Człowiek w świecie komputerów
dc.contributor.author | Zwoliński, Andrzej | |
dc.date.accessioned | 2022-12-12T07:18:45Z | |
dc.date.available | 2022-12-12T07:18:45Z | |
dc.date.issued | 2002 | |
dc.description.abstract | The history of the development of computers is short and unusually dynamic. Information that reaches man from different sources: school, television, video films and computer games has an influence on his thoughts. These, in turn, influence man's attitude, which, finally, has an impact on his behaviour and acts. The chain of interdependencies makes us use the verified sources of impressions, experiences and information. These include the benefits of computers. For decades thinkers, psychologists and educators have been warning the public against shaping people into “electronic simpletons” with a thoughtless attitude to computers. K. Jaspers claimed that man learns to use objects he does not understand and does not even try to understand in order to use properly; he is only interested in the crowning of truth and not seeking it or experiencing it. Inventing a technical product is a result of intellectual effort, but using an invention does not require initiative. Man starts to operate on a merely resultative level. The computer has a chance to fulfil its historic task only if man – while using it – does not forget about the proper order of things, hierarchy of values; if he uses this “technological miracle” to “be” more, to multiply good more efficiently and grow towards the fullness of humanity. | en |
dc.identifier.citation | Polonia Sacra, 2002, R. 6 (24), Nr 10 (54), s. 431-453. | pl_PL |
dc.identifier.issn | 1428-5673 | |
dc.identifier.uri | http://theo-logos.pl/xmlui/handle/123456789/2003 | |
dc.language.iso | pl | pl_PL |
dc.publisher | Wydawnictwo Naukowe Papieskiej Akademii Teologicznej w Krakowie | pl_PL |
dc.rights | Attribution-NonCommercial-NoDerivs 3.0 Poland | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/pl/ | * |
dc.subject | człowiek | pl_PL |
dc.subject | sztuczna inteligencja | pl_PL |
dc.subject | technologia | pl_PL |
dc.subject | komputeryzacja | pl_PL |
dc.subject | historia | pl_PL |
dc.subject | rzeczywistość wirtualna | pl_PL |
dc.subject | gry komputerowe | pl_PL |
dc.subject | obraz | pl_PL |
dc.subject | papieże | pl_PL |
dc.subject | etyka | pl_PL |
dc.subject | filozofia | pl_PL |
dc.subject | psychologia | pl_PL |
dc.subject | eutyfronika | pl_PL |
dc.subject | wartości | pl_PL |
dc.subject | human | en |
dc.subject | artificial intelligence | en |
dc.subject | AI | en |
dc.subject | technology | en |
dc.subject | computerization | en |
dc.subject | history | en |
dc.subject | virtual reality | en |
dc.subject | VR | en |
dc.subject | computer games | en |
dc.subject | image | en |
dc.subject | popes | en |
dc.subject | ethics | en |
dc.subject | philosophy | en |
dc.subject | psychology | en |
dc.subject | values | en |
dc.subject | kapłani | pl_PL |
dc.subject | duchowieństwo | pl_PL |
dc.subject | clergy | en |
dc.subject | priesthood | en |
dc.subject | moralność | pl_PL |
dc.subject | morality | en |
dc.title | Człowiek w świecie komputerów | pl_PL |
dc.title.alternative | Man in the World of Computers | en |
dc.type | Article | pl_PL |
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