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Apológia: A közszolgálatiság szerepvállalása a későmodern média korában

Author(s): Attila Csaba Gáspárik,Elza-Emőke Veress / Language(s): Hungarian Issue: 28/2015

In our presentation, we give an outline of the aspect public service aims to assume in the present era of late modern media in terms of involvement and contents. By looking into issues like the purpose of public service, its place in society and dual media system, its connection with market liberalism as well as its political independence, the presentation tries to demonstrate that, more than an economical, social and political issue, public service is rather a question of ideals and principles. Furthermore, our study intends to be a debate material trying to answer the question what public television and radio means today, how far they have gone on the road of democrati-zation and how social and political surveillance and media market situation evolve. Our analysis is aimed at the basic values and purposes of public service, where the question of the presumed failure of public media, its getting independent and fulfilling its purpose can be evaluated in terms of the functions of content supplying.

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A rajzfilmek, mint a nyelvtanulást segítő eszközök

Author(s): Éva Hilda Székely / Language(s): Hungarian Issue: 28/2015

Cartoons, being a genuine resource of the audiovisual language usage largely influence the moti-vational skills of a beginner language learner. Built with a pedagogical purpose into the language learning process, through sound recording, they can supply support in intonation, explaining meaning, vocabulary expansion, gesture, easy question and statements conceiving. Moreover, they help improvement of concentration skills. The study presents how the illustration and sound material offered by this media loved by all age groups can be efficiently used for language learning purposes. It also presents the aggression-free interactive cartoons that— according to spe-cialists—can help the language improvement of children and students who undertake to study English as a foreign language.

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THE RESOURCES USED BY THE STUDENTS FOR LEARNING PROGRAMMING SUBJECTS

THE RESOURCES USED BY THE STUDENTS FOR LEARNING PROGRAMMING SUBJECTS

Author(s): Alin Zamfiroiu,Carmen Rotună / Language(s): English Issue: 01/2016

Nowadays students turn to various knowledge assimilation methods for the programming languages they want to learn or improve skills. Considering that information is available in different forms, besides the fact that students have access to a large data stack, they also have access to various information types in order to ease the assimilation process. In recent years the learning techniques evolved and continue to evolve, given that technology and communication are continuously developing areas. Thus there is the possibility of remote live learning through teleconferencing, webinars or virtual classrooms where the learning process is carried out through lectures, presentations or demos from a web-connected computer to students web-connected computers, there is the opportunity to learn by using video and audio tutorials, in which case students are presented programming techniques by teachers or trainers conducting these tutorials and there are also conventional learning methods consisting in books or electronic books. Any learning technique is specific to certain people and each person appropriates a specific way of learning according to his capabilities and/or depending on the experience he has in the programming area. The present article illustrates the analysis of a survey conducted among students about how they are learning programming information required in college.

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A PRACTICAL SURVEY ON HEALTH MONITORING DEVICES AND THEIR IMPACT ON QUALITY OF LIFE

A PRACTICAL SURVEY ON HEALTH MONITORING DEVICES AND THEIR IMPACT ON QUALITY OF LIFE

Author(s): Alin Dragos Bogdan Moldoveanu,Cristian Taslitchi,Ionuţ Negoi / Language(s): English Issue: 01/2016

As a follow-up of the current escalated technology, especially in the fields related to advanced sensors and pervasive computing, significant changes have been brought in medical diagnostics and health surveillance equipment, including arrangements for prevention, self-care monitoring of various chronic conditions, as well as high performance hospital monitoring systems. This paper provides a detailed definition of a healthcare monitoring device and offers a multiperspective classification of them. Some important examples (such as clothing-embedded sensors, mobile/smart devices, microprocessor-based monitoring systems, implantable sensors), and their exact fields of usage (e.g. blood pressure and heart rate monitoring, pulmonary arterial hypertension detection, diabetes management, movement impairments and so on) are also given, as well as a brief note on the exploited technologies (for instance wireless networks and sensors, microelectronics, bio sensing technologies) in order to set the trends and offer a better understanding of the capabilities of health monitoring devices.

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Kiskorúak és az online reklámok – szabályozási minták és problémák napjainkban

Kiskorúak és az online reklámok – szabályozási minták és problémák napjainkban

Author(s): Magdolna Vallasek / Language(s): Hungarian Issue: 30/2016

The dangers of the media, of the “new” online media, concerning children are the main issues of media law both on national and on global level. But what are the real dangers brought about by the flood of the online publicity, met by the youngsters on daily basis when using the popular community pages, not speaking about the kindergarten or elementary school generation when they use some online games? It should not be forgotten that small children are unable to distinguish the advertisements from the other media contents. Some research made on this area proves that online publicity is more harmful than the already “traditional” TV advertisements. It is doubtful that the general publicity and media regulations meet the challenge presented by the dangers of online publicity. We try to outline those issues of online publicity, which might be the subjects of concern from the point of view of the regulation made in order to protect the underage, which might involve regulation problems and those issues which lack proper regulations.

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INFORMATION WARFARE AND NON-CONVENTIONAL WEAPONS

INFORMATION WARFARE AND NON-CONVENTIONAL WEAPONS

Author(s): Massimo Mauro / Language(s): English Issue: 18/2006

A review of non-conventional weapons likely to be used in Information Warfare is presented. Strategic implications and consequences of usage by non-state actors are assessed. The threat represented by these weapons and measures to counter it are outlined. Notes on why conventional non-proliferation methods are not effective against this threat are presented.

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Contextualizing Dark Patterns with the Ludeme Theory:
A New Path for Digital Game Literacy?

Contextualizing Dark Patterns with the Ludeme Theory: A New Path for Digital Game Literacy?

Author(s): Bruno Dupont,Steven Malliet / Language(s): English Issue: 1/2021

So-called dark patterns are widely discussed in game design. This phenomenon raises concerns for gaming education because numerous dark patterns trick players into real money transactions or gambling. A major obstacle to the practical assessment of the severity of a ‘dark’ pattern is the very definition of ‘game patterns’, basing solely on action-oriented structures. In order to take into account not only abstract expressions of the game system, but also the experience of the player, as well as the diverse contexts in which games are played, this article proposes to use the semiotic model of the ‘ludeme’. A ludeme is a minimal element in game design consisting of a grapheme, an acousteme, and a motifeme. We begin by explaining and situating the conceptual framework of the ludeme theory, with a specific interest in its application to repetitions of the same game element over time and through different digital games. Then, the theoretical framework is applied to SimCity BuildIt and particularly to the ‘dark patterns’ in it. In the last part, paths for further developments of the model of ludemic analysis are discussed, with regard to its relevance for media education and digital game literacy.

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Motivation with Game Elements in Education Mediated by E-Learning Resources

Motivation with Game Elements in Education Mediated by E-Learning Resources

Author(s): Jan Miškov / Language(s): English Issue: 1/2021

We present a report from our preliminary research, which focused on the possibilities of implementing game elements into e-learning at university. We were interested in the attitudes and preferences of the students on the introductory course for the study of culture, where a questionnaire survey was conducted. We asked students what potential they see in the application of digital technologies in e-learning, what motivates them to study online and what advantages and limits of the educational principles of games they see in e-learning. Here we offer a description of the preliminary results that led to our next research steps. The questionnaire was distributed among students of two runs of the Introduction to the Study of Culture course at the Faculty of Social Studies of Masaryk University, who completed it after the final test. A total of 188 students submitted a completed form. These were bachelor students, usually in the first year of study, mostly women. We chose a freely available online tool for the analysis, our approach to data processing was non-mathematical at this stage. Nevertheless, we believe that it has enabled us to gain a direct and unmediated insight into the subject of our research. Mixed methods pragmatic rationalization of the research process traditionally refers to the complementarity of datasets and greater validity. Based on the findings, we recommend to educators and developers of the online learning environment how they could improve the design of e-learning in accordance with the needs and different learning styles of students.

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Concept Art: The Essential Part of Visual Pre-production in the Entertainment Industry

Concept Art: The Essential Part of Visual Pre-production in the Entertainment Industry

Author(s): Andrej Trnka,Martin Engler / Language(s): English Issue: 1/2021

The study defines the role of concept art in the process of creating big visual projects. It intends to fill the gap in the academic field and to describe the process of creating concept art from start to finish, considering its theoretical as well as practical outlines. The theoretical part of the text is based on various concepts and lines of thinking, including analysis and synthesis of the obtained knowledge, as well as comparison of differing scholarly opinions on the discussed topic. Concept art as an art phenomenon of the 21st century is one of the most respected creative activities in the visual entertainment industry. Creating concept art has become one of the best paid work specialisations within the various processes of artistic and media creation. The meaning of concept art lies in the creation of ‘blueprint’ images and designs, based on the given concept’s purpose. Concept art serves a whole team of creative individuals as a reference allowing for the further development of a creative project. It is mainly used in projects based on key visual features such as unique environments, characters, design and fantastic stories. Therefore, each individual part of the given complexity must be ‘brought to life’ by properly trained artists.

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Slovak Game Industry Continues to Grow

Slovak Game Industry Continues to Grow

Author(s): Michal Kabát / Language(s): English Issue: 1/2021

According to the annual survey by the Slovak Game Developers Association, the game industry in Slovakia was not hit hard by the global pandemic in 2020. Unlike other creative sectors in the country, the gaming business actually experienced a mild growth similar to the pre-Covid-19 era.

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UniCon 2021: The First Game Festival You Can Actually Play

UniCon 2021: The First Game Festival You Can Actually Play

Author(s): Alexandra Kukumbergová / Language(s): English Issue: 1/2021

The pandemic didn’t just bring suffering, but also created new opportunities in the marketplace. This was especially true for the gaming industry that bloomed in many ways, except when it came to events such as festivals, cons, gatherings and tournaments.

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Komunikacja jako narzędzie kształtowania relacji z dostawcami w systemie zarządzania środowiskowego

Komunikacja jako narzędzie kształtowania relacji z dostawcami w systemie zarządzania środowiskowego

Author(s): Agata Szkiel / Language(s): Polish Issue: 3/2018

An integral element of any environmental management system should be effective communication of the organization with interested parties regarding environmental values and environmental performance of the organization. One of the interested parties, with whom the organization should maintain effective communication, are suppliers. The quality of cooperation with suppliers is a factor determining the effectiveness of the environmental management system. The objective of the paper is to discuss the requirements of the ISO 14001:2015 standard regarding the communication of organizations with interested parties, as well as to present the role of communication with suppliers in improving the effectiveness of the environmental management system. The paper also presents the possibilities of using the ISO 14063:2009 standard guidelines to build an effective environmental communication process with suppliers as a tool for shaping relations with suppliers within the environmental management system.

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The semiology of humour:

The semiology of humour:

Author(s): Marina Borodenko,Vadim A. PETROVSKY / Language(s): English Issue: 2/2021

A semiology-based approach to understanding humour is being developed and an interpretation of humour as a “counter-sign,” a two-faced sign within the space of conventionality, is put forward. The range of core attributes to interpret the phenomenon of humour is determined. The concepts of the “frame of significance,” “conventionality,” and “meta-communicative marker of conventionality” are elaborated. The general definition of humour is being formulated as a “sign-based identification of non-identifiable signs within the space of conventionality.” An outline is put forward to enable the formal distinction between satire, humour, irony, and jokes. The following questions are addressed: “Why does that which is funny cease to be so if it is repeated many times?”, “Why can the terrifying become funny when recollected?” “Why is the state of bewilderment not always funny but returning to it in one’s thoughts triggers laughter?”

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Overview of the research of representing the family and spare time on Facebook and Instagram

Overview of the research of representing the family and spare time on Facebook and Instagram

Author(s): Marija I. Golubović / Language(s): English,Serbian Issue: 2/2021

The process of displaying family in the era of social networks has acquired a new dimension, as presented to us by Charlene S. Shannon-McCallum, who was exploring the display of family on Facebook and Instagram. Based on a theoretical review and the research results, the author points out the influence and significance that posting family photos on social networks has on family life.

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Television Presentation of the New Serbian Folk

Television Presentation of the New Serbian Folk

Author(s): Zorica Jevremović / Language(s): Serbian Issue: 1-4/1993

In this paper author analyzes forms of TV presentations of the stars and songs of the new folk (country) style music. In the brief historical sketch, the author emphasizes the importance of the TV emissions of the country music till mid-eighties. In this time these have been principal TV product for prime time, much more important than similar programs devoted to the rock and pop music. The second period starts with propaganda spots of this music, done according to the new publicity standards (dynamism, short cuts, modern look and design), very different from the casual country music presentation standards. In the second part the author analyzes the video-clips that flood contemporary Serbian TV programs, both of official and commercial TVs. Author concludes that new country music song touches hidden atavistic of its amateurs. Taking models that are appropriate for the rock music video clips, they are trying to compensate all the lacks from everyday life of its amateurs.

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Book review

Book review

Author(s): Christian F. Hempelmann / Language(s): English Issue: 2/2014

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“To laugh or not to laugh”:

“To laugh or not to laugh”:

Author(s): Brian D. Vivona / Language(s): English Issue: 1/2014

In order for joking to actually have a function in the workplace, it must have a forum. There are many pieces of empirical research on humour in the workplace, however the notion of the appropriateness of joking behaviour is often overlooked. The time, place, and circumstances of when joking does or does not occur is related to the situated and contextual nature of humour and issues linked to the private/public domain often will delineate when humour is acceptable or not. When, where, and, most importantly, the permission to joke is important to the understanding of the functional nature of humour. In order to gain an understating of how workers understand the notion of appropriateness, a qualitative study of a very unusual group of workers, crime scene investigators, was undertaken. Tacit personal and organisational belief systems related to culture and learned normative behaviours help determine when and where joking is allowed or forbidden.

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“The big red giant will explode”:

“The big red giant will explode”:

Author(s): Attila L. Nemesi / Language(s): English Issue: 1/2014

By taking a pragma-rhetorical approach, this article characterises the genre of Géza Hofi’s political humour, developed during the communist Kádár era in Hungary, and investigates implicature as his main rhetorical device for conveying politically sensitive messages to the audience. Three of his most popular and representative performances from the mid-1970s and early 1980s are selected for a thorough investigation of how the use of tropes and certain figures of thought creates implicatures and identification between the actor-humorist and the viewers/listeners. It is demonstrated that Hofi’s theatrical stand-up comedy (or performance comedy) makes a monologic genre quasi-dialogic, another necessary component of the special atmosphere of his performances. The analysis is embedded into the East-Central European political context of the Cold War. In addition, the Hungarian societal climate of that time is also touched upon in order to provide better insight into the Hofi-phenomenon.

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Book review

Book review

Author(s): Joseph Anderton / Language(s): English Issue: 1/2014

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Humour styles, personality and psychological well-being:

Humour styles, personality and psychological well-being:

Author(s): Willibald Ruch,Sonja Heintz / Language(s): English Issue: 4/2013

The Humor Styles Questionnaire (HSQ) by Martin et al. (2003) measures four humour styles, namely affiliative, self-enhancing, aggressive and self-defeating. In contrast to former humour instruments, the HSQ has strong relations to various measures of psychological well-being. However, its incremental validity in relation to basic personality traits has not been sufficiently studied. Two studies analysed how much unique variance the HSQ contributed to predicting psychological well-being over and above personality. While the affiliative, self-enhancing and self-defeating humour style were potent predictors of well-being in Study 1, the results also indicated that these humour styles had small effects when personality was controlled for. Study 2 tested a possible explanation for these findings, namely that the context (i.e., non-humorous components) of the HSQ items dominates their humour-specific content. Two questionnaires were utilised to separate context and humour components in the HSQ. Results showed that (a) the HSQ contributed little in predicting personality and psychological well-being once context was controlled for, and that (b) the humour component of each HSQ scale correlated highly with other humour instruments and neither of them were detrimental or maladaptive in terms of psychological well-being. Thus, these two studies showed a low incremental validity of humour styles in predicting psychological well-being beyond personality and hint to a limited role that humour plays in the these relationships. Overall, the humour components of the HSQ rather resemble those of other self-report measures and mainly comprise humour appreciation and humour production in everyday life.

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