38 research outputs found
Narracja tożsamościowa a zjawiska internetowe na przykładzie narracji doomerów
The aim of the article is to present results of qualitative study regarding narratives of people that build identity based on Internet meme, in this case doomer meme. The theoretical framework for the presented study is based on concepts of narrative psychology, mainly the concept of narrative identity by Dan P. McAdams. According to this concept, a person’s identity is constructed through narratives that relate to his/her life, therefore, in order to discover what a person is like, one needs to know the stories he/she tells about himself/herself. In the presented study, participated 82 people aged 14–31 (M = 19; SD = 3.71). Most of the respondents were from Poland (26.58%) and the United States (24%). A questionnaire composed of open questions was used for the study, so the gathered data could be of narrative nature. The analysis of the acquired data was based on the principles of hermeneutic method proposed by Magdalena Żurko and the method of hermeneutic analysis by Ewa Kruchowska. The results shows that a person identifying himself/herself with a doomer is a person with a pessimistic view on the modern world, people and life in general. In life stories of respondents, there were critical moments that made them uphold such identity, e.g. loss of a close relative or major life setbacks.Celem artykułu jest zaprezentowanie wyników badania jakościowego dotyczącego narracji związanych z przyjmowaniem tożsamości na bazie internetowego memu doomera. Ramę teoretyczną dla przedstawionego badania stanowią postulaty psychologii narracyjnej, głównie koncepcja tożsamości narracyjnej Dana P. McAdamsa. W myśl tej koncepcji tożsamość człowieka kształtowana jest poprzez narracje, które dotyczą jego życia, zatem aby odkryć, jaki człowiek jest, należy poznać historie, które snuje na swój temat. W zaprezentowanym badaniu udział wzięły 82 osoby w wieku od 14 do 31 lat (M = 19; SD = 3,71). Najwięcej badanych pochodziło z Polski (26,58%) i Stanów Zjednoczonych (24%). Do badania wykorzystano kwestionariusz zbudowany z pytań otwartych, dzięki czemu uzyskane dane mają charakter narracji. Analiza uzyskanego materiału odbyła się w oparciu o zasady metody hermeneutycznej zaproponowanej przez Magdalenę Żurko oraz metody analizy hermeneutycznej Ewy Kruchowskiej. Z przytoczonych danych wynika, że osoba utożsamiająca się z doomerem to osoba o pesymistycznym poglądzie na współczesny świat, ludzi i życie. W historii badanych pojawiały się momenty krytyczne, które zaważyły na przyjęciu tej tożsamości, np. utrata bliskich lub niepowodzenia życiowe
Novel techniques for characterisation and control of magnetostriction in G.O.S.S
The magnetostriction of the core laminations is one of the primary causes of transformer acoustic noise. The magnetostriction of grain oriented silicon steel is extremely sensitive to compressive stress applied along its rolling direction which increases the magnitude of magnetostriction drastically. A measurement system using piezoelectric accelerometers has been built and optimised for magnetostriction measurements under stress within the range of 10 MPa to -10 MPa. This system was used for characterisation of wide range of samples which were prepared and processed under different thermal and mechanical conditions.
In this study the influence of factors such as strip thickness, coating stress, annealing under tension, cutting stress and rotational magnetisation on the magnetostriction of silicon steel under stress were investigated.
It was observed that the increase of strip thickness leads to the decrease of the magnetostatic energy and therefore a reduction in the volume of closure domains in the stress patterns leading to magnetostriction under stress increasing in proportion with the thickness.
Also a gradual increase in coating weight resulted in an effective increase of tensile stress introduced to the surface of the steel which was evaluated by analysis of the stress shift of the magnetostriction curve.
An investigation of sample cutting techniques showed that the water jet cutting introduced an advantageous tensile stress along the cut edge in the RD of the steel.
Measurement of the pk-pk magnetostriction under rotational magnetisation was shown to be significantly higher than due to uniaxial magnetisation under high compression.
The acquired data was used to develop a new prediction model based on the Boltzmann function capable of evaluating the influence of those factors on magnetostriction in GO steel. The final model was able to accurately describe the effect of all studied aspects being present during the production of the steel and affecting the magnetostriction sensitivity of the final material
Influence of Graphene and Graphene Oxide on Properties of Spark Plasma Sintered Si3N4 Ceramic Matrix
The sintering of ceramic matrix composites is usually carried out by raising the sintering temperature below the melting point of components. Spark plasma sintering (SPS) has the capability to densify ceramics at a relatively low temperature in a very short time. Two different additions, multilayered graphene (MLG) and graphene oxide (GrO), were added to Si3N4 ceramic matrix in various amount; 5 wt% and 30 wt%. The influence of reinforcing phase on final properties of spark plasma sintered Si3N4 composite was studied. The uniaxial-pressure-assisted SPS sintering resulted in a preferential alignment of both type of graphene in the Si3N4 ceramic matrix, leading to highly anisotropic properties with lower mechanical behavior but better tribological and electrical properties
An investigation into the geometric parameters affecting field uniformity in four pole magnetisers
In recent years, the field-metric method for measuring the joule losses set up in an electrical steel laminate when subjected to a rotating field has gained popularity. The ideal geometry of the magnetiser required to set up such a field is still however the subject of much debate. The work presented in this paper aims at providing some useful guidelines which might be considered when undertaking the construction of the simplest of such magnetizing setups having four salient poles excited by a two phase system and using a square sample. A 3D model for this rotational power loss tester was simulated for different pole geometries with the induction uniformity being assessed for every alteration
Effect of compacting pressure, powder degassing and thermobaric treatment on densification and properties of nanocrystalline titanium nitride
The effects of compacting pressure, powder degassing and high pressure sintering temperature and time on the densification and properties of nanocrystalline titanium nitride have been investigated. For this reason, TiN powder with a mean particle size of 55 nm was pressed in the range of compacting pressure from 0.2 to 1.0 GPa and sintered under static pressure of 3.5 GPa in the temperature range of 900–1600°C for 45–120 s. Some of green bodies were degassed in vacuum before sintering. It was shown that samples compacted in the pressure range of 0.2–0.6 GPa have the highest density after the thermobaric treatment. The maximum density (about 97.3 %TD) was obtained with degassed samples. Microhardness and microstructure investigations have shown that recrystallization of the TiN nanopowder begins at the sintering temperatures of 1100–1200°C and sintering time less than one minute. The maximum microhardness obtained was 23.2±1.0 GPa and themaximum Young modulus was 370 GPa
What is the post-game depression? A narrative inquiry
Despite the fact that video games and gaming are one of the main focuses of scholars in the field of cyberpsychology, there are a lot of phenomena that hardly get any scientific cover. One of them is post-game depression, a term coined in the gamers community to express a specific state that some of them experience after playing certain video games. However, as to the authors’ knowledge, there has been no research focusing on understanding that state. Based on the findings of narrative psychology, a narrative inquiry approach was chosen for the presented qualitative, exploratory study. Using guidelines from the interpretative phenomenological analysis, the final sample of 35 given narratives of players were analysed, of which 22 described post-game depression and 13 of narrators described reasons why they did not experience it. After comparing the results between the two groups, the general conclusion is that post-game depression is a state of media anhedonia and reminiscing about the game that gave a visceral, insightful, thought-provoking and emotionally driven experience where players had parasocial relationships with in-game characters and/or their avatars/protagonists. Possible buffer factors can be personal growth from the experience and a fulfilling ending for the player. It is important to further understand what other factors, for example, personal traits of the players and specific game mechanics, contribute to that state since it can be a possible cause of serious psychological distress on the one hand, on the other a possible phase of being personally enriched by the experience of playing certain video games
The experience of playing video games as a possible building block for life story narratives
Artykuł przedstawia wyniki badania dotyczącego relacji między doświadczeniem związanym z graniem w grę wideo, a konstruowaniem narracji dotyczącej własnego życia, na przykładzie gry Disco Elysium, wybranej z powodu wyjątkowych mechanik przypominających koncepcje w psychologii narracyjnej. Badani mieli za zadanie odpowiedzieć na pytania kwestionariusza skonstruowanego na podstawie wywiadu biograficznego McAdamsa. Uzyskane narracje zostały przeanalizowane z użyciem zasad metod hermeneutycznych i interpretacyjnej analizy fenomenologicznej. Z 47 uzyskanych narracji 23 zostały zaklasyfikowane do analizy, a dwie spośród nich przedstawiono jako przykładowe zobrazowanie relacji między graniem w Disco Elysium, a treścią konstruowanej narracji. Wnioskuje się, że poprzez treści powodujące silne reakcje emocjonalne, wyjątkowy sposób przedstawienia tematyki dla dorosłych (dotyczących takich kwestii, jak kryzys wieku średniego czy alkoholizm) oraz wywoływanie refleksji na temat swojego życia u gracza mogło dojść do inkorporacji tego doświadczenia do historii życia. Przykłady tematów zidentyfikowanych w narracjach: doświadczane emocje; gracz jako terapeuta; gracz jako niezależny byt; tęsknota za przeszłością. Konteksty, w których zamykały się zidentyfikowane schematy: awatar jako ktoś inny; osobisty kontekst; egzystencjalny kontekst