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<title>Praca magisterska - Komunikacja multimedialna 2022</title>
<link>https://repin.pjwstk.edu.pl/xmlui/handle/186319/1864</link>
<description/>
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<rdf:li rdf:resource="https://repin.pjwstk.edu.pl/xmlui/handle/186319/1868"/>
<rdf:li rdf:resource="https://repin.pjwstk.edu.pl/xmlui/handle/186319/1867"/>
<rdf:li rdf:resource="https://repin.pjwstk.edu.pl/xmlui/handle/186319/1866"/>
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<dc:date>2026-04-20T11:30:25Z</dc:date>
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<item rdf:about="https://repin.pjwstk.edu.pl/xmlui/handle/186319/1868">
<title>Gender Press: Gender Representation of Women and Men in the Visual Language of the 1950s Magazine Advertisements</title>
<link>https://repin.pjwstk.edu.pl/xmlui/handle/186319/1868</link>
<description>Gender Press: Gender Representation of Women and Men in the Visual Language of the 1950s Magazine Advertisements
Mazurkevych, Nikita
This research paper is an analysis of the gender roles of white middle-class women and men and how these roles were presented through the visual language of 1950s advertisement. The primary source of the advertisements for analysis came from 20 issues of the then-popular women’s magazine—The LadiesHome Journal, spanning from 1950 to 1959. The ads portrayed women in primarily subordinate roles, often visually diminishing them upon fulfilling their duties, as well as punishing and taunting them for not using the advertised products. In addition, women were portrayed as perfect objects of femininity who were praised for revoking their agency to the men in the ads. As such, men were almost exclusively delegated to executive roles in ads and served as the primary endorsers of the product, as well as the final authority on the appearance and homemaking skills of the woman. Within the family unit, men were almost always visually elevated above other members of the family, while women were often absent or partially obscured. Even when women were being portrayed as the dominant presence in the ads, they would still be often subordinated to the advertised product. Lastly, the roles and displays found within the visual language of ads are juxtaposed with the historical reality of the 1950s housewives and how this representation influenced the future of middle-class American women.
</description>
<dc:date>2022-10-27T00:00:00Z</dc:date>
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<item rdf:about="https://repin.pjwstk.edu.pl/xmlui/handle/186319/1867">
<title>THE ANALYSIS OF THE SYMBOLS OF THE 2016-2021 WOMEN'S STRIKE AND BLACK PROTEST IN LIGHT OF FEMINIST IDEAS WOMEN STRIKE PROTESTS IN POLAND 2016 – 2021 A TRIBUTE</title>
<link>https://repin.pjwstk.edu.pl/xmlui/handle/186319/1867</link>
<description>THE ANALYSIS OF THE SYMBOLS OF THE 2016-2021 WOMEN'S STRIKE AND BLACK PROTEST IN LIGHT OF FEMINIST IDEAS WOMEN STRIKE PROTESTS IN POLAND 2016 – 2021 A TRIBUTE
Biskupska, Maja Maria
The aim of my diploma thesis is to analyze the symbols of the 2016-2021 Women's Strike and Black Protest in light of feminist ideas. This work outlines the political background and also reveals the history of Polish feminism and its new wave. Based on my own activist experiences, interviews with graphic designers, and data analysis, I describe the huge role of the major signs and visual identification of the protests over a period of five years. My considerations are based primarily on the analysis of information available on the Internet, especially the web pages of organizations and groups founded on Facebook by female activists and on my own experiences resulting from involvement in the implementation of the described events. Additionally, in the theoretical part of my thesis I included two interviews that were very crucial for me. One with the pioneer of the young generation of the graphic designers Ola Jasionowska - the creator of the visual identity of the Women's Strike, and the other with Jarek Kubicki, whose posters took the Internet by storm and stirred up the most controversy because his work was inspired by the Solidarity posters featuring Gary Cooper in the frame from the movie "High Noon" and he modernized them to support the ongoing protests against the Constitutional Court's ruling on abortion.
</description>
<dc:date>2022-10-27T00:00:00Z</dc:date>
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<item rdf:about="https://repin.pjwstk.edu.pl/xmlui/handle/186319/1866">
<title>Study of methods of learning a foreign language and the possibilities of using Virtual Reality in the area</title>
<link>https://repin.pjwstk.edu.pl/xmlui/handle/186319/1866</link>
<description>Study of methods of learning a foreign language and the possibilities of using Virtual Reality in the area
Plotnikova, Anastasiia
In our time, the study of foreign languages is an important aspect of the life of a&#13;
modern person. It gives people the opportunity to get acquainted with the culture and&#13;
traditions of other countries, and promotes the development of thinking, imagination&#13;
and memory. It is necessary for the effective interaction with each other in many&#13;
spheres of life (science, politics, culture, art, etc.). Knowledge of a foreign language&#13;
today is one of the conditions of professional competence.&#13;
Educational institutions provide the main opportunity for the vast majority of people&#13;
to learn languages, while linguistic diversity is actively encouraged within many&#13;
further education establishments and workplaces.&#13;
About 1.2 billion people worldwide are learning a foreign language. According to&#13;
calculations by Ulrich Ammon 289 million people around the globe have learned&#13;
German at some time in their lives. 15.4 million people around the world are&#13;
currently learning German as a foreign language: 90% of them are school students&#13;
and 10% are adults.&#13;
There are dozens of ways to learn a foreign language. It could be done by studying&#13;
the language at school or college, on additional courses, in online language schools,&#13;
with a teacher online, or using special applications for the phone and computer.&#13;
Recently, VR applications for language learning began to appear on the market.&#13;
In the same time VR Gaming on PCs has continued to show growth in 2020 with&#13;
game sales up 32% year-over-year. That's not even counting the launch of Half-Life:&#13;
Alyx, the VR game from the Valve studio, which added an additional 39% on top of&#13;
that. Demand for PC VR is strong and growing as more than 1.7 million users on&#13;
Steam experienced VR games for the first time in 2020. VR users played over 104&#13;
million PC VR sessions last year, with each session averaging about 32 minutes,&#13;
culminating in a 30% increase in total playtime. &#13;
Nowadays, VR is used not only for games, but even more for creating applications&#13;
with the help of which employees are trained in production, in therapy, and also in&#13;
education.&#13;
Virtual reality also provides an opportunity for practical language learning and brings&#13;
knowledge to a new level. With the availability of some standalone VR headsets,&#13;
more and more students will be able to immerse themselves in VR for learning.&#13;
The questions remain to what extent VR should be used in language studying, what&#13;
studying methods work with this technology most effectively, how to build the&#13;
learning process in this environment, and how can VR be used to improve&#13;
memorization of new vocabulary.
</description>
<dc:date>2022-10-27T00:00:00Z</dc:date>
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<item rdf:about="https://repin.pjwstk.edu.pl/xmlui/handle/186319/1865">
<title>Abstraction in video games: a comparative study of the effects of visual, temporal and spatial abstraction in Fallout 1-2 and 3-4</title>
<link>https://repin.pjwstk.edu.pl/xmlui/handle/186319/1865</link>
<description>Abstraction in video games: a comparative study of the effects of visual, temporal and spatial abstraction in Fallout 1-2 and 3-4
Demir, Anil
The main goal of this research paper is to examine the uses and effects of visual, temporal, and spatial abstraction in video games, and compare these with mimetic approaches to be able to point out possible benefits of abstraction in the current age of mimesis in the video game industry. As stated, the paper only covers visual, temporal, and spatial aspects, therefore ‘gameplay abstraction’ is not one of the main subjects, but these three domains are naturally interconnected with gameplay. Thus, the paper is mainly written for ‘game developers,’ ‘artists’ who work on games, and ‘game designers.’&#13;
The methodology of the paper will follow the pattern of describing a certain type of abstraction, determining how it is achieved and what are its effects, contrasting it with mimetic methods, and finally, exemplifying both sides of the spectrum. This pattern will be followed in the whole of the paper, less so in the later chapters where the references to previous explanations and terms will be employed.&#13;
The subjects that the paper will cover in its chapters will be as follows: (1) Introduction, state of the art and literature review, statement of the main issue, and scope; (2) Concepts and definitions, defining terminology, scopes, reference frames, and means for each type of abstraction, as well as defining mimesis and ups and downs of mimetic approach; (3) Critical comparison of abstraction in Fallout 1-2 and 3-4, examination of four titles from Fallout video game series and comparing them in two pairs, solidifying the findings in literature review and assumptions with observational data; (4) Research project: social experiment: effects of abstraction on ambiguity, emotional impact, and clarity of communication in video games, grounding the theoretical research via a social experiment in 3-parts; (5) Conclusions, summary, and the final comments from the author.
</description>
<dc:date>2022-10-27T00:00:00Z</dc:date>
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