937 research outputs found

    City beyond the city: the notion of contemporary flaneurism in video games

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    This article is a comparative analysis between the exploration video game genre and the theories of contemporary city space. It focuses predominantly on confronting spatial experience of the city space with video game space. This comparison uses the concept of flâneur and slow space to show how these two phenomena are manifested in virtual environments. In the exploration video games, such as "Dear Esther" and "Proteus", the author sees an interesting alternative to overcomplicated gameplay and games overloaded with unnecessary visual information

    First person – Justyna Meissner

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    ABSTRACT First Person is a series of interviews with the first authors of a selection of papers published in Journal of Cell Science, helping early-career researchers promote themselves alongside their papers. Justyna Meissner is the first author on ‘The ARF guanine nucleotide exchange factor GBF1 is targeted to Golgi membranes through a PIP-binding domain’, published in Journal of Cell Science. Justyna is a postdoctoral fellow in the laboratory of Dr Elizabeth Sztul at University of Alabama at Birmingham, USA, investigating the structure and function of large GEFs.</jats:p

    Recenzja książki Justyny Janik Gra jako obiekt oporny. Performatywność w relacji gracza i gry cyfrowej, Wydawnictwo Uniwersytetu Jagiellońskiego, Kraków 2022

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    Justyna Janik’s book takes up the topic of the materiality of video games and proposes analyzing it using a posthumanist perspective. The Author introduces the concepts of intra-action (Karen Barad) and bio-object (Tadeusz Kantor), which she uses as tools to describe the specificity of the relationship between humans and video games, which is a form of constant communication and sharing of agency between the player and the simulation elements. Janik’s book is an interesting study of the autonomy of the game object and the resistance it manifests. This provides an inspiring basis for reflection on the materiality of software, the occurrence of glitches, the preservation of games, the technical background of the game, and the traces left by other players.Książka Justyny Janik podejmuje temat materialności gier wideo i proponuje jej analizę z posthumanistycznej perspektywy. Autorka prezentuje pojęcia intra-akcji (Karen Barad) i bio-obiektu (Tadeusz Kantor), które wykorzystuje jako narzędzia opisu specyfiki relacji człowiek – gra wideo, która jest formą ciągłej komunikacji i podziału sprawczości między graczem a elementami symulacji. Książka Janik jest interesującym studium autonomii obiektu gry i oporu, jaki on manifestuje. Publikacja stanowi też inspirującą podstawę dla refleksji nad materialnością oprogramowania, występowaniem błędów, archiwizacji gier, ich technicznym tłem i śladami pozostawionymi przez innych graczy

    Author response

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    The ability of the adult brain to undergo plastic changes is of particular interest in medicine, especially regarding recovery from injuries or improving learning and cognition. Matrix metalloproteinases (MMPs) have been associated with juvenile experience-dependent primary visual cortex (V1) plasticity, yet little is known about their role in this process in the adult V1. Activation of MMPs is a crucial step facilitating structural changes in a healthy brain; however, upon brain injury, upregulated MMPs promote the spread of a lesion and impair recovery. To clarify these seemingly opposing outcomes of MMP-activation, we examined the effects of MMP-inhibition on experience-induced plasticity in healthy and stoke-affected adult mice. In healthy animals, 7-day application of MMP-inhibitor prevented visual plasticity. Additionally, treatment with MMP-inhibitor once but not twice following stroke rescued plasticity, normally lost under these conditions. Our data imply that an optimal level of MMP-activity is crucial for adult visual plasticity to occur

    Open House London in the background of architectural literature studies

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    The article refers to the international scientific symposium which took place in 2019 in the UK capital during the Open House London. The meeting of scholars from Warsaw and London was devoted to the assumptions of architectural literature studies and possibilities of developing this approach for research on Polish emigration in London. In the first part of the article Aleksandra Wójtowicz – an author of the approach of architectural literature studies – presents its assumptions and possibilities of implementation. She recalls the features of ‘difficult places’ – a category developed by Warsaw’s interdisciplinary team. She also mentions the principles of ‘re-imaginary architecture’ – Justyna Gorzkowicz’s proposal – referring to the category of reading identity places in exile. The second part of the article is devoted to the specics of Open House London. Justyna Gorzkowicz presents the characteristics of two Polish places that the symposium participants could get acquainted with during their visit to London: PUNO’s headquarters and Cezary Bednarski’s Vertically Detached Houses

    (No)Motion and Silence of a Picture-Thought According to JLG

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    Recenzja książki Barbary Kity Obraz zatrzymany. Praktyka i teoria późnego Godarda (2013). Justyna Budzik przedstawia strukturę wywodu naukowego Barbary Kity, komentując i opisując metodologię przyjętą przez autorkę. Recenzentka omawia problematykę refleksji podjętej przez badaczkę oraz wyjaśnia trzy główne kategorie, które stosuje ona w interpretacji późnej twórczości Jean-Luca Godarda: obraz zwolniony/zatrzymany, obraz malarski (kadr) oraz fotografię. Recenzentka zwraca również uwagę na kontekst współczesnej teorii obrazu (Georges Didi-Huberman, Gilles Deleuze), w który wpisują się rozważania podjęte przez Barbarę Kitę.A review of Barbara Kita’s book Obraz zatrzymany. Praktyka i teoria późnego Godarda [Freeze Frame: Practice and Theory of Late Godard] (2013). Justyna Budzik presents the structure of Barbara Kita’s scientific argument, and describes and comments on the methodology adopted by the author. The reviewer discusses the problem of reflection taken up by the author and explains three main categories which she applies in her interpretation of the late work of Jean-Luc Godard: slow motion/stop motion image, art painting (film frame), and photography. The reviewer also gives some attention to the context of contemporary theory of image (Georges Didi-Huberman, Gilles Deleuze) which inform Barbara Kita’s work

    Intra-acting bio-object : a posthuman approach to the player‐game relation

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    The main aim of this article is to explore how posthuman values and premises can change the approach to video game research, in terms of reframing the relation between game and player as a meaning-making process. The idea of the bio-object, which originated in Tadeusz Kantor's avant-garde theatre, is introduced and reread in the context of the critical posthumanism and new materialism of Karen Barad, especially her concept of intra-action. By meshing together Kantor's and Barad's ideas, a framework is developed for conceptualizing the bond between the player and the video game object, pointing out how their constant rivalry is not only resolved in meaning-generative tension, but also intra-actively shapes their ontic borders. The game and the player become equal in this new unity, and the video game object stops being perceived as a secondary to the player and can be analysed as the equal partner in this relation

    The material world of digital fictions

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    This paper explores the interdependency between digital matter and the representational or mimetic layer of the digital game object. The main aim is to foreground the mechanisms by which the representationalelements of the game world emerge from the materiality of the process of play. These mechanisms are examined from the perspective of the ontology of the game object. The issue of digital materiality will be linked with the aesthetical explorations of Tadeusz Kantor, who emphasised the relation between the materiality of the theatre and its fictional elements. As the main example of this analysis, I will focus on Undertale (Toby Fox, 2015) as an example of a game that plays with the boundaries between the fictional world being presented and the elements of digital materiality that are usually hidden from the player’s sight

    Teatr i wychowanie (Theatre and Upbringing) Authors: Krzysztof Homa, Justyna Sprutta, Weronika Pudełko, Katarzyna Skulska

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    The book Teatr i wychowanie (Theatre and Upbringing) by Krzysztof Homa, Justyna Sprutta,&nbsp;Weronika Pudełko and Katarzyna Skulska presents the history of the theatre, its essence, typology,&nbsp;as well as the role of the theatre in upbringing and therapy, especially for children.&nbsp;This book demonstrates, among others: • Greek mysteries as the beginning of the European theatre, • the history of the theatre in the world and Poland, • the school theatre in the past and present, • the essence of the theatre, as well as theatrical and paratheatrical genres. Moreover, in this book examples of paintings presenting the theatre are displayed. The reviewed&nbsp;book is a multi-author monograph
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