361 resultados para Fantasy
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Directory containing a teaching resource titled Movie Tech: Fantasy or Reality?, as well as a flyer promoting this resource and a file readme.txt which contains further information
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Interview with Tate curator Cedar Lweisohn adressing the question: 'Is the idea of British art a British fantasy. As part of the Tate project 'The Great British Art debate'.
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The single plays of American ex-pat playwright Howard Schuman produced for British television between 1973 and 1983 have received little critical attention. Written in a distinctly un-British madcap, non-naturalistic and often pulpy 'B movie' style, they centre around caricatured, hysterical and/or camp characters and make frequent references to popular culture. This article provides a general survey of Schuman's plays and analyses his sensibility as a screenwriter, drawing extensively on material from interviews with the writer. The article's particular focus is how and why different cultural forms including music, film and theatre are used and referred to in Schuman's plays, and how this conditions the plays' narrative content and visual and aural form. It also considers the reception of Schuman's plays and their status as non-naturalistic dramas that engage heavily with American pop culture, within the context of British drama. Finally, it explores the writer's relationship to style and aesthetics, and considers how his written works have been enhanced through creative design decisions, comparing his directions (in one of his scripts) with the realized play to reflect on the use of key devices.
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This book offers a new perspective on the otherworlds of medieval literature. These fantastical realms are among the most memorable places in medieval writing, by turns beautiful and monstrous, alluring and terrifying. Passing over a river or sea, or entering into a hollow hill, heroes come upon strange and magical realms. These places are often very beautiful, filled with sweet music and adorned with precious stones and rich materials. There is often no darkness, time may pass at a different pace, and the people who dwell there are usually supernatural. Sometimes such a place is exactly what it appears to be-the land of heart's desire-but, the otherworld can also have a sinister side, trapping humans and keeping them there against their will. Otherworlds: Fantasy and History in Medieval Literature takes a fresh look at how medieval writers understood these places and why they found them so compelling. It focuses on texts from England, but places this material in the broader context of literary production in medieval Britain and Ireland. The narratives examined in this book tell a rather surprising story about medieval notions of these fantastical places. Otherworlds are actually a lot less 'other' than they might initially seem. Authors often use the idea of the otherworld to comment on very serious topics. It is not unusual for otherworld depictions to address political issues in the historical world. Most intriguing of all are those texts where locations in the real world are re-imagined as otherworlds. The regions on which this book focuses, Britain, Ireland and the surrounding islands, prove particularly susceptible to this characterization.
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Knowledge of the most essential nutrients for plant growth facilitates the efficient handling of its nutrition, especially when they are grown on a substrate supported by fertigation. The objective of this study was to determine the accumulation of nutrients in net melon grown on a substrate and understand the relationship between mineral nutrition and plant growth. The Fantasy hybrid was cultivated in pots containing a substrate consisting of a mixture of sand and peanut shells (ratio, 1:1). Determination of nutrient accumulation was performed in 6 seasons. The substrate was chemically characterized before and after cultivation. Harvesting occurred 78 days after transplantation, resulting in an average yield of 70,120 kg·ha-1. Substrate analysis showed a small increase in nutrient levels by the end of cultivation. The order of nutrient accumulation was as follows: N>Ca>K>P>Mg>S>B> Fe>Mn>Zn>Cu.
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The purpose of this thesis is, on the one hand, to illustrate the peculiarities of children’s literature, fantasy fiction and their translation and, on the other hand, to propose a translation from English to Italian of some chapters of the e-book The Explorers’ Gate by American author Chris Grabenstein. The first chapters of this work offer an analysis of different critical studies on children’s literature and fantasy fiction and illustrate the characteristics of these two literary expressions. I will also discuss the different approaches to their translation in order to produce a translated text that is consistent with its literary genre and with translation theories. The third chapter is about the author and includes an interview on his idea of children’s literature and his opinions about translation. The second part of this thesis is represented by the actual translation of the e-book. Firstly, I will analyze the source text, dividing the analysis in extra-textual and intra- textual and focusing on sender, addressee, time and space, function of the text, plot, structure, narrator, style and language used by the author. I will also highlight those elements that probably would be challenging during the translation phase. Secondly, I will explain the macro-strategy that I adopted during the process of translation, which can be defined as child-oriented. In the last chapter I will highlight those passages that represented translation challenges and I will show how I tackled them.
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Globalization has influenced all economic sectors and the demand for translation services has increased like never before. The videogame industry has become a worldwide phenomenon worth billions. Many people around the globe, male and female, children and adults alike, choose this leisure activity and enjoy it like reading or watching a film. It is a global phenomenon capable of producing as much revenue and anticipation as the film industry. Most games are developed in Japanese or English and the new global market requires this product to be translated into many other languages. The scenario has brought about a new field of specialization in translation studies, commonly known as videogame localization. The emergence of this new field calls not only for a review of translation studies, but also a shift in the role that some translators and translated products are expected to play within a globalized world. The aim of this dissertation is to provide an overview of videogame localization and its challenges under the guidance of a professional translator such as Alexander O. Smith, who agreed to provide counsel through several Skype interviews. This provided a first-hand insight into how translation decisions are carried out by game translators. Alexander O. Smith was a former translator for Square Enix, one of the biggest Japanese videogame developer, publisher and distribution company in the market. He now works as an independent translator and in 2003 he founded the localization agency called Kajiya Productions with his friend and fellow translator Joseph Reeder. Together with Alexander O. Smith, the twelfth installment of the Final Fantasy series by Square Enix has been chosen as a very good example of the issues and challenges brought on by videogame localization. The game which revealed itself to be one of the most fun, challenging and rewarding professional experiences of Alexander O. Smith.
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In questo elaborato vengono presentate la traduzione di un estratto di un romanzo di Terry Pratchett, The fifth elephant, e l’analisi di questa traduzione, realizzata con l’aiuto di un corpus costruito ad hoc per questa ricerca. Nel corpus sono state inserite le traduzioni italiane di otto romanzi differenti, scritti dallo stesso autore, Terry Pratchett, e tradotti da tre traduttrici professioniste. Questo corpus è stato ideato appositamente per coadiuvare il processo di traduzione dell’estratto e per esemplificare un metodo di analisi del lavoro di traduttori professionisti. Questo tipo di analisi, nota come translational stylistics, ha lo scopo di identificare le differenze esistenti a livello stilistico tra i traduttori, cercando nello specifico quegli elementi che permettano di identificare e distinguere tra loro i lavori di un determinato traduttore da quelli di un altro, a prescindere dal testo di partenza. Questo elaborato si apre con la descrizione tecnica di un corpus, spiegandone gli utilizzi nel campo della ricerca e i metodi di costruzione. In seguito viene fornita una panoramica dell’autore e delle sue opere, e vengono fornite informazioni sulle traduzioni in italiano di questi romanzi e sulle traduttrici che le hanno elaborate. Viene quindi presentata la traduzione dell’estratto, seguita da un’analisi dei problemi traduttivi affrontati durante il processo di traduzione e di come il corpus abbia aiutato a risolvere e superare queste difficoltà. Infine viene presentato uno studio di caso sulla translational stylistics che mostra le differenze a livello di stile esistenti tra i lavori di traduttori diversi.
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The purpose of this thesis was to examine the ways in which the fantasy genre is ideally positioned for discussing social issues, such as invisibility and liminality. Elements associated with invisibility, such as poverty, homelessness, and alienation, were explored within two novels by Neil Gaiman: Neverwhere and American Gods. Gaiman's application of these elements within the fantasy genre were juxtaposed with samples from other genres, including Plato's 'Parable of the Cave' and Jennifer Toth's The Mole People. Another aim was to contrast Gaiman's use of the 'beast in the sewer' metaphor with previous renditions of the myth, demonstrating how fantasy, paradoxically, offers a unique and privileged view of reality.
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We investigated the influence of playing a video game on children’s ability to distinguish between fantasy and reality. School-age children played a platform game for 15 min and then performed a fantasy/reality distinction task in which they were to judge whether images (from the platform game and from other games) were fantasy images or reality images. Unlike those in the control group (who played a memory game), the children in the experimental group showed a response bias toward mistakenly classifying reality images from the video game as fantasy images (as determined by means of an analysis based on signal detection theory). We conclude that playing the video game exerted a short-term influence on children’s ability to distinguish between fantasy and reality.