563 resultados para Fictional uncanny


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In this paper, two studies are reported in which children’s ability to distinguish reality from fantasy was investigated. In Experiment 1, children of different ages made pairwise comparisons of 12 pictures of fictional figures and 3 photographs of real people by evaluating on a 6-point scale how easily these figures could meet each other. The results revealed that fantasy/reality distinction develops with age: 7–8-year-old showed a fundamental categorical distinction (comparable to that of adults) whereas 3–4-year-old treated the real world like one of many worlds. In Experiment 2, we took an individual differences approach and tested 116 4–5-year-old who performed the same fantasy task. In addition, they were presented with theory-of-mind tasks and tests measuring non-verbal intelligence and language skills. The results showed that, after statistically controlling for age, non-verbal intelligence, and language skills, theory-of-mind abilities still significantly contributed to the prediction of fantasy understanding.

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'The Resonance of Unseen Things: Power, Poetics, Captivity and UFOs in the American Uncanny' offers an ethnographic meditation on the “uncanny” persistence and cultural freight of conspiracy theory. The project is a reading of conspiracy theory as an index of a certain strain of late-20th century American despondency/malaise, especially as experienced by people experiencing downward social mobility. Written by a cultural anthropologist with a literary background, this is a deeply interdisciplinary project that focuses on the enduring American preoccupation with captivity in a rapidly transforming world. Captivity is a trope that appears in both ordinary and fantastic iterations here, and this book shows how multiple troubled histories—of race, class, gender and power—become compressed into stories of uncanny memory.

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Currently there is no structured data standard for representing elements commonly found in transmedia fictional universes. There are websites dedicated to individual universes, however, information found on these sites separates the various formats into books, movies, comics, etc.; concentrate on only the bibliographic aspects of the material; and are only full-text searchable. We have created an ontological model that will allow researchers, fans, brand managers, and creators to search for and retrieve the information contained in these worlds based on how they are structured. We conducted a domain analysis and user studies based on the contents of Harry Potter, Lord of the Rings, the Marvel Universe, and Star Wars in order to build a new model using the Ontology Web Language (OWL) and an artificial intelligence reasoning engine. This model can infer connections between characters, elements of power, items, places, events, etc. This model will facilitate better search and retrieval of the information contained within these vast story universes for all users interested in them. The result of this project is and OWL ontology that is intuitive for users; can be used by AI systems; and has been updated to reflect real user needs based on user research.

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In the past thirty years, autofiction has been at the center of many literary studies (Alberca 2005/6, 2007; Colonna 1989, 2004; Gasparini 2004; Genette 1982), although only recently in Hispanic literary studies. Despite the many common characteristics with self-translation, no interdisciplinary perspective has ever been offered by academic researchers in Literary nor in Translation Studies. This article analyses how the Cuban author, Reinaldo Arenas, uses specific methods inherent to autofiction, such as nominal and personal identity exploitation, among others, to translate himself metaphorically into his novel El color del verano [The colour of summer]. Analysing this novel drawing on the theory of self-translation sheds light on the intrinsic and extraneous motives behind the writer’s decision to use this specific literary genre, as well as the benefits presented to the reader who gains access to the ‘interliminal space’ of the writer’s work as a whole.

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This paper studies the Spanish fictional novel by Andrés Barba, Ahora tocad música de baile (2004), one of the first cultural texts dealing entirely with Alzheimer’s disease (AD) to appear in Spain. It argues that the significance of Barba’s fictional novel rests on two important issues: the ethics of representation of violence against vulnerable subjects and the ethics of care. The paper analyses how these two issues allow Barba to create a story in which the verbal and physical abuse to which the person living with Alzheimer’s disease is subjected places the reader, on the one hand, as voyeur/witness of the abuse; and, on the other, as interpreter, and ultimately judge, of the fine line that separates euthanasia, assisted suicide, and murder. The open ending of the novel defers all ethical and moral judgment to the reader. It examines how the novel offers a monolithic perspective about AD, in which care is presented as a burden. In fact, this study shows that the novel’s multi-layered structure and polyphonic nature places the emphasis on stigmas, stereotypes and negative metaphors around AD, as found in contemporary social discourses.

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The article explores the ambiguous phenomenological status of the novel A noite branca (The White Night) by Francisco Fernández Naval, published in Galician in 2012. This ambiguity is produced by the discursive hybridity of the novel and by the vague ontological status of facts narrated and by several characters. The clarification of the strategies of the said ambiguity, and the originality of the subject, in the whole of Galician narrative about the memory of Civil War and Postwar can tightly evaluate the literary merits of the novel.

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This essay examines the themes of paranoia and claustrophobia as elements of horror in John Campbell’s novella “Who Goes There?” (1938) and John Carpenter’s film-adaptation of said novella, called The Thing (1982). The novella and the film utilize the lack of trust and reliability in between the characters as elements of fear as well as supernatural elements in the form of a monster. This essay focuses on the different parts of the story running through both versions, mainly the setting, the characters and the monster, to show how the themes of paranoia and claustrophobia are used throughout these as elements of fear and horror. With the help of Sigmund Freud’s concept of the uncanny, as well as other sources, this essay argues that while the monster plays an important role throughout the story, the threats created by the paranoia and claustrophobia are equal to the monster itself.

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El propósito de este artículo consiste en explorar los mecanismos y representaciones de lo siniestro en "La hija de Rappacci" de Nathaniel Hawthome como expresión del mal dentro de los límites del género gótico del siglo XIX; como expresión del tema del doble en tres personajes humanos y en uno no humano que aparecen en el cuento; y como expresión de trasgresión en el personaje principal, Giovanni Guasconte. El concepto de lo siniestro que se usará será el de la teoría psicoanalítica, siguiendo especialmente los aportes de Sigmund Freud y Jacques Lacan. The purpose of this artide is to explore the mechanisms and representations of the uncanny in Nathaniel Hawthome's "Rappaccini's Daughter" as an expression of evil within nineteenth century Gothic boundaries; as an expression of the theme of the double in three human characters and in one non-human component of Rappaccini's garden; and as an expression of transgression in Giovanni Guasconte, the main character. The concept of the uncanny to be used will be that of psychoanalytic theory, especially reliant on the contributions on the topic by Sigmund Freud and Jacques Lacan.

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In 2014 Sega released Creative Assembly’s Alien: Isolation, a video game sequel to the 1979 film Alien. As an attempt to create both an authentic homage to the Alien franchise and a credible successor to Ridley Scott’s original film, Alien: Isolation was received as both a work of remediated nostalgia and as a deeply uncanny survival horror. This article discusses Alien: Isolation framed by theories of the uncanny (the unhomely) and of nostalgia (the homely), with the aim of revealing how the production design of the game reconciled these seemingly contradictory but nonetheless overlapping aesthetic qualities. By drawing on examples from Alien: Isolation’s visual and level design, this article discusses how the integration of nostalgic and uncanny qualities could be of value to horror and sci-fi game design, in particular to the development of sequels within existing franchises, and to remediations, remakes and reboots.

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This review explores the influence to suicide in print and electronic media, and considers both real and fictional deaths. The conclusion appears inescapable that reports about celebrities which are multi-modal, repeated, explicit, front page, glorify the suicide, and describe the method lead to an increase in deaths from suicide, particularly in the region in which reports are published. The paper argues that even if there was multi-national agreement to international guidelines, media will continue to report suicide when it is considered to be a matter of public interest. What appears crucial is a collaborative approach between professionals and the media to promote a negative attitude toward suicide without increasing stigma toward those with mental health problems.

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This article seeks to examine the complex nature of pretence as portrayed in a popular UK children's television puppet show. Central to the various theoretical concerns with make-believe philosophical, psychological and lucid - has been the phenomenological axis of the 'real-imaginary'. Because of the serial types of transformations undertaken by characters in the programme and the reliance placed on natural models of conversation, the problematic nature of this core boundary is highlighted. Despite its overt status as a fictional representation of animal behaviour, the very animality of the puppets is rendered opaque as their identities as children are linguistically accomplished. As a consequence we argue that the show as a piece of representational art is structured by moral and behavioural dictates typical of conventional adult-child interaction.