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1.
Inclusion of dark heritage in the contemporary tourist offer of the city of Maribor
Katja Raušl, Boris Prevolšek, Marjetka Rangus, 2022, samostojni znanstveni sestavek ali poglavje v monografski publikaciji

Opis: Dark tourism is a form of tourism based on visiting places with a connection to death, violence, suffering, or natural disasters. Human fascination with death is not new, it has been present and observable since ancient times. Nowadays, numerous products of the entertainment industry rely on the theme of death as a driving force of humanity. In terms of modern dark tourism, we discuss a wide spectrum of motives behind this, which primarily come from a desire to encounter death, either staged or from a personal standpoint. In this research, we analysed how dark tourism developed through time and across the world, its role in the tourism offers of Slovenia, and what is the perception of dark tourism in the city of Maribor. Our focus is on several gruesome events that took place over the centuries of Maribor's rich history. In this case study, we analyse the stories based on these events, evaluate the spectrum of dark heritage according to theoretical models and suggest the development of new tourism products.
Ključne besede: dark tourism, war, death, witches, cemeteries, paranormal, killings, battles, Maribor
Objavljeno v DKUM: 17.01.2024; Ogledov: 119; Prenosov: 10
.pdf Celotno besedilo (19,75 MB)
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2.
Death Personified: Comparison of Death’s Characterisation in Selected Literature and European Folktales : master thesis
Ana Marija Laktić, 2022, magistrsko delo

Opis: This thesis analyses the character of Death in selected literary works based on Kastenbaum and Aisenberg’s typology of death’s personifications as set in 1972 (the Macabre, Gay Deceiver, the Automaton, Gentle Comforter), the attitudes presented within the texts, and how they compare to other contemporary portrayals of Death. The thesis focuses on eight literary works wherein death is personified through content analysis and the use of the comparative method, which showed multiple similarities among death personifications in terms of gender, appearance, manner of collecting the dead, and what attitudes are expressed towards the character. Death, when given a physical appearance, was predominantly male, with attributes reminiscent of the Grim Reaper. All personifications contained elements of the Macabre type (8 of 8), and none could be categorised under only one type. The second most represented type is the Automaton (4), followed by the Gay Deceiver (3), and Gentle Comforter (2). The thesis also included the addition of the Superhero – Comedic type by Cantù (2). These portrayals of death’s character correspond to ones present in contemporary works and implement traits from past depictions, including attitudes towards death, alongside their own unique interpretation.
Ključne besede: literature, death, personification, attitude towards death, folklore
Objavljeno v DKUM: 04.05.2022; Ogledov: 602; Prenosov: 27
.pdf Celotno besedilo (1,20 MB)

3.
Demystifying the Death Taboo: The Role of Young Adult Fiction in English
Nuša Robič, 2018, magistrsko delo

Opis: Life brings many wonderful and happy moments; on the other hand, we have to deal with various problems and sad moments. Many of these difficult moments include disease and death, especially when they affect our family members or people around us. Not only adults, but particularly children and juveniles have problems speaking and thinking about death. By reading a variety of literary works that address this theme, I began to wonder how people deal with the death of their close ones, how they grieve and the inevitability of how they accept their own death. I also wondered if death is realistically presented in literature. Therefore, I have decided to analyse selected works of fiction where death appears as a main motif or theme. By reading articles and studies about concept literature for young adults, I began to wonder if death was still perceived as a taboo in young adult literature and how various authors addressed these difficult topics. This question forms the starting point of the research. In the empirical section, I explore (on the basis of a selection of novels) whether death is presented as a taboo or only as a problem in the life of literary characters as a part of concept literature, and whether death in literature is presented as it is perceived by the young adults in our society. Through the analysis, I sought to prove that selected young adult literature reflects modern society. I assume that death is no longer a taboo for adolescents, and they can talk about it without restraint. Since death appears as a leading motif in many literary works, I posit that death is just a morally sensitive topic that allows discussion and perception on multiple levels. I tried to show how various authors verbalize their perception of death.
Ključne besede: death, taboo, literature, young adult literature, society
Objavljeno v DKUM: 07.03.2018; Ogledov: 1409; Prenosov: 159
.pdf Celotno besedilo (1,27 MB)

4.
The effect of carbon dioxide on near-death experiences in out-of-hospital cardiac arrest survivors: a prospective observational study
Zalika Klemenc-Ketiš, Janko Kersnik, Štefek Grmec, 2010, izvirni znanstveni članek

Opis: Introduction: Near-death experiences (NDEs) are reported by 11-23% of cardiac arrest survivors. Several theories concerning the mechanisms of NDEs exist - including physical, psychological, and transcendental reasons - but so far none of these has satisfactorily explained this phenomenon. In this study, we investigated the effect of partial pressures of O2 and CO2, and serum levels of Na and K on the occurrence of NDEs in out-of-hospital cardiac arrest survivors. Methods: A prospective observational study was conducted in the three largest hospitals in Slovenia. Fifty-two consecutive patients (median age 53.1 years, 42 males) after out-of-hospital cardiac arrest were included. The presence of NDEs was assessed with a self-administered Greyson's NDE scale. The initial partial pressure of end-tidal CO2, the arterial blood partial pressures of O2 and CO2 and the levels of Na and K in venous blood were analysed and studied. Univariate analyses and multiple regression models were used. Results: NDEs were reported by 11 (21.2%) of the patients. Patients with higher initial partial pressures of end-tidal CO2 had significantly more NDEs (P < 0.01). Patients with higher arterial blood partial pressures of CO2 had significantly more NDEs (P = 0.041). Scores on a NDE scale were positively correlated with partial pressures of CO2 (P = 0.017) and with serum levels of potassium (P = 0.026). The logistic regression model for the presence of NDEs (P = 0.002) explained 46% of the variance and revealed higher partial pressures of CO2 to be an independent predictor of NDEs. The linear regression model for a higher score on the NDE scale (P = 0.001) explained 34% of the variance and revealed higher partial pressures of CO2, higher serum levels of K, and previous NDEs as independent predictors of the NDE score. Conclusions: Higher concentrations of CO2 proved significant, and higher serum levels of K might be important in the provoking of NDEs. Since these associations have not been reported before, our study adds novel information to the field of NDEs phenomena.
Ključne besede: near-death experience, cardiac arrest, survivors
Objavljeno v DKUM: 29.06.2017; Ogledov: 1186; Prenosov: 367
.pdf Celotno besedilo (301,05 KB)
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5.
Some sociological, medical and legislative views on video game addiction : (a Slovenian case study)
Jana Goriup, Aleksander Arnuš, 2014, izvirni znanstveni članek

Opis: Millions of people worldwide play video games; also in Slovenian post-modern society. Most of them do it for enjoyment, yet a small number of individuals show traits associated with addictive behaviour when interacting with their games. The authors in the article point out that, compared to drug abuse, there exist some more approachable life-related activities that can lead to addiction. They stimulate the excretion of endorphins and lead to the transformation of consciousness. Addiction to video games is an ostensible attempt to satisfy the immanent human need for meaning. The economy of the Slovenian young consumer society inspires it and is based on "learning" of these alienated needs. The modern hyperpragmatic society makes it possible for young people to have a fragmented identity and places them under the pressure of constant choice of (formally open opportunities). The purpose of this paper is to familiarize the reader with possible causes, clinical signs and methods of treatment of this disorder in Slovenian post-modern society, and explain the reasons why currently no medical textbook in the world contains any information regarding video game addiction. We intend, further, to demonstrate that gaming has become a type of "sport" in certain countries and demonstrate how potentially devastating even this type of addiction can be. The authors present the results of a research, which was undertaken on a sample of 350 individuals, to determine the appearance of indicators of behavioural addiction to video games and their connection with some family factors. They determine that through addiction to video games, post-modern societies have developed an addictive identity.
Ključne besede: addiction, video games, risk-reward, parenting, peers, death, leagues, help centers, twelve-step programs
Objavljeno v DKUM: 30.03.2017; Ogledov: 1344; Prenosov: 223
.pdf Celotno besedilo (525,48 KB)
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