373 resultados para semiotic valency


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El servicio doméstico ocupa un lugar ambiguo entre los mundos público y privado. Desarrollado en el interior de los hogares de los empleadores, da lugar a relaciones en las que lo laboral y lo afectivo están imbricados. Los juicios laborales entre empleadores y trabajadoras domésticas constituyen un escenario privilegiado para observar el solapamiento de estas dimensiones. Si las demandas de las trabajadoras frente a las instituciones de justicia sitúan esta relación en el mundo público, las respuestas de los empleadores muchas veces buscan resituarlas en el orden privado. Por otra parte, en algunos escenarios, las demandas de las trabajadoras son también expresadas en un lenguaje que remite a lo privado. En este artículo analizamos las lógicas de la confl ictividad judicial establecidas en las estrategias de empleadores y trabajadoras frente al Tribunal del Trabajo Doméstico (TTD), un organismo creado en 1956 para atender los confl ictos individuales que derivan de las relaciones de trabajo de este sector en la ciudad de Buenos Aires. Tomamos dos horizontes temporales caracterizados por cambios en la regulación del trabajo, en general, y del servicio doméstico, en particular: el de los primeros años de funcionamiento del TTD y el cambio de siglo.

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El artículo identifica y analiza el discurso predominante que poseen 12 niños y 7 niñas de 7° y 8° año básico pertenecientes a 4 establecimientos educacionales en la ciudad de Talca en Chile, en torno a la transgresión de las identidades tradicionales de la mujer en los videojuegos. Para ello durante el 1° semestre del año 2014 al interior de un programa de formación de profesores/as en Artes Visuales se implementa una estrategia didáctica centrada en la expresión gráfica denominada “Crea tu propia personaje para videojuego”. Haciendo partícipes a niños y niñas junto a profesionales en formación de una propuesta metodológica basada en la Investigación-Acción enmarcada en las prácticas profesionales. Concluyendo tras el análisis semántico de dibujos y relatos, que las imágenes representativas de la mujer en los videojuegos transgreden las identidades tradicionales de género al interior de un marco androcéntrico predominante.

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Este artículo analiza las estatuas-menhir noroccidentales que se distribuyen en el área comprendida entre los valles del río Duero y el río Miño, pero que descubrimientos recientes han extendido a regiones fuera de este área nuclear. Partiendo de tres aspectos claves para su interpretación (la cronología, su relación con el paisaje y su sentido iconográfico), se examinan las relaciones entre estas formas materiales y un paisaje socio-material de acción específico (las formas socio-materiales de interacción propias del Bronce final atlántico). Para ello, se tiene en cuenta diferentes conexiones materiales (presencia, encuentro, coexistencia, hibridación, etc.) que permiten contextualizar las estatuasmenhir dentro de un proceso histórico particular: la integración del noroeste de la península Ibérica en un contexto de relaciones mediterráneo-atlánticas, en la segunda mitad del II milenio a.C.

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La causalité est une des notions les plus fondamentales de la vie humaine. La vulgarisation scientifique se base sur l’établissement fréquent de relations causales par le truchement d'indices linguistiques. Ainsi, la causalité y est perceptible à l'aide de marques explicites, se manifestant au niveau lexical. Dans de nombreuses situations, afin de valider la relation causale, il faut récupérer des termes plus ou moins explicites qui apparaissent au niveau morphosyntaxique. Viennent enfin les procédés implicites d’expression de la cause ou "la causalité non marquée" linguistiquement.  

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This proposal is a non-quantitative study based on a corpus of real data which offers a principled account of the translation strategies employed in the translation of English film titles into Spanish in terms of cognitive modeling. More specifically, we draw on Ruiz de Mendoza and Galera’s (2014) work on what they term content (or low-level) cognitive operations, based on either ‘stands for’ or ‘identity’ relations, in order to investigate possible motivating factors for translations which abide by oblique procedures, i.e. for non-literal renderings of source titles. The present proposal is made in consonance with recent findings within the framework of Cognitive Linguistics (Samaniego 2007), which evidence that this linguistic approach can fruitfully address some relevant issues in Translation Studies, the most outstanding for our purposes being the exploration of the cognitive operations which account for the use of translation strategies (Rojo and Ibarretxe-Antuñano 2013: 10), mainly expansion and reduction operations, parameterization, echoing, mitigation and comparison by contrast. This fits in nicely with a descriptive approach to translation and particularly with skopos theory, whose main aim consists in achieving functionally adequate renderings of source texts.

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This paper is a study about the way in which se structures are represented in 20 verb entries of nine dictionaries of Spanish language. There is a large number of these structures and they are problematic for native and non native speakers. Verbs of the analysis are middle-high frequency and, in the most part of the cases, very polysemous, and this allows to observe interconnections between the different se structures and the different meanings of each verb. Data of the lexicographic analysis are cross-checked with corpus analysis of the same units. As a result, it is observed that there is a large variety in the data which are offered in each dictionary and in the way they are offered, inter and intradictionary. The reasons range from the theoretical overall of each Project to practical performance. This leads to the conclusion that it is necessary to further progress in the dictionary model it is being handled, in order to offer lexico-grammatical phenomenon such as se verbs in an accurate, clear and exhaustive way.

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One of the most important civic phenomena emerging from favelas in Rio de Janeiro today is “community (photo)journalism”, which is practised by favela residents who are trained in journalistic and artistic techniques to raise critical awareness and promote political mobilisation in- and outside favelas. This paper looks at some of the work produced at one training place for community photographers, the agency-school Imagens do Povo (“Images of the People”) in Nova Holanda, a favela located in Rio’s North Zone. Using an ethnographic approach, this article first provides an account of the working practices of the School and its photographers. This is followed by a discussion of a small sample of their photographic work, for which we employ a social semiotic paradigm of image analysis. This methodological synergy provides insights into how these journalists document long-term structural as well as “spectacular” violence in favelas, while at the same time striving to capture some of the “beauty” of these communities. The paper concludes that this form of photographic work constitutes an important step towards a more analytical brand of journalism with different news values that encourage a more context-sensitive approach to covering urban violence and favela life.

KEYWORDS: alternative media, Imagens do Povo, multimodality, news values, photojournalism.







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Thesis (Ph.D.)--University of Washington, 2016-08

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Computer game technology produces compelling ‘immersive environments’ where our digitally-native youth play and explore. Players absorb visual, auditory and other signs and process these in real time, making rapid choices on how to move through the game-space to experience ‘meaningful play’. How can immersive environments be designed to elicit perception and understanding of signs? In this paper we explore game design and gameplay from a semiotic perspective, focusing on the creation of meaning for players as they play the game. We propose a theory of game design based on semiotics.

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Computer games are significant since they embody our youngsters’ engagement with contemporary culture, including both play and education. These games rely heavily on visuals, systems of sign and expression based on concepts and principles of Art and Architecture. We are researching a new genre of computer games, ‘Educational Immersive Environments’ (EIEs) to provide educational materials suitable for the school classroom. Close collaboration with subject teachers is necessary, but we feel a specific need to engage with the practicing artist, the art theoretician and historian. Our EIEs are loaded with multimedia (but especially visual) signs which act to direct the learner and provide the ‘game-play’ experience forming semiotic systems. We suggest the hypothesis that computer games are a space of deconstruction and reconstruction (DeRe): When players enter the game their physical world and their culture is torn apart; they move in a semiotic system which serves to reconstruct an alternate reality where disbelief is suspended. The semiotic system draws heavily on visuals which direct the players’ interactions and produce motivating gameplay. These can establish a reconstructed culture and emerging game narrative. We have recently tested our hypothesis and have used this in developing design principles for computer game designers. Yet there are outstanding issues concerning the nature of the visuals used in computer games, and so questions for contemporary artists. Currently, the computer game industry employs artists in a ‘classical’ role in production of concept sketches, storyboards and 3D content. But this is based on a specification from the client which restricts the artist in intellectual freedom. Our DeRe hypothesis places the artist at the generative centre, to inform the game designer how art may inform our DeRe semiotic spaces. This must of course begin with the artists’ understanding of DeRe in this time when our ‘identities are becoming increasingly fractured, networked, virtualized and distributed’ We hope to persuade artists to engage with the medium of computer game technology to explore these issues. In particular, we pose several questions to the artist: (i) How can particular ‘periods’ in art history be used to inform the design of computer games? (ii) How can specific artistic elements or devices be used to design ‘signs’ to guide the player through the game? (iii) How can visual material be integrated with other semiotic strata such as text and audio?

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This essay presents a proposal on methodology over the mathematical object Exponential Function which enables the development of interpretative and creative skills with potential meaning to the students starting from a didactic sequence structured on the light of The Theory of Didactic Situations from Guy Brousseau and, from the Records of Semiotic Representation of Duval, providing interactions among the students, the teacher and the environment of cooperative learning where the students feel free to express their own ideas as well as to suggest their own approaches. The methodology presented has been developed according to the students first knowledge, valuing their different ways of registering, which have such an important role during the teaching and learning processes. The proposal has been applied to the students from the first year of high school of Colégio Estadual José de Anchieta Ensino Fundamental e Médio, located in a town called Dois Vizinhos –Paraná. In order to the development of the research the methodological tool Didactic Engineering Artigue which consists in a methodology developed only to the research with didactic situations. The main goal has been reached at first, which was to work on the conceptual part of the Exponential Function, the relation of dependence and its main characteristic so that the variable part is in the exponent. Moreover with no imposition but starting from suitable didactic situations, the students were able to realize that they could solve the problems which involve the exponential function and furthermore create new problems (according to their universe) modeled by this kind of function. Its believed that the methodology based on the theory of didactic situations, analysis of students registers, observation on mistakes and obstacles as well as reflections over the aspects of the didactic contract are of fundamental importance to the teaching practice and determinant during the teaching-learning process.

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Este escrito es parte de las preocupaciones del equipo de Investigación de la Dra. Ximena Triquell11, y en ese marco inscribe la pesquisa en una perspectiva sobre conflictos sociales en discursos audiovisuales, en este caso, aquellos vinculados con la sexualidad en contextos escolares. En este marco, y con el objetivo de dar cuenta de conflictos vinculados a la sexualidad, este artículo presenta en primera instancia un análisis semiótico del filme Ausente, de Marco Berger. En segundo lugar, busca encuadrar estas reflexiones anteriores en una perspectiva que denominamos didáctica de la comunicación, que consideramos se encuentra actualmente en construcción. En tercer lugar, a partir de lo anterior, propone una reflexión oblicua sobre la educación sexual integral en Argentina.

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El siguiente artículo se constituye desde la necesidad epistemológica de reflexionar sobre la ciudad y discernir la manera como los símbolos del poder se manifiestan y se despliegan en ella. La perspectiva de este estudio se enmarca desde la estética y la metafísica de la ciudad, más que desde su urbanismo; y para esto se han relacionado referentes estéticos y semióticos, logrando perfilar una hipótesis sobre la forma simbólica de la ciudad, la cual se articula con los instrumentos económicos y políticos que ejercen el poder en la misma. Esta investigación sobre las estéticas de la ciudad metafísica permitió identificar el origen de la idea de ciudad como forma y símbolo que deviene en dispositivo social que propicia una perpetuación del poder, influyendo la construcción del relato social. Del mismo modo esta investigación posibilitó un acercamiento al fenómeno de desdivinización de los símbolos que conforman la ciudad y la relación de estos símbolos desdivinizados en la estructuración de un relato común definido, ya no por lo político o lo religioso, sino por el consumo, la fragmentación y la preponderancia del olvido. Finalmente, se propone la educación como un eje donde convergen lo estético y lo ético, permitiendo una posibilidad de sentido a la hora de interactuar con los símbolos de la ciudad.

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Cette thèse étudie la façon dont trois romans latino-canadiens utilisent le trope de l’exil comme allégorie d’un trauma historique qui comprend plus que l’expérience individuelle de ses protagonistes : la transition forcée de l’État vers le Marché en Amérique latine effectuée par les dictatures. Cobro revertido (1992) de José Leandro Urbina; Le pavillon des miroirs (1994) Sergio Kokis; et Rojo, amarillo y verde (2003) de Alejandro Saravia, explorent divers aspects de ce processus à travers les exercices de mémoire de leurs personnages. L’exil oblige les protagonistes de ces oeuvres à se confronter aux limites des structures sémiotiques par lesquelles ils essaient de donner un fondement idéologique à leur existence sociale. Ils découvrent ainsi qu’il n’est pas possible de reproduire des hiérarchies, des valeurs, ni des relations de pouvoir de leur pays d’origine dans leur pays d’accueil, non seulement à cause des différences culturelles, mais aussi à cause d’un changement historique qui concerne la relation du sujet avec la collectivité et le territoire. Ces œuvres abordent l’expérience de ce changement par un dialogue avec différents genres littéraires comme le roman de fondation, la méta-fiction historique du Boom, le roman de formation et le testimonio, mis en relation avec divers moments historiques, de la période nationale-populaire aux transitions, en passant par les dictatures. Cela permet aux auteurs de réfléchir aux mécanismes narratifs que plusieurs œuvres latino-américaines du XXème siècle ont utilisé pour construire et naturaliser des subjectivités favorables aux projets hégémoniques des États nationaux. Ces exercices méta-narratifs comprennent le rôle de l’écriture comme support privilégié pour l’articulation d’une identité avec le type de communauté imaginaire qu’est la nation. Ils servent aussi à signaler les limites de l’écriture dans le moment actuel du développement technologique des médias et de l’expansion du capitalisme transnational. Ainsi, les auteurs de ces œuvres cherchent d’autres formes de représentation pour rendre visibles les traces d’autres histoires qui n’ont pas pu être incorporées dans le discours historique officiel.

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The paradigm shift from traditional print literacy to the postmodern fragmentation, nonlinearity, and multimodality of writing for the Internet is realized in Gregory L. Ulmer’s electracy theory. Ulmer’s open invitation to continually invent the theory has resulted in the proliferation of relays, or weak models, by electracy advocates for understanding and applying the theory. Most relays, however, remain theoretical rather than practical for the writing classroom, and electracy instruction remains rare, potentially hindering the theory’s development. In this dissertation, I address the gap in electracy praxis by adapting, developing, and remixing relays for a functional electracy curriculum with first-year writing students in the Virginia Community College System as the target audience. I review existing electracy relays, pedagogical applications, and assessment practices – Ulmer’s and those of electracy advocates – before introducing my own relays, which take the form of modules. My proposed relay modules are designed for adaptability with the goals of introducing digital natives to the logic of new media and guiding instructors to possible implementations of electracy. Each module contains a justification, core competencies and learning outcomes, optional readings, an assignment with supplemental exercises, and assessment criteria. My Playlist, Transduction, and (Sim)ulation relays follow sound backward curricular design principles and emphasize core hallmarks of electracy as juxtaposed alongside literacy. This dissertation encourages the instruction of new media in Ulmer’s postmodern apparatus in which student invention via the articulation of fragments from various semiotic modes stems from and results in new methodologies for and understandings of digital communication.