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Abstract

The main issues in hunting management in Belarus are environmental protection, social-cultural, and economic problems. The total area of hunting grounds in the area is approx. 16.6 million hectares, including approx. 7.4 million hectares of forestlands, 8.2 million hectares of farmlands, and approx. 1 million hectares of wetlands. The territory of Belarus is characterized by lowland terrain features and a large number and area of stagnant and flowing waters. Protected areas (parks, reserves) account for 8.7% of the total area of the country. The hunting management is implemented in 250 legal entities. The main user of hunting grounds is the Belarusian Associa-tion of Hunters and Fishermen managing an area of ca. 10 million hectares. Hunting management is implemented based on national legislation of 2005. In 2015, the population of the moose was 32 thousand, deer – 15.2 thousand, roe deer – 74.6 thousand, beaver –58.3 thousand, capercaillie – 8.5 thousand, black grouse – 37.3 thousand. Over the last 10 years, the population of moose has doubled and the population of deer and roe deer has increased 2.5-fold and 1.5-fold, respectively. In relation to the habitat potential and breeding recommendations, the current populations of game species (moose, deer, and roe der) do not exceed 70% of the expected number. There are wild boars, but their numbers have been substantially reduced from 80 thousand to 2–3 thousand due to the epizootic threat (ASF). The hunting size is limited with reference to the number of individual species and the abundance dynamics. The level of exploitation of Cervidae is 10–13% of the total abundance, beavers – ca. 15%, and capercaillie and black grouse – 8–10%. Wolves are a hunting species and their population size over the last 10 years increased from 1000 to 1600 individuals, and the culling size increased from 700 to 1400.
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Authors and Affiliations

Yurij Shumski
Аnatolij Malazhavski
Vladymyr Yurgel
Keywords game theory
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Abstract

In the world of Darwinian rivalry, where the fittest individuals take advantage of others, explaining acts of altruism poses one of the most fundamental problems in evolutionary biology. In a previous issue of Academia magazine (4/2015), Dr. Kinga Wysieńska-Di Carlo and Dr. Zbigniew Karpiński explored this issue from the perspective of sociologists; here it is viewed through the prism of mathematics.

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Authors and Affiliations

Jacek Miękisz
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Abstract

A particular element of computer games which significantly affects the gaming experience is avatars, i.e., representations of virtual players. In particular player-avatar similarity is related to the game experience, however, the results of previous studies are not conclusive. There is also a lack of research in which participants actually create their own avatars. The first aim of this study is to check whether there is a relationship between the player-avatar similarity and the game experience: game efficacy, game enjoyment and immersion. As a second goal the study examines gender as the mechanism responsible for the relationship between avatar player-similarity and game experience: game enjoyment, game efficacy and immersion. In the study (N = 130) participants created their avatars, played designed computer game Characterium and assessed their experience. The results demonstrate that player-avatar similarity was positively related to immersion level (but not to game efficacy and game enjoyment). Gender was not a significant moderator of the relationships between avatar similarity and game efficacy, game enjoyment and immersion. We consider this study to be a step forward in better understanding the mechanisms underlying the relationship between player-avatar similarity and game experience. For the first time, the relationship between player-avatar similarity and immersion was demonstrated in the condition of creating an avatar by the subjects and controlling it in the game. We also identify potential reasons why our hypotheses have not been confirmed.
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Authors and Affiliations

Monika Paleczna
1
ORCID: ORCID
Piotr Buczkowicz
1
Barbara Szmigielska
1
ORCID: ORCID

  1. Jagiellonian University, Cracow, Poland
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Abstract

In the article, I try to show the world of the past as the world of games. First of all, history appears as a game – the game of the historian with his subject of study or cognition. Secondly, history itself can be conceptualised by the metaphor of the game. The history of Portugal is treated as an example of the object of historical research, which changes along with the theories applied. The act of theorising sets the limits of the known past. On the basis of selected examples from the history of Portugal in the 20th century, I try to show how the use of various research tools allows us to ask new/different questions.

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Authors and Affiliations

Karol Kasprowicz
ORCID: ORCID
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Abstract

The paper is a continuation of the publication under the title “Acoustic diagnostics applications in the study of technical condition of combustion engine” and concerns the detailed description of decision support system for identifying technical condition (type of failure) of specified combustion engine. The input data were measured sound pressure levels of specific faults in comparison to the noise generated by undamaged motor. In the article, the whole procedure of decision method based on game graphs is described, as well as the interface of the program for direct usage.

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Authors and Affiliations

Adam Deptuła
Piotr Osiński
Urszula Radziwanowska
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Abstract

A new version of J2TADD - a translator from Java to automatons- is described, which adds support for a translation of Markov processes with non-dcterministic players, that can form coalitions, which in turn strive for different aims. In order to ease the definition of a probabilistic game using a plain Java application, several new constructs, and also a special library, are supported within the input language.

Ranges on variables or on expressions can be defined, what helps in checking the self-consistency of a model, and can also make the solving of the model faster.

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Authors and Affiliations

Artur Rataj
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Abstract

The body of research on the perception of video game localization solutions is constantly growing. However, no attention was given to Polish video gamers’ language version preferences. The present paper presents the results of a survey of Polish dedicated gamers when it comes to the preferred localization scope, what factors influence that preference, what solutions characterise a good localization and which ones the localizers should avoid.
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Bibliography

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GEURTS F. (2015): What do you want to play? The desirability of video game translations from English into Dutch according to Dutch gamers and non-gamers, MA thesis, University of Leiden.
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MANDIBERG S. (2015): Responsible Localization: Game Translation between Japan and the United States, PhD thesis, University of California, San Diego, < https://escholarship.org/uc/item/3g21n3q7> [last access: 17.10.21].
MANGIRON C. (2018): Reception studies in game localization. Taking stock, in: DI GIOVANNI E., GAMBIER Y. (eds.), Reception Studies and Audiovisual Translation, John Benjamins, Amsterdam: 277–296.
MCCARTHY D., CURRAN S., BYRON S. (2005): The Complete Guide to Game Development, Art, and Design, ILEX Press Ltd, Lewes.
MUNDAY J. (2012): Introducing Translation Studies: Theories and Applications (3rd ed.), Routledge, London/ New York.
O'HAGAN M., MANGIRON C. (2013): Game Localization: Translating for the Global Digital Entertainment Industry, John Benjamins, Amsterdam/ Philadelphia.
STRZYŻEWSKI M. (2014): Kim są gracze w Polsce? Wyniki badań rynku Polish Gamers Research, „Onet.pl”, < https://technologie.onet.pl/gry/kim-sa-gracze-w-polsce-wyniki-badan-rynku- polish-gamers-research-2014/34rqzyn> [last access: 17.10.21].
THAYER A., KOLKO, B.E. (2004): Localization of Digital Games: The Process of Blending for the Global Games Market, “Technical Communication”, 51/4: 477–488.
WEBER L. (2017): In the $75 Billion Videogame Industry, Hiring People Is a Last Resort, “The Wall Street Journal” (10 April), < https://www.wsj.com/articles/why-a-75-billion-business-is-getting-out-of-the-hiring-game-1491838235> [last access: 17.10.21].
WIJMAN T. (2021): Global Games Market to Generate $175.8 Billion in 2021; Despite a Slight Decline, the Market Is on Track to Surpass $200 Billion in 2023, “Nezwoo.com” < https://newzoo.com/insights/articles/global-games-market-to-generate-175-8-billion-in-2021-despite-a-slight-decline-the-market-is-on-track-to-surpass-200-billion-in-2023/> [last access: 17.10.21].
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Authors and Affiliations

Dominik Kudła
1
ORCID: ORCID

  1. Uniwersytet Warszawski
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Abstract

Cloud radio access network (C-RAN) has been proposed as a solution to reducing the huge cost of network upgrade while providing the spectral and energy efficiency needed for the new generation cellular networks. In order to reduce the interference that occur in C-RAN and maximize throughput, this paper proposes a sequentially distributed coalition formation (SDCF) game in which players, in this case the remote radio heads (RRHs), can sequentially join multiple coalitions to maximize their throughput. Contrary to overlapping coalition formation (OCF) game where players contribute fractions of their limited resources to different coalitions, the SDCF game offers better stability by allowing sequential coalition formation depending on the availability of resources and therefore providing a balance between efficient spectrum use and interference management. An algorithm for the proposed model is developed based on the merge-only method. The performance of the proposed algorithm in terms of stability, complexity and convergence to final coalition structure is also investigated. Simulation results show that the proposed SDCF game did not only maximize the throughput in the C-RAN, but it also shows better performances and larger capabilities to manage interference with increasing number of RRHs compared to existing methods.

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Authors and Affiliations

Abiodun Gbenga-Ilori
Olufunmilayo Sanusi
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Abstract

The paper presents the results of experimental verification on using a zero-sum differential game and H control in the problems of tracking and stabilizing motion of a wheeled mobile robot (WMR). It is a new approach to the synthesis of input-output systems based on the theory of dissipative systems in the sense of the possibility of their practical application. This paper expands upon the problem of optimal control of a nonlinear, nonholonomic wheeled mobile robot by including the reduced impact of changing operating condtions and possible disturbances of the robot’s complex motion. The proposed approach is based on the H∞ control theory and the control is generated by the neural approximation solution to the Hamilton-Jacobi-Isaacs equation. Our verification experiments confirm that the H∞ condition is met for reduced impact of disturbances in the task of tracking and stabilizing the robot motion in the form of changing operating conditions and other disturbances, which made it possible to achieve high accuracy of motion.
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Bibliography

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Authors and Affiliations

Zenon Hendzel
1
ORCID: ORCID
Paweł Penar
1

  1. Department of Applied Mechanics and Robotics, Faculty of Mechanical Engineering and Aeronautics, Rzeszów University of Technology, ul. Powstańców Warszawy 12, 35-959 Rzeszów, Poland
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Abstract

Philip Sabin points out that modern wargames not only contain substantial amounts of historical information but also arrange it into interactive models which depict historical processes in a simplified manner. Such models can be used in historical research as well, complementing the discourse through more holistic and mathematically strict accounts, and providing tools that impose some discipline on counter- factual speculation.

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Authors and Affiliations

Michał Stachura
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Abstract

Presented article contain the teachers opinions of the perceived social expectations in relation to their own expectations of both the institutions of school and local educational authorities. The starting point is a thesis that asymmetrical and disproportionate expectations conducive to the construction of the reduced school reality a specified group of students. as reality shows school does not always reflect the social expectations, which is closely connected with the attitudes of teachers in mainstream schools. however, their expectations of working conditions and the same students with disabilities often remain inconsistent. To identify and interpret the reality that create the appearance of the school, the topic is examined in the context of the concept of the reduced space and the theory of games.

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Authors and Affiliations

Dorota Prysak
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Abstract

In this article the Author Irys to show in what ways popular computer games influence the historical awareness in modem culture.
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Authors and Affiliations

Radosław Bomba
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Abstract

In sequencing situations, it may affect parameters used to determine an optimal order in the queue, and consequently the decision of whether (or not) to rearrange the queue by sharing the realized cost savings. In this paper, we extend one machine sequencing situations and their related cooperative games under fuzzy uncertainty. Here, the agents costs per unit of time and processing time in the system are fuzzy intervals. In the sequel, we define sequencing fuzzy interval games and show that these games are convex. Further, fuzzy equal gain splitting rule is given. Finally, a numerical example is illustrated priority based scheduling algorithm.
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Authors and Affiliations

Ismail ÖZCAN
Sırma Zeynep ALPARSLAN GÖK
Gerhard-Wilhelm WEBER
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Abstract

The model is developed for the intellectualized decision-making support system on financing of cyber security means of transport cloud-based computing infrastructures, given the limited financial resources. The model is based on the use of the theory of multistep games tools. The decision, which gives specialists a chance to effectively assess risks in the financing processes of cyber security means, is found. The model differs from the existing approaches in the decision of bilinear multistep quality games with several terminal surfaces. The decision of bilinear multistep quality games with dependent movements is found. On the basis of the decision for a one-step game, founded by application of the domination method and developed for infinite antagonistic games, the conclusion about risks for players is drawn. The results of a simulation experiment within program implementation of the intellectualized decision-making support system in the field of financing of cyber security means of cloudbased computing infrastructures on transport are described. Confirmed during the simulation experiment, the decision assumes accounting a financial component of cyber defense strategy at any ratios of the parameters, describing financing process.

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Authors and Affiliations

Valery Lakhno
Berik Akhmetov
Volodimir Malyukov
Timur Kartbaev
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Abstract

Production companies face the challenge of choosing a suitable process optimization method

from a variety of methods, even though their effect on operational processes is uncertain.

This study shows, using a statistical hypothesis test, the impact of the methods Kanban

and Standard Worksheet on an autonomous team in comparison to a team that applies

these methods. For this purpose, 44 companies – of different size and operating in various

industries – across Germany completed a business game and generated data regarding the

KPIs adherence to delivery date, number of reworks and inventory costs. Based on these

data, the team’s performance could be ascertained and compared with each other.

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Authors and Affiliations

Patrick Poetters
Robert Schmitt
Bert Leyendecker
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Abstract

Mineral markets, in spite of many common features with other goods markets, are distinctive. Their functioning sometimes deviates from the rules of the free market. This feature results from the specificity of acquiring the good being an object of trade. In general, changes in the supply of strategic raw materials are indicated earlier (characterized by a lengthy investment cycle from deposit reconnaissance to mining development), develop slowly, andare inelastic. Demand for common mineral raw materials often has a clear and economic character. However, mineral markets as well as markets of other goods have a common feature - the fact that both are a place where an incessant game is being played. In general, two types of strategic behaviours are distinguished: competition or cooperation. This paper recalls an existing model known as the oil market game. Based on a three-entity market of aggregate producers, an attempt has been made to model entrepreneurs' behaviour. The analysis applies n-person game theory. Game theory enables the evaluation of diverse potential coalitions forming. Possible strategies of activity coming from the prospect of cooperation (or its omission) are presented. Expected payoffs are estimated for possible alliances. Proposals for the division of the payoffs among the participants forming the coalition are also suggested.

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Authors and Affiliations

Mariusz Krzak
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Abstract

Mineral-resource mining is a pillar of many state economies and, in many cases, it determines the welfare of the society. The mining of mineral resources provides the market with the raw materials that are traded and drives the economic and social development of countries, although it can also be a source of tensions and crises (e.g. the “curse of wealth”, “Dutch disease”). The trade of raw materials is conducted by exchanges, bilateral deals and other forms of transactions, and is regulated by trade regulations and contract agreements, and in most cases, constitutes a source of income for exporters. In this paper, the use of game-theory modelling for creating the selling price of mineral products on the basis of Polish export quotas for refined copper raw materials is proposed. Using a characteristic function created on the basis of reported export values, possible cooperation arrangements are defined and solutions are calculated for an n-person game of hypothetical coalitions of the major (in terms of volume) recipients of refined Polish copper, i.e. Germany, Italy and France. Alternative markets and possible supplies of cheaper raw material are excluded from the analyses, while the price spread between the rates paid by the buyers is taken into consideration. Among the many possibilities, the game core, the Shapley imputation and the Gately point are arbitrarily adopted as permissible solutions to the defined system. The obtained results are used for a speculative analysis relating to the possibility of renegotiating prices between the producer and recipients of the raw material. Marginal contributions resulting from Shapley’s solution are taken into account as is the power of individual trading-participant coalitions. The paper demonstrates that the recognition and adoption of solutions based on the n-personnel game model as impartial would require the redefinition of contracts and the rates paid for the raw material.
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Authors and Affiliations

Mariusz Krzak
1

  1. AGH University of Science and Technology, Kraków, Poland
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Abstract

This paper investigates the effect of explicitly informing participants about the objective probability of winning a lottery on the illusion of control. In a procedure based on Experiment 3 from Langer’s 1975 seminal paper, participants were faced with lotteries based on familiar vs. unfamiliar stimuli and either explicitly informed about the objective probability of winning or not (the probability could be derived from other data). Results indicated that stating the objective probability of winning the lottery reduced, but not eliminated the illusion of control. Moreover, Langer’s effect of stimulus familiarity was not replicated. Experiment 2, which included a lottery based on the full set of Polish alphabet letters, confirmed the same effects. Results indicate that illusion of control may be explained by the control heuristic (Thompson et al., 1998) – in absence of explicitly stated probability, participants estimate their chances of winning based on perceived control, even though calculating the objective probability is possible.
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Authors and Affiliations

Karolina Chodzyńska
1
Mateusz Polak
1

  1. Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Krakow, Poland
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Abstract

Virtual reality (VR) technology now provides players with immersive and realistic experiences as never before. Spatial presence plays a crucial role in the introduction of immersive experience in a VR environment. Spatial presence is a special feeling of personal and physical presence in the displayed environment. In this study, we found that the first-person perspective (1PP) was more effective in raising the sense of spatial presence that induces immersive experience compared to the third-person perspective (3PP) in a VR shooting game. Moreover, eye blink rate was significantly higher in the 1PP compared with the 3PP. The 1PP game setting was more realistic than the 3PP setting, and may have raised participants’ sense of immersion and facilitated eye blink. These results indicate that eye blink rate is increased by the sense of spatial presence, and can be a good measure of subjective immersive experience in a VR environment. Neuroscientific evidences suggest that dopaminergic system is involved in such emotional experiences and physiological responses.

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Authors and Affiliations

Tomohide Ishiguro
Cohta Suzuki
Hiroki Nakakoji
Yusuke Funagira
Motoharu Takao
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Abstract

This paper addresses the problem of seeking generalized Nash equilibrium for constrained aggregative games with double-integrator agents who communicate with each other on an unbalanced directed graph. An auxiliary variable is introduced to balance the consensus terms in the designed algorithm by estimating the left eigenvector of the Laplacian matrix associated with the zero eigenvalue in a distributed manner. Moreover, an event-triggered broadcasting scheme is proposed to reduce communication loads in the network. It is shown that the proposed communication scheme is free of the Zeno behavior and the asymptotic convergence of the designed algorithm is obtained. Simulation results are demonstrated to validate the proposed methods.
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Authors and Affiliations

Xin Cai
1
Xinyuan Nan
1
Bingpeng Gao
1

  1. School of Electrical Engineering, Xinjiang University, Urumqi 830047, China
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Abstract

The following paper presents the players profiling methodology applied to the turn-based computer game in the audience-driven system. The general scope are mobile games where the players compete against each other and are able to tackle challenges presented by the game engine. As the aim of the game producer is to make the gameplay as attractive as possible, the players should be paired in a way that makes their duel the most exciting. This requires the proper player profiling based on their previous games. The paper presents the general structure of the system, the method for extracting information about each duel and storing them in the data vector form and the method for classifying different players through the clustering or predefined category assignment. The obtained results show the applied method is suitable for the simulated data of the gameplay model and clustering of players may be used to effectively group them and pair for the duels.
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Authors and Affiliations

Piotr Bilski
1
ORCID: ORCID
Izabella Antoniuk
2
ORCID: ORCID
Rafał Łabędzki
3

  1. Warsaw University of Technology, Poland
  2. Warsaw University of Life Sciences, Poland
  3. SGH Warsaw School of Economics, Poland
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Abstract

Traditional sports and esports benefit from the development of Information and Communications Technologies (ICT), including gaming, 4D image/video processing, augmented reality (AR), virtual reality (VR), machine learning (ML), artificial intelligence (AI), big data, high-performance computing (HPC), and cloud computing. On the fuzzy border between the areas of physical and modified reality, both types of sports can coexist. The hardware layer of esports includes PC, consoles, smartphones, and peripherals used to interface with computers, including sensors and feedback devices. The IT layer of esports includes algorithms required in the development of games, online platforms, and virtual reality. The esports community includes amateur and professional players, spectators, esports organizers, sponsors, and other stakeholders. Esports and gaming research spans throughout law (intellectual rights, insurance, safety, and age restrictions), administration (teams, clubs, organizations, league regulations, and tournaments) biology (medicine, psychology, addiction, training and education) Olympic and non- Olympic disciplines, ethical issues, game producers, finance, gambling, data acquisition and analysis. Our article aims to presents selected research issues of esports in the ICT virtualization layer.
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Authors and Affiliations

Andrzej Białecki
1
Jan Gajewski
2
Ryszard Romaniuk
1

  1. Warsaw University of Technology
  2. Józef Piłsudski University of Physical Education
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Abstract

According to a widespread view, reviews in science are an instrument for the selection of ideas and people. The article analyzes the gatekeeping role of habilitation proceedings in Polish sociology, taking into account three main areas: (1) the power held in the field of sociology by individual and institutional selectors, (2) statistics on the results of selection, and (3) the fate of academics rejected in the gatekeeping process. It has been found that (1) in Polish sociology there are leading institutions that play the largest role in awarding habilitation degrees, but unlike in other disciplines, there is no phenomenon of domination in the field of review by specific scholars. (2) In the proceedings from 2013–2019, 12.5% of the proceedings ended with a refusal to grant the degree. In the set, no proceedings with a controversial outcome were found (e.g., conferring a degree with a preponderance of negative reviews or vice versa). In the examination of the review results, no trend of systematic gender discrimination was found. (3) 32% of those who were denied a degree left the scientific community, while 63% are still working at the same university as before the denial.
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Authors and Affiliations

Łukasz Remisiewicz
1
ORCID: ORCID

  1. Uniwersytet Gdański, Instytut Socjologii
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Abstract

The article is devoted to the subject of ethical problems in Aleksandr Vampilov’s drama Duck Hunting. A detailed analysis of the character concepts and the complexity of the composition enable one to reach the motives and images the work’s contents are actualized through: rain, a window, a door, a telephone – these are the recurring motives crucial in presenting the moral dilemmas of the main character – Viktor Zilov. Each of them may be interpreted as a sign of spiritual anxiety and Zilov’s efforts, his ups and downs, questioning the value of life and giving it some meaning. An oscillation between extremes, transitioning from drama to comedy and from laughter to tears, determines the structure of the text and, at the same time, gives an expression of the main character’s existential quest, one lost in the intricacies of every‑day reality. A The drama’s perfect structuring, the careful construction of space – the real and the imaginary, sound and light effects are all subordinated to the one imperative goal – showing Zilov’s spiritual evolution and the moral feeling still present in his life.
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Authors and Affiliations

Beata Siwek
1

  1. Lublin, Katolicki Uniwersytet Lubelski Jana Pawła II

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