scholarly journals Tożsamość i jej kreowanie w grach wideo. Przykład postaci LGBT

2021 ◽  
Vol 13 ◽  
pp. 197-212
Author(s):  
Hanna Kuliga

The presented article covers the subject of creating one’s identity in a virtual reality of video games, in the perspective of LGBT characters and their influence on the exploration of the sexual identity of a gamer. It describes the means by which the user has the ability to experiment with and express their identity, putting an emphasis on the role of immersion and cultural reflection in this process. The fol-lowing presented issues concern the representation of sexual minorities and negative phenomena that are present in the virtual space (such as queerbaiting), which have an impact on both the user, as well as the game industry. It emphasizes the role of the appearance of LGBT characters in this medium, which potentially can positively influence the player and producer communities. In this article I also describe three examples of non-heteronormative characters and their importance to users and developers of the given games.

2004 ◽  
Vol 63 (3) ◽  
pp. 143-149 ◽  
Author(s):  
Fred W. Mast ◽  
Charles M. Oman

The role of top-down processing on the horizontal-vertical line length illusion was examined by means of an ambiguous room with dual visual verticals. In one of the test conditions, the subjects were cued to one of the two verticals and were instructed to cognitively reassign the apparent vertical to the cued orientation. When they have mentally adjusted their perception, two lines in a plus sign configuration appeared and the subjects had to evaluate which line was longer. The results showed that the line length appeared longer when it was aligned with the direction of the vertical currently perceived by the subject. This study provides a demonstration that top-down processing influences lower level visual processing mechanisms. In another test condition, the subjects had all perceptual cues available and the influence was even stronger.


MELINTAS ◽  
2018 ◽  
Vol 34 (1) ◽  
pp. 60-79
Author(s):  
Hadrianus Tedjoworo

Givenness is probably an odd term in methodology, but not in phenomenology. The long history of subjectivism in philosophy faces confrontations from Derrida's deconstruction. This history also results in a sort of mutual exclusion between philosophy and theology. The concept of the subject becomes a problem for both, but frequently it is safeguarded for the sake of a more universal 'objectivity'. The phenomenological tendency towards phenomenon, more than towards the experiencing subject and more than anything regarded as object, provokes some philosophical focus on the emancipation of the phenomena. Marion pushes phenomenology to its limits, to the extent that he is suspected of undermining the role of the subject in contemporary philosophical discourse. He reacts to Derrida's deconstruction, which was also criticised for not offering a way out of the labyrinth from the collapse of traditional thoughts. Marion is quite consistent with his phenomenology, namely in offering a way out for the subject to be a witness, and reminds that philosophy should be more appreciative of phenomena. The term saturated phenomenon represents his philosophical thinking that can be regarded as a methodological approach to respect, and not to dominate, reality. Being a witness is not the same as playing a critic on reality. This could be a useful stance for philosophers as well as theologians in the presence of the phenomena they cannot master, namely, the given phenomena.


2019 ◽  
Author(s):  
Federica Pallavicini ◽  
Alessandro Pepe

BACKGROUND In the last few years, the introduction of immersive technologies, especially virtual reality, into the gaming market has dramatically altered the traditional concept of video games. Given the unique features of virtual reality in terms of interaction and its ability to completely immerse the individual into the game, this technology should increase the propensity for video games to effectively elicit positive emotions and decrease negative emotions and anxiety in the players. However, to date, few studies have investigated the ability of virtual reality games to induce positive emotions, and the possible effect of this new type of video game in diminishing negative emotions and anxiety has not yet been tested. Furthermore, given the critical role of body movement in individuals’ well-being and in emotional responses to video games, it seems critical to investigate how body involvement can be exploited to modulate the psychological benefits of virtual reality games in terms of enhancing players’ positive emotions and decreasing negative emotions and anxiety. OBJECTIVE This within-subjects study aimed to explore the ability of commercial virtual reality games to induce positive emotions and diminish negative emotions and state anxiety of the players, investigating the effects of the level of body involvement requested by the game (ie, high vs low). METHODS A total of 36 young adults played a low body-involvement (ie, <i>Fruit Ninja VR</i>) and a high body-involvement (ie, <i>Audioshield</i>) video game in virtual reality. The Visual Analogue Scale (VAS) and the State-Trait Anxiety Inventory, Form-Y1 (STAI-Y1) were used to assess positive and negative emotions and state anxiety. RESULTS Results of the generalized linear model (GLM) for repeated-measures multivariate analysis of variance (MANOVA) revealed a statistically significant increase in the intensity of happiness (<i>P</i>&lt;.001) and surprise (<i>P</i>=.003) and, in parallel, a significant decrease in fear (<i>P</i>=.01) and sadness (<i>P</i>&lt;.001) reported by the users. Regarding the ability to improve anxiety in the players, the results showed a significant decrease in perceived state anxiety after game play, assessed with both the STAI-Y1 (<i>P</i>=.003) and the VAS-anxiety (<i>P</i>=.002). Finally, the results of the GLM MANOVA showed a greater efficacy of the high body-involvement game (ie, <i>Audioshield</i>) compared to the low body-involvement game (ie, <i>Fruit Ninja VR</i>), both for eliciting positive emotions (happiness, <i>P</i>&lt;.001; and surprise, <i>P</i>=.01) and in reducing negative emotions (fear, <i>P</i>=.05; and sadness, <i>P</i>=.05) and state anxiety, as measured by the STAI-Y1 (<i>P</i>=.05). CONCLUSIONS The two main principal findings of this study are as follows: (1) virtual reality video games appear to be effective tools to elicit positive emotions and to decrease negative emotions and state anxiety in individuals and (2) the level of body involvement of the virtual video game has an important effect in determining the ability of the game to improve positive emotions and decrease negative emotions and state anxiety of the players.


2012 ◽  
Vol 15 (1) ◽  
pp. 20-42
Author(s):  
Jacob Neusner

Abstract The heirs of the initial, philosophical Judaism, in the second century C.E. received a system in which the subject of economics—the rational disposition of scarce resources—was utilized in order to set forth a systemic statement of fundamental importance. While making every effort to affirm the details of that statement and apply them, their system repeated the given but made no significant use of what had been received. Instead the heirs of the Mishnah invented what we must call a counterpart-category, that is to say, a category that dealt with problems of the rational utilization of scarce resources, but not with those same scarce resources defined by the philosophical system of the Mishnah. The systemic category for the aborning religious system was not an economics, but corresponded, in the new system, to the position and role of economics in the old.


Author(s):  
Tatiana Nikolaevna Berezina ◽  
Anastasiya Sergeevna Perepechina ◽  
Kirill Eduardovich Buzanov

The object of this research is the negative states experienced by the students during class time. The subject of this research is the correction of negative states by means of virtual reality technologies. The possibility of correcting negative mental states of extreme psychology students is explored from theoretical and empirical perspectives. The author reveals the basic techniques aimed at correction of mental states by means of virtual technologies. Analysis is conducted on implementation of virtual reality technologies in educational sphere. An empirical research is carried out. The author uses the diagnostic methods for assessing mental states, such as exhaustion, fatigue, tension, stress, monotony of satiation; and experimental methods, such as 10-20 minute preview of relaxing and dynamically-arousing scenes in virtual reality headset. It is demonstrated the during the academic day, the students majoring in extreme psychology accumulate negative emotional states, which include: exhaustion, tension, situational fatigue, and monotony. Application of virtual reality technology for submerging students into a virtual space allows restoring mental resources and delay the expansion of negative states. The development of mental resource requires appropriate choice of virtual realities. The conclusion is made that viewing virtual reality scenes of relaxing type decreases the level of exhaustion, while viewing the scenes of dynamically-arousing type with the effect of presence decrease the level of situational fatigue.


Author(s):  
Jovan Jonovski

Every country has some specific heraldry. In this paper, we will consider heraldry in the Republic of Macedonia, understood by the multitude of coats of arms, and armorial knowledge and art. The paper covers the period from independence until the name change (1991-2019). It covers the state coat of arms of the Republic of Macedonia especially the 2009 change. Special attention is given to the development of the municipal heraldry, including the legal system covering the subject. Also personal heraldry developed in 21 century is considered. The paper covers the development of heraldry and the heraldic thought in the given period, including the role of the Macedonian Heraldic Society and its journal Macedonian Herald in development of theoretic and practical heraldry, as well as its Register of arms and the Macedonian Civic Heraldic System.


2020 ◽  
pp. 204275302098010
Author(s):  
Alejandro Egea-Vivancos ◽  
Laura Arias-Ferrer

The extension of technology in current society has encouraged teachers to introduce products based on VR and IVR in their classrooms, especially video games. In this paper the specific role of video games in cultural heritage and history teaching is analyzed. Moreover, the results of recent research on the application of video games in Secondary Education is discussed. The results advocate taking into account principles such as Civic Education, Historical Relevance, Engagement, Applicability and Multimodality (what has been called the CREAM Model) in the design of a video game. These principles are especially important if the video game aims to introduce archaeological and/or historical contents into the classroom. This model has been implemented in the design of the IVR video game Carthago Nova, which is discussed as an exemplar of how the proposed principles can be engaged. The educational sequence, in which the video game is contextualized, reinforces its educational aims.


Open Theology ◽  
2018 ◽  
Vol 4 (1) ◽  
pp. 450-470 ◽  
Author(s):  
Adrian-Răzvan Șandru

AbstractMy goal in this paper is to investigate the role of the subject in Jean-Luc Marion’s phenomenology aided by his interpretation of the Kantian categories in ‟Being Given” and ‟In Excess”. I shall relate Marion’s hypothetical saturation of the Kantian categories to the suspension of the I-identity. The inner mechanism of this suspension will be shown to consist in a critical resistance to an excessive intuition that is defined by a failed attempt at the conceptualizing of intuitions. This failure shall manifest the saturated phenomenon as a counter-experience. The critical resistance to an excessive intuition acts as a temporary activity of the subject leading to its role as interpreter inscribed in an infinite hermeneutic. Based on this I argue that Marion’s subject is not destroyed by an excessive intuition but is only called upon to investigate a phenomenon from a multitude of perspectives. I hold this to be of the essence for Marion, as it explains the possibility of interpreting and experiencing the given as a given during the encounter with the given in which both the subject as well as the given become manifest. I shall argue thus that the recourse to Kant further clarifies Marion’s account of a critical, resistant subject. However, this does not mean that I am arguing for Kant’s categories, but that I hold them to have an important explanatory role for Marion’s phenomenology.


2021 ◽  
Vol 11 (4) ◽  
pp. 674-695
Author(s):  
Irina A. Steklova ◽  
◽  
Galina N. Veslopolova ◽  
Alexander M. Steklov ◽  
◽  
...  

The article is devoted to the problem of the city new imagery, the steady convergence of real architecture and virtual architecture. Although the connection between these phenomena has been the subject of reflection by specialists from various science branches for the past decades, it has not been sufficiently manifested. Another attempt at manifestation is made in this article, within the fundamental problems of art theory and history. Its novelty consists in activating the classical category “image of the city” in the virtual space centre of video games as the most active link between artistic and empirical images of the city. On the example of real architectural objects in the cities of the last quarter of the 20th — 21st centuries and architectural objects, existing only in the popular video games locations of the last generation, the interaction mechanisms of artistic images and their transition into the empirical images sphere with a gradual blurring of the transition boundaries are studied. The contemporary architecture trend is seen as the purposeful programming of sophisticated associative games through the production of images of the city that make you doubt the reality of the world, the difference between authenticity and imaginary. In turn, cities in video games simulate the same dubiously humane worlds, only in addition they can be managed, tested for viability online. The exacerbation of gaming in architecture is seen as a postmodern provocation to critically, ironic deconstruct reality in the fullness of its contradictions, and the videogame set of cities as an ideal platform to work on the deconstruction experience and, perhaps, to reset personal relationships with the world. It shows how the artistry of video games turns into the everyday background of life, changing the perception of the urban environment and the world as a whole.


Pedagogika ◽  
2018 ◽  
Vol 67 (4) ◽  
Author(s):  
Tomáš Kasper

Abstract: The article focuses on the analysis of course books concerning the history of pedagogy used in the interwar period at the Czech and German Teachers’ Institutions. Based on the analysis, there is pointed out the role of the subject concerning the history of pedagogy in the given period in the framework of the teachers’ training. The analysis is set into the wider context of the development concerning pedagogical thinking and its reflection in the Czech and German pedagogical debate at the turn of the 19th and 20th centuries in the Czech lands of the monarchy and the fi rst half of the 20th century in the interwar Czechoslovakia. The analysis not only points to a different grasp of the historical reflection of pedagogical thinking in both national and cultural camps, but also points to common features in the development of the discipline. These are mainly shown in its functional character, when the history of pedagogy was a discipline supporting the national emancipation of both nations, and they were part of a wider debate concerning reform of the society.Keywords: history of education, teachers’ institutes, course books, teachers’ training, Czechoslovakia, Czech Lands and the Habsburg Monarchy.


Sign in / Sign up

Export Citation Format

Share Document