakers, and interactive consoles; and contextualizing nulltopia relative to immersion. Developing from a syncretic combination of movement and depiction, the video screen extends a technology of imagination that already existed in component forms. Partially separating slow reality from fast imaginary, nulltopia affords both discourse and addiction to the ‘etiolated actual’, in contrast to an imagined, perfectly immersive, ‘society without screens’,the bounds of whose world become imperceptible.
Źródło:
Acta Ludologica; 2022, 5, 2; 58-70
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł

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