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Showing 1 - 10 results out of 84 for 'cultural'
By  Andrzej Klimczuk, On November 13, 2011
A. Klimczuk, Żyjemy razem, czyli metody budowania kapitału społecznego (We live together, a methods of social capital building), [in:] A.J. Kloza (ed.), Żyliśmy razem przez wieki, czyli Żydzi i Polacy w Białymstoku, Fundacja Edukacji i Twórczości w Białymstoku, Białystok 2009, p. 5-6.
By  Andrzej Klimczuk, On November 13, 2011
A. Klimczuk, Zastosowanie koncepcji kapitału społecznego w badaniach ludologicznych. Przykład branży gier komputerowych (Application of the social capital concept in ludology research. An example of the games industry), PTBG and UAM, Poznań, „Homo Ludens” 2010, nr 1(2), p. 51-59. More and more people around the world are using computer (video) games. The development of the gaming industry means increasing of its complexity in all aspects. Not only is the content represented in games continuously differentiating, but we also see the increasing diversity among their creators, users, researchers and the public. This article aims to draw attention to the possibility of using the concept of social capital in ludologists’ research as well as in improving the quality of games and of the cooperation between social environments related with games. Social capital is understood here as a potential of interactions embedded in interpersonal ties and social norms, which can bring advantages for individuals, groups and societies. The author takes a closer look on: the main features of this multi-dimensional category; significant differences between human, social and cultural capital; as well as the positive and negative influences of social capital. ** Z gier komputerowych (wideo) korzysta coraz więcej ludzi na całym świecie. Rozwój branży gier oznacza wzrastającą jej złożoność we wszystkich płaszczyznach. Nie tylko stale różnicują się treści przedstawiane w grach, ale też rośnie zróżnicowanie ich twórców, użytkowników, badaczy i opinii publicznej. Celem artykułu jest zwrócenie uwagi na możliwość wykorzystania koncepcji kapitału społecznego w badaniach ludologów oraz w podnoszeniu jakości gier i współpracy między środowiskami związanymi z grami. Kapitał społeczny jest tu rozumiany jako potencjał współdziałania osadzony w powiązaniach międzyludzkich i normach społecznych, który może przynosić korzyści osobom, grupom i społeczeństwom. Przybliżone zostały: główne cechy tej wielowymiarowej kategorii; istotne różnice między kapitałem ludzkim, społecznym i kulturowym; oraz pozytywne i negatywne skutki oddziaływania kapitału społecznego.
By  , On November 20, 2010
Thought is the source of the most of the problems of mankind. Many people would think that such a statement is crazy, because thought is the one thing we have with which to solve our problems. That's part of our tradition. Yet it looks as if the thing we use to solve our problems is the source of our problems. It's like going to the doctor and having him make you ill. I'm saying the reason we don't see the source of our problems is that the means by which we try to solve them are the source. That may seem strange to somebody who hears it for the first time, because our whole culture prides itself on thought as its highest achievement. I'm not suggesting that the achievements of thought are negligible; there are very great achievements in technology, in culture and in various other ways. But there is another side to it which is leading to our destruction, and we have to look at that.
By  Council of Europe Conseil d´ Europe, On November 8, 2010
In 1998, the Council of Europe and the European Commission decided to take common action in the field of youth. Both institutions initiated a partnership agreement with the aim "to promote active European citizenship and civil society by giving impetus to the training of youth leaders and youth workers working within a European dimension". In 2003, additional agreements were signed in the fields of "youth research" and "Euro-Mediterranean youth co-operation". Since 2005, the partnership between the European Commission and the Council of Europe in the field of Youth activities have been focusing on the following topics: European Citizenship, human rights education and intercultural dialogue, quality and recognition of youth work and training, better understanding and knowledge of youth and youth policy development. The partnership between the Council of Europe and the European Commission in the field of Youth brings together the two institutions' experience in non formal education, youth policy, youth research and youth work practice. The co-operation between the two institutions covers a wide spectrum of activities such as training, seminars, workshops, networking and dialogue design. Results and other material are made available on the partnership website (http://youth-partnership.coe.int) and in various publications, including the Training Kits (T-Kits). T-Kits are thematic publications written by experienced youth trainers and experts and constitute easy to use handbooks for educational activities. All activities and publications enhance the exchange of experience and good practice between the actors involved and contribute to the implementation of the political objectives of both partners.
By  Council of Europe Conseil d´ Europe, On November 8, 2010
Youth work is a polyvalent and multi-faceted practice. It takes place in a wide range of settings, varies from unstructured activities to fairly structured programmes, reaches a diverse array of young people, touches upon many different themes and cuts across several other disciplines and practices. This versatility is one of the strengths of youth work, but at the same time it may lead to fragmentation and product vagueness. In this book, we take a historical perspective that aims to identify the close links between youth work developments and broader social, cultural and political developments. What are the beliefs and concepts that underpin youth work? How do they relate to the recurrent youth work paradox, that youth work produces active and democratic citizens but at the same time seems ineffective for young people who are excluded from active citizenship? Tracing back the roots of youth work and identifying different evolutions within and between countries help to initiate a fundamental discussion on modern-day youth work identity and to cope in a constructive way with the recurrent paradoxes of youth work. The different authors highlight the youth work policies in Belgium (Flanders), Germany, England, Poland, Malta, France and Finland.
By  Andrzej Klimczuk, On November 13, 2011
K. Niziołek, R. Poczykowski (eds.), Szlak Dziedzictwa Żydowskiego w Białymstoku. Przewodnik historyczny. Wydanie III uzupełnione (Jewish Heritage Trail in Bialystok. Historical guide. III edition supplemented), Fundacja Uniwersytetu w Białymstoku, Białystok 2011.
By  Josh Schenkein, Boston University, Massachusetts, On January 25, 2011
A proposal and cost benefit analysis for a space elevator that would use carbon nanotubes to reach space and once built would be used to mine meteorites and asteroids in space for their raw materials which have value in excess of 100's of Trillions of dollars
By  Josh Schenkein, Boston University, Massachusetts, On January 25, 2011
What are the Cultural ramifications from Scramjet technology which allow passengers to travel from NYC to Sydney in two hours at little cost and what are the implications for mass migration patterns as travel becomes so much more easily accessible
By  Andrzej Klimczuk, On November 13, 2011
A. Klimczuk, Rozrywkowe skrzywienie - kiedy dokuczliwość społeczna gier komputerowych przekroczy dopuszczalny poziom? (Entertainment curvature - when social bothersome of computer games will cross acceptable level?), PTBG and UAM, Poznań, „Homo communicativus” 2008, 2(4), p. 103-111. Computer games (video games) are becoming increasingly popular way to relax, or even to maintain social relationships with other people. However, they are not just only entertainment. Treated as a mass media become a source of income, knowledge and social problems, which may distort the reality presented in them. It may also become the basis for manipulation and propaganda, to serve the struggle for cultural dominance, and indicate social problems. ** Gry komputerowe (wideo) stają się coraz bardziej popularnym sposobem na relaks, a nawet na podtrzymanie stosunków społecznych z innymi ludźmi. Nie służą one jednak już tylko rozrywce. Potraktowane jako środek masowego przekazu stają się źródłem dochodów, wiedzy i problemów społecznych, co może wypaczać przedstawioną w nich rzeczywistość. Może także stać się podstawą do manipulacji oraz propagandy; służyć walce o dominację kulturową oraz wskazywać na wymagające rozwiązania kwestie społecznie.
By  Andrzej Klimczuk, On November 13, 2011
A. Klimczuk, Rozrywkowe skrzywienie - kiedy dokuczliwość społeczna gier komputerowych przekroczy dopuszczalny poziom? (Entertainment curvature - when social bothersome of computer games will cross acceptable level?), PTBG and UAM, Poznań, „Homo communicativus” 2008, 2(4), p. 103-111. Computer games (video games) are becoming increasingly popular way to relax, or even to maintain social relationships with other people. However, they are not just only entertainment. Treated as a mass media become a source of income, knowledge and social problems, which may distort the reality presented in them. It may also become the basis for manipulation and propaganda, to serve the struggle for cultural dominance, and indicate social problems. ** Gry komputerowe (wideo) stają się coraz bardziej popularnym sposobem na relaks, a nawet na podtrzymanie stosunków społecznych z innymi ludźmi. Nie służą one jednak już tylko rozrywce. Potraktowane jako środek masowego przekazu stają się źródłem dochodów, wiedzy i problemów społecznych, co może wypaczać przedstawioną w nich rzeczywistość. Może także stać się podstawą do manipulacji oraz propagandy; służyć walce o dominację kulturową oraz wskazywać na wymagające rozwiązania kwestie społecznie.