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<title>Praca licencjacka - Komunikacja multimedia 2023</title>
<link href="https://repin.pjwstk.edu.pl/xmlui/handle/186319/2776" rel="alternate"/>
<subtitle/>
<id>https://repin.pjwstk.edu.pl/xmlui/handle/186319/2776</id>
<updated>2026-04-20T11:32:13Z</updated>
<dc:date>2026-04-20T11:32:13Z</dc:date>
<entry>
<title>Implementing virtual reality into human interaction</title>
<link href="https://repin.pjwstk.edu.pl/xmlui/handle/186319/2784" rel="alternate"/>
<author>
<name>Samarska, Daria</name>
</author>
<id>https://repin.pjwstk.edu.pl/xmlui/handle/186319/2784</id>
<updated>2023-05-31T12:59:44Z</updated>
<published>2023-05-31T00:00:00Z</published>
<summary type="text">Implementing virtual reality into human interaction
Samarska, Daria
My thesis is based on producing a concept of 3D virtual space and research into how we may&#13;
integrate this technology into regular interactions. I aim to research the effects of bringing&#13;
mundane activities into the meta world. How will it alter daily lives so that I convey the&#13;
advantages and disadvantages of this new technology? Virtual Reality may imitate ideal&#13;
learning scenarios and make it easier for students to communicate and apply their&#13;
information. The potential of VR technology to improve online communication is examined&#13;
in this thesis. Given the pandemic's growing importance of internet communication, more&#13;
exciting and meaningful ways to engage digitally are required. This thesis demonstrates how&#13;
VR technology may give users a realistic, intuitive, and immersive experience by reviewing&#13;
relevant literature and case studies. As a result, online contact becomes more interesting and&#13;
meaningful. Yet, issues must still be resolved, such as the necessity for developers to provide&#13;
large virtual environments and the price and accessibility of VR hardware. Overall, this thesis&#13;
concludes that Virtual Reality has the potential to revolutionise online communication and&#13;
should be considered a valuable tool for enhancing virtual interactions
</summary>
<dc:date>2023-05-31T00:00:00Z</dc:date>
</entry>
<entry>
<title>East Asian Representation in the 1990s American Films</title>
<link href="https://repin.pjwstk.edu.pl/xmlui/handle/186319/2783" rel="alternate"/>
<author>
<name>Shcherbakova, Alina</name>
</author>
<id>https://repin.pjwstk.edu.pl/xmlui/handle/186319/2783</id>
<updated>2023-05-31T12:53:52Z</updated>
<published>2023-05-31T00:00:00Z</published>
<summary type="text">East Asian Representation in the 1990s American Films
Shcherbakova, Alina
This work looks at how Asians were represented in American films in the 1990s and how they tried to break stereotypes with examples from those years. In the American media, the 1990s are associated with technology and the rise of multiculturalism, which is not entirely true for the American-Asian audience since there were few such characters on the big screen. In addition, it was mostly in secondary roles if they did appear.  Representation itself has been haunted by the old problems of oversimplification of images, or even of their sexualization or criminalization. All this distance from the real idea of the whole group and, to some extent, mythicized them, creating the concepts of exemplary minority and yellow fever. At the same time, Asian artists have tried to create paintings that convey personal stories or deal with pressing social issues such as immigration or self-identification.
</summary>
<dc:date>2023-05-31T00:00:00Z</dc:date>
</entry>
<entry>
<title>Representations of non-Heteronormative Characters in Video Games Released Between 2015 and 2022</title>
<link href="https://repin.pjwstk.edu.pl/xmlui/handle/186319/2782" rel="alternate"/>
<author>
<name>Erkli, Irem</name>
</author>
<id>https://repin.pjwstk.edu.pl/xmlui/handle/186319/2782</id>
<updated>2023-05-31T12:49:11Z</updated>
<published>2023-05-31T00:00:00Z</published>
<summary type="text">Representations of non-Heteronormative Characters in Video Games Released Between 2015 and 2022
Erkli, Irem
Due to uninformed choices by the mainstream game industry, until changed, representations&#13;
of identity are inevitably affected adversely. The objective of this study is to explore how the&#13;
mainstream video game industry privileges gender depictions based on profit motives over&#13;
authentic representations of the queer community experience of itself and how poorly formulated&#13;
non-heteronormative narratives have impacted game design and depictions of queerhood. The study&#13;
investigates how changes in the hegemony of the game industry away from heteronormative, white&#13;
privileged cis-gender power has affected game design and what a game is perceived to be: no longer&#13;
seen as a time-consuming. violence-based. vengeance-narrative. but moving towards a timely&#13;
learning-based, constructive narrative accessible for both consumers and content creators;&#13;
especially creators with little programming expertise. It assesses the effectiveness of these changes&#13;
and the impact these changes have had on the gaming industry to conclude that community-based&#13;
gaming is a hopeful trend with the potential to challenge mainstream game norms. While diversity&#13;
among the players remains, so remains the potential for equal, representative and safe expressions&#13;
of that diversity in video games leading in time to a transformation of the gaming industry entirely.
</summary>
<dc:date>2023-05-31T00:00:00Z</dc:date>
</entry>
<entry>
<title>Affective consequences on children of book illustration design choices</title>
<link href="https://repin.pjwstk.edu.pl/xmlui/handle/186319/2781" rel="alternate"/>
<author>
<name>Kahrizsangi, Soudeh Salehi</name>
</author>
<id>https://repin.pjwstk.edu.pl/xmlui/handle/186319/2781</id>
<updated>2023-05-31T12:33:14Z</updated>
<published>2023-05-31T00:00:00Z</published>
<summary type="text">Affective consequences on children of book illustration design choices
Kahrizsangi, Soudeh Salehi
Illustration in children's books has several advantages such as encouraging a child’s&#13;
emotional development. Illustrations arouse interest and support the text in conveying the&#13;
book’s message. The effect of illustrations on children suffering from B.L.A.S.T. (Bored,&#13;
Lonely, Angry-Afraid, Sad, Tired) was studied in Indonesia on children aged 7-13 years. The&#13;
children read three illustrated storybooks and were then examined using the semiotic&#13;
framework of Roland Barthes. The results suggest that certain books with illustrations may&#13;
ameliorate the symptoms of this condition.&#13;
This paper reports the results of a small primary research on this phenomenon and&#13;
critically reviews published research to determine the extent to which illustrations can&#13;
influence children's emotional development. By comparing various factors, such as children's&#13;
ages, this study aims to shed more light on children's design.&#13;
Children's books often use graphic illustrations, such as drawings, to support and&#13;
enhance spoken conversation in group reading activities. In this research, I compared several&#13;
factors that influence how attentively children perceive these illustrations and how well they&#13;
can understand them.
</summary>
<dc:date>2023-05-31T00:00:00Z</dc:date>
</entry>
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