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Machinima jako przejaw kina niezależnego w Sieci

Machinima jako przejaw kina niezależnego w Sieci

Author(s): Miłosz Markocki / Language(s): Polish Issue: 01/2015

The Internet has proven to be an immensely effective tool in text development and distribution for amateur authors. Never before had the amateur authors so many opportunities for sharing their creations with others as they do now thanks to the Internet. The global network has helped not only with the spreading of independent films but also with their evolution in to new forms. A good example of such new film form is machinima, a hybrid of film and computer game – to be more specific, a film created by using the graphic engines and elements of computer games. Machinima are very tightly connected to the Internet. The necessary tools for creating machinima are available on the Internet and it was on the Internet where the machinima appeared for the first time and where this film form gained fame. Another connection between machinima films and the Internet is the source material for machinima. Many machinima use graphic engines and elements of MMORPGs, which one can play only via Internet. That is why machinima films illustrate very well the nature of Internet independent films.

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Zasiedlenie polskiej blogosfery przez digital imigrants. O cyfrowych aktywnościach popkulturowych

Zasiedlenie polskiej blogosfery przez digital imigrants. O cyfrowych aktywnościach popkulturowych

Author(s): Małgorzata Bulaszewska / Language(s): Polish Issue: 01/2015

In the early days of the development, Polish blogosphere recruited from professionals equipped with the ability to program in HTML. Only after some time blogging became widespread, in the XXI century to gain a global character with tools for creating blogs by people not armed with knowledge of software development. Technological progress quickly was mastered by the Internet natives, leading to the dominance of “youth” in the network, sending network users known as the “internet inhabitants” into the oblivion. These last, now retake their voice to create their own social spaces. Digital natives dominate especially fashion/lifestyle blogs but not only. However, increasingly, there are network diaries kept and dedicated for the generation of digital immigrants or digital dinosaurs. Differences and similarities in the conduct of blogs aimed at different target groups raise the question of popular understanding of youth and social networking opportunities in a group of non‑native sites. The above questions are confronting with the contented of chosen blogsconducted by and targeted to tree different age groups:14–35, 35 + and 55 +. Repopulation of the network with digital immigrants without an undoubtly expands the capacity of Polish blogosphere about these social groups,which until recently could feel excluded from the network.

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Високотехнологична идея за обучение на високотехнологичните ни ученици
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Високотехнологична идея за обучение на високотехнологичните ни ученици

Author(s): Ivaylo Staribratov,Boris Mihailov / Language(s): Bulgarian Issue: 5/2017

The present article reviews the possibility of a free access Google classroom application. Employing electronic resources stimulates and motivates students to study and increases their class activity. Such a platform creates opportunities for increased quality in class discussions.Such a training is in full synchrony with the applied new technologies.

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Bevezető a Fordulat 23. számához

Bevezető a Fordulat 23. számához

Author(s): Zoltán Sidó,Natasa Szabó / Language(s): Hungarian Issue: 23/2018

A Fordulat aktuális a digitális forradalom tágabb kontextusát vizsgálja. Az itt megjelenő szövegek megpróbálják bemutatni, miként változtak a számítástechnikát és az internetet övező ideológiák a hidegháború kezdetétől napjainkig, valamint hogy az elmúlt két-három évtizedben milyen gazdasági-politikai folyamatokba ágyazódott az internet és a digitális ipar robbanásszerű terjedése.

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THE ATTITUDES OF TEACHERS OF THE LANGUAGE AMAZIGH FACE TO THE LANGUAGES LEARNERS

THE ATTITUDES OF TEACHERS OF THE LANGUAGE AMAZIGH FACE TO THE LANGUAGES LEARNERS

Author(s): Hassiba Kherbouche / Language(s): English Issue: 1/2017

This work, which addresses the problem of the mix of language in the field of the teaching of the Amazigh language including the oral, it is planned to show that this language used by learners in the classroom is caused by several reasons: lack of mastery of their native language, the influence of the family and/or social environment in which he learns this language, the lack of concentration of learners when they speak. For this study, we've pressed two socio-linguistic and didactic approaches. The analysis we conducted our survey data has allowed us to show that teachers are not satisfied with the mixed language learners use besides they consider errors and each of them uses a method to remedy this.

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Metaphoric Transfer Of Knowledge, Cultural Experiences And Social Practices In English Language Advertising Discourse

Metaphoric Transfer Of Knowledge, Cultural Experiences And Social Practices In English Language Advertising Discourse

Author(s): Rumyana Todorova / Language(s): English Issue: 1/2017

The paper deals with metaphoric transfer of knowledge in English advertising discourse based on two- and cross-domain mappings referring to cultural conceptualizations of the world. On the one hand, text producers’ awareness of social events, as well as of people’s experiences and practices helps them in the construction of advertisements in the most intriguing and sensational way. On the other hand, text receivers are provoked and tempted by the ads deconstruction, though in some cases their unawareness of what is happening or has happened around us or in the world at large may block or hinder comprehension and thus lead to either misunderstanding of the message and their ignorance of it or to their complete indifference to it. The paper deals with all of the above mentioned issues supported by examples of English language ads and commercials. It shows in what ways multimodality related to the use of verbal and non-verbal signs works in them. The results prove the fact that the use of multimodal metaphors, especially in the non-verbal component, is supposed to trigger more emotions and feelings than the mere representation of the advertised items.

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За визуалната и вербалната комуникация в политическата карикатура
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За визуалната и вербалната комуникация в политическата карикатура

Author(s): Dafina Genova / Language(s): Bulgarian Issue: 2/2018

The article studies the visual and verbal communication and their interaction in political cartoons. It analyses the indispensable means of expression the cartoonist uses to convey his/her message such as visual metaphors and metonymies. Visual metaphors and metonymies are analysed from the point of view of Conceptual Metaphor and Metonymy Theory. The author studies the implications arising from the interaction between image, title and text (for the cases when there is title and/or text), as well as the metaphors and implications beyond image, title and text. The main theoretical construct used is the notion of incongruity from the Incongruity Theory of Humour that is extended to verbal and visual metaphor. The notion Logical Mechanism from the General Theory of Verbal Humour is applied in the analysis to (partially) resolve the incongruity/ies. Political cartoons are compared to a joke, a fundamental unit of humour in psychology, cultural anthropology, linguistics, philosophy and sociology. Pictorial representations and text function as contextualization cues to get to the probable cartoonist’s message. The interpretation of political cartoons is open-ended and indeterminate and is dependent on the viewer’s/reader’s general knowledge and his/her familiarity with the genre.

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Съвременни технонаучни инфраструктури – същност, перспективи и политики
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Съвременни технонаучни инфраструктури – същност, перспективи и политики

Author(s): Ludmila Ivancheva / Language(s): Bulgarian Issue: 2/2019

Some basic ideas in the contemporary concept of technoscience are pointed out. Technoscience is considered as a new phenomenon based on the convergence of science and technology and their gradual hybridization, leading to the creation of an inseparable symbiotic link between them. It involves the emergence of a common target orientation, a strong convergence of scientific research and technological innovation, existence of similar objects of study and treatment, and the achievement of similar results and products. Another important feature of technoscience is the growing role of the social factor for its development. Some modern technological and organizational innovation infrastructures such as clusters, techno-parks, “smart cities”, “living labs”, etc., are presented, considering them as an essential prerequisite for the sustainable development of technoscience. Key policy initiatives and measures to support them are presented at both European and national level.

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Dominant Playing Styles in an Authorial Role-Playing Game in Different Age Groups

Dominant Playing Styles in an Authorial Role-Playing Game in Different Age Groups

Author(s): Ewa Jurczyk-Romanowska,Ilona Zakowicz / Language(s): English Issue: 1/2019

The aim of the research is to investigate the correlation between age and playing styles in an authorial role-playing game. In the designed research the authors have assumed the playing styles defined by Richard Bartle, that is: the socializer, the killer, the achiever, the explorer. The research subjects came from three age groups: university students (18-25), corporate workers (35-50) and seniors (65+). The research was conducted with the use of the quantitative method on the basis of the playing styles observation sheet developed in accordance with the operationalization of Bartle’s taxonomy. Throughout the conducted observations one could observe clear behaviours, adequate with the operationalized taxonomy of Bartle. The dominant type in every age group was the socialiser, on the other hand only a few behaviours were associated with the killer type. In every age category there was a specific pattern of the observed behaviours, which are possible to explain by comparison to the everyday activities of the investigated age groups. Knowledge about the correlation between age and playing style could be useful for game creators and educators, who want to use the game as an educational method.

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Impairment or Empowerment: Game Design to Reduce Social Stigma for Children with Physical Disabilities

Impairment or Empowerment: Game Design to Reduce Social Stigma for Children with Physical Disabilities

Author(s): Dov Jacobson,Marianne Hardart,Jesse Jacobson,Elizabeth Fanning,Nancy Kechner / Language(s): English Issue: 1/2019

Digital games can address social problems, such as the integration of marginalized persons into the community at large. For example, six children in a thousand live with an ambulatory disability. Communities must learn to accept children in wheelchairs. This social rehabilitation is problematic. It requires that hostile social environments, particularly the classroom, become more supportive. Issue awareness among classmates without disabilities can be improved by education-based interventions but such interventions rarely change behaviour. Interactive personal contact between able children and disabled role models has been shown to be effective but it cannot be readily scaled. Digital games offer an appealing intervention vector, easily scalable and highly interactive. This pilot study investigates game design that may promote social esteem.

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Real-Life Frustration from Virtual Worlds: The Motivational Potential of Frustration

Real-Life Frustration from Virtual Worlds: The Motivational Potential of Frustration

Author(s): Magdaléna Balážiková / Language(s): English Issue: 1/2019

The presented paper offers a short general introduction to frustration followed by a discourse on frustration as an integral part of gaming experience with the core distinction between positive in-game frustration and negative at-game frustration. The potential of frustration to increase motivation to play, emotional engagement and immersion is outlined. The paper includes comprehensive research using the means of a questionnaire (n=159) and content analysis (n=327) identifying types of frustrating situations ingames, perceived sources of frustration, the behavioural impact of frustration and the relationship between locus of control and ascribed source of frustration. Results showed toxic behaviour as a leading cause of frustration. The most common declared behavioural output of frustration caused by the toxic behaviour of other players was quitting a game for a certain amount of time. Frustration showed the most motivational potential within the category of frustrating situations related to gamers e.g. being stuck in a part of the game, losing, not succeeding, etc. At-game frustration concerns mainly the category called the “game itself”. Most often the game was blamed for insufficiencies in game mechanics or game design, malfunctioning and technical issues within the game. The presented research did not show a statistically significant association between the source of frustration and a participant’s locus of control. The paper has potential in terms of game design and research of emotion, motivation or immersion.

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Трансверсални аспекти на уменията за работа с текст
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Трансверсални аспекти на уменията за работа с текст

Author(s): Maya Padeshka / Language(s): Bulgarian Issue: 5/2015

The paper analyses the role of the text as an educational resource in different disciplines. The text in itself is considered as a subject of inquiry with interdisciplinary nature, and serves to realize the transdisciplinary relations between different scientifi c spheres and disciplines. The text skills formed through the education in Bulgarian language are presented as skills with general character and have their application in educational process in the subjects, covered in the Bulgarian school.

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Technologie self, czyli „programowanie” dryfujących tożsamości

Technologie self, czyli „programowanie” dryfujących tożsamości

Author(s): Anna Kalinowska / Language(s): Polish Issue: 03/2018

How to define an identity? As a product of individual or result of social and cultural influences through the ages? One, main and only answer could not exist. Ones identity in post-modern reality will be elusive. From time to time, from information or network to alghorithmic society some new identity concepts have appeared. But it is a fact that the category of identity becames smooth and undefined nowadays. We all have its plural. Technologies of self may be a solution to search for specific identity settings. Looking at actions and attitudes that lead to the realization of the goals and self-improvement, technologies of self represent the modern coordinates of identity formation. The use of analog and digital tools makes it possible to control and characterize the factors forming ones personality. In the end, it is expressed as media practices. This article is an essay to redefine the concept of technologies of self, including digital return during last 20 years. The conclusions are based on the analysis of the author’s qualitative research. The paper presents a short specification of the definitions focused on daily on-line activities and user habits.

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Transitions Online-Around the Bloc-4 March
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Transitions Online-Around the Bloc-4 March

Author(s): Ioana Caloianu / Language(s): English Issue: 03/09/2020

TOL’s regional news roundup: Slovenia gets new-old PM; Greta too sensitive for Hungary; a Russian Disneyland; an arms trafficking priest in Ukraine; and the Lithuanian art scene.

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Homo corporalis as the communicated muse and centrepiece of commercialized culture

Homo corporalis as the communicated muse and centrepiece of commercialized culture

Author(s): Hana Pravdová,Zora Hudíková,Nataliya Panasenko / Language(s): English Issue: 1/2020

The study deals with the issue of human corporeality in a retrospective outline of the European cultural tradition and in terms of significant features of post-modern culture, post-modernism and pop culture. The authors form the premise that Homo corporalis has represented the muse of artistic imagination and the centrepiece of everything from ancient culture to the present. At the same time, they argue that Homo corporalis was at the centre of culture throughout individual periods of cultural history, and this position has changed in contemporary social, economic and cultural conditions. While remaining the centrepiece, it has now become the subject and object of commercialised culture. Based on a logical and hermeneutic analysis of relevant source materials and based on empiricism, the traits of the individual cultural epochs are defined and conceptualised within the context of broader cultural associations and artistic visual culture. The assertion is that late capitalism, the post-modern, post-modernism, and pop culture have brought about different kinds of extremes, experiments, peculiarities, provocations, attractions, etc., including paradoxicality. Creators abandoned more noble aesthetics in favour of provocation and experimentation and pop art permeated into all cultural levels, including pop culture and the media. Homo corporalis has been transformed into an individual fixated on his own image and focused on his own goals and pleasures. He is in the position of being the object of commercial interests and their products. His personal goals, attitudes and value scale are formed against the backdrop of the ethos of egoism, individualism, hedonism and narcissism.

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Visual Identity of Universities:
 Logo as a visual symbol of university

Visual Identity of Universities:
 Logo as a visual symbol of university

Author(s): Ľudmila Čábyová,Alena Kusá,Anna Zaušková,Lenka Ďurišová / Language(s): English Issue: 1/2020

The authors of the paper deal with the visual identity of educational institutions. They point at the importance of visual identity for communication about universities. Visual identity is understood as an element of corporate identity which is based on the philosophy of institution. The authors of this paper made research on public universities logos and based on the features they have in common, the authors divided them into three main groups taking into consideration the symbol the logos represent. The authors studied individual design manuals (logo manuals) as the aim of the paper was to identify fundamental issues/ mistakes universities make while creating a logo.

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An Overview Of The New Media Role
In Original Literature Publishing In Slovakia During The First Decade Of The New Millennium And Shortly After

An Overview Of The New Media Role
In Original Literature Publishing In Slovakia During The First Decade Of The New Millennium And Shortly After

Author(s): Marián Grupač / Language(s): English Issue: 1/2020

Public publishing space for authors of original contemporary literature in Slovakia has changed and expanded significantly in the last three decades since 1989. Due to the development and use of modern technologies and the existence of digital virtual space, nowadays the authors of Slovak literature can publish their texts in many more media than before 1989, and almost without any limitations. However, the literary, aesthetic, cultural or fundamental artistic relevance of such contributions is in many cases controversial. In the context of the publication space of new media, internet portals and online literary magazines often publish without deeper critical selection and (often even minimal objective literary-critical reflection almost everything delivered to their editorial mailbox as by ambitious writers?), as well by those whose works are lacking basic literary talent and the necessary creativity.
 The paper maps the situation in the area of publishing original literature, especially poetry, in Slovakia at the beginning of the 21st century in the context of the use of new media and modern digital technologies.

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“Brad Pitt Halal” and the Hybrid Woman: Gender Representations and Religion through Turkish Soap Operas

“Brad Pitt Halal” and the Hybrid Woman: Gender Representations and Religion through Turkish Soap Operas

Author(s): LAROCHELLE Dimitra Laurence / Language(s): English Issue: 24 (2)/2019

Through this article we aim to present the results of our empirical research concerning the impact of religion on gender representations projected through Turkish soap operas. Since 2000, Turkey aims to become a model of a Muslim but democratic and modern country in the region especially for other Muslim countries. Even if AKP is not an explicitly religious party, the statements effectuated from times to times by its representants indicate an important convergence between the religious values and the party’s political and social priorities. Within this context, Turkish soap operas, function not only as tools of the country’s soft power outside Turkey’s borders and of promotion of its neo-Ottoman political orientation but also as tools for the promotion and the perpetuation of the government’s world view inside the country. The taboo of the sexuality and the importance of motherhood, the underrepresentation of LGBTQ community members, of ethnic or of religious minorities, the “sin” and the attribution of justice are some of the elements we discuss in the present article.

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“Diversidade Católica” Case: Relations and Tensions between Homoaffectivity and Religiosity in Digital Circulation

“Diversidade Católica” Case: Relations and Tensions between Homoaffectivity and Religiosity in Digital Circulation

Author(s): Moisés Sbardelotto / Language(s): English Issue: 24 (2)/2019

In societies in mediatization, an increasingly intense process of communicational empowerment of persons and collectives emerges, which can also be seen in the realm of religion. In socio-digital platforms such as Facebook, there are numerous cases of unofficial, non-institutional, alternative religious presences, which may publicly exhibit internal conflicts within religions. In this context, this article analyzes the communicational action of the group “Diversidade Católica” (Catholic Diversity) on Facebook, specifically the process of preparation and divulgation of the 1st National Meeting of LGBT Catholics, held in Rio de Janeiro, Brazil, in 2014. To understand this phenomenon, this paper reflects on the concept of mediatization of religion and the emergence of “lay-amateurs” in digital practices. As a conclusion, it is pointed out that the digital environment becomes an alternative public space for religious minorities, who can also say a “public and networked word” about religions, such as Catholicism, exponentiating its religious “diversity” in the fabric of social relationships. Inside the alleged homogeneity of a religion such as Catholicism, there is the emergence of its pluralism and polysemy in the communicational metamorphosis of practices and beliefs, that are reinvented in relation to what is dominant, hegemonic, traditional and conventional in the Catholic historical context.

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Events

Events

Author(s): Peter Maurer,Agnieszka Stępińska / Language(s): English Issue: 23/2019

Trending topics in the research on populist communication and unresolved problems

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