976 resultados para Contemporary narrative
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Este trabalho pretende investigar as relações existentes entre o mercado, a globalização, a chamada pós-modernidade e a literatura. Para tanto, inicialmente delineia-se um breve panorama da literatura brasileira contemporânea, com a finalidade de expor uma parte do que ora se produz em termos de crítica e de ficção. Em seguida, trata-se do controverso conceito de pós-modernidade, com atenção especial às divergências terminológicas que vem suscitando, principal tópico objeto das considerações finais. Analisa-se depois o fenômeno da globalização, particularmente no que afeta a formação de novas subjetividades, ponderando-se também seu impacto na conceituação dos valores em geral e dos valores estéticos em particular. Por fim, passa-se ao conceito de resistência, com base em elementos teóricos extraídos de Schiller (o papel do artista), Agambem (a questão do contemporâneo) e Alfredo Bosi (relações entre narrativa e resistência), fechando-se o foco na produção literária, mediante análise sucinta da narrativa Eles eram muitos cavalos, de Luiz Ruffato
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Máquinas de Imagens é uma reflexão sobre a relação entre o processo artístico e as memórias de infância. A pesquisa propõe perceber a memória pessoal a partir de seu caráter editável e entender a montagem/edição enquanto agente temporalizador e estrutura de todo processo de criação artística. O trabalho discute uma reinvenção de memórias pessoais, dobras entre ficção e realidade, com a intenção de criar novas narrativas. Trata-se de uma investigação da narrativa de cada momento e da intimidade como elemento poético. A abordagem das questões presentes se dá através de uma montagem de fontes interdisciplinares, uma colagem de pensamentos de alguns teóricos, escritores, cineastas, poetas e filósofos e análises das práticas de alguns artistas contemporâneos e do processo da própria artista.
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Sequence analysis of the mitochondrial genome has become a routine method in the study of mitochondrial diseases. Quite often, the sequencing efforts in the search of pathogenic or disease-associated mutations are affected by technical and interpretive pr
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BACKGROUND The assessment of Health-Related Quality of Life (HRQoL) in hepatitis C (HCV) infected individuals continues to gain importance. However, rarely do reviews of this literature consider quantitative and qualitative accounts of HRQoL collectively, which only allows partial insight into the topic. This narrative review aims to address this gap in the literature. METHODS Literature searches were conducted using seven databases with two separate search strategies, and results assessed for eligibility using specific inclusion/exclusion criteria; a data extraction sheet was used to identify the dominant themes for each research paradigm which were then distilled to key findings to construct the narrative. RESULTS Quantitative investigation reveals a low HRQoL in individuals with HCV due to a complex multifactorial cause. During treatment for HCV, a further transient reduction is observed, followed by improvement if a sustained virological response is achieved. Qualitative data provide a recognisable voice to the everyday challenges experienced by individuals with HCV including insights into diagnosis and stigmatisation, contextualising how a reduced HRQoL is experienced day-to-day. Methodological limitations of these findings are then discussed. Much of the quantitative data has little relevance to current substance users as they are excluded from most trials, and appraisal of the qualitative literature reveals a marked difference in the lived experience of HCV infected current substance users and that of other HCV groups. CONCLUSION Concurrent analysis of quantitative and qualitative paradigms provides a deeper understanding of the true burden of HCV illness on HRQoL. Greater utilisation of qualitative research within international clinical guidelines is likely to be of benefit in identifying relevant HRQoL outcomes for substance users.
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As an animator and practice-based researcher with a background in games development, I am interested in technological change in the video game medium, with a focus on the tools and technologies that drive game character animation and interactive story. In particular, I am concerned with the issue of ‘user agency’, or the ability of the end user to affect story development—a key quality of the gaming experience and essential to the aesthetics of gaming, which is defined in large measure by its interactive elements. In this paper I consider the unique qualities of the video game1 as an artistic medium and the impact that these qualities have on the production of animated virtual character performances. I discuss the somewhat oppositional nature of animated character performances found in games from recent years, which range from inactive to active—in other words, low to high agency. Where procedural techniques (based on coded rules of movement) are used to model dynamic character performances, the user has the ability to interactively affect characters in real-time within the larger sphere of the game. This game play creates a high degree of user agency. However, it lacks the aesthetic nuances of the more crafted sections of games: the short cut-scenes, or narrative interludes where entire acted performances are mapped onto game characters (often via performance capture)2 and constructed into relatively cinematic representations. While visually spectacular, cut-scenes involve minimal interactivity, so user agency is low. Contemporary games typically float between these two distinct methods of animation, from a focus on user agency and dynamically responsive animation to a focus on animated character performance in sections where the user is a passive participant. We tend to think of the majority of action in games as taking place via playable figures: an avatar or central character that represents a player. However, there is another realm of characters that also partake in actions ranging from significant to incidental: non-playable characters, or NPCs, which populate action sequences where game play takes place as well as cut scenes that unfold without much or any interaction on the part of the player. NPCs are the equivalent to supporting roles, bit characters, or extras in the world of cinema. Minor NPCs may simply be background characters or enemies to defeat, but many NPCs are crucial to the overall game story. It is my argument that, thus far, no game has successfully utilized the full potential of these characters to contribute toward development of interactive, high performance action. In particular, a type of NPC that I have identified as ‘pivotal’3—those constituting the supporting cast of a video game—are essential to the telling of a game story, particularly in genres that focus on story and characters: adventure games, action games, and role-playing games. A game story can be defined as the entirety of the narrative, told through non-interactive cut-scenes as well a interactive sections of play, and development of more complex stories in games clearly impacts the animation of NPCs. I argue that NPCs in games must be capable of acting with emotion throughout a game—in the cutscenes, which are tightly controlled, but also in sections of game play, where player agency can potentially alter the story in real-time. When the animated performance of NPCs and user agency are not continuous throughout the game, the implication is that game stories may be primarily told through short movies within games, making it more difficult to define video games animation as a distinct artistic medium.
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McInnes, Colin, Spectator Sport War: The West and Contemporary Conflict (Boulder, CO: Lynne Rienner, 2002) pp.vii+187 RAE2008
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Linklater, A. and Suganami, A. (2006). The English School of International Relations: A Contemporary Reassessment. Cambridge Studies in International Relations (No. 102). Cambridge: Cambridge University Press. RAE2008
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Woods, Timothy, The Poetics of the Limit (New York: Palgrave Macmillan, 2003) RAE2008
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Barkre, M.; Mathijs, E.; Sexton, J.; Egan, K.; Hunter, R. and Selfe, M. (2007). Audiences and Receptions of Sexual Violence in Contemporary Cinema. London: British Board of Film Classification. RAE2008
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Pearson, Mike, In Comes I: Performance, Memory and Landscape (Exeter: University of Exeter Press, 2007) RAE2008
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Wilkinson, Jane, 'The Place of the European Foreigner in Contemporary German Drama', Third Text (2006) 20(6) pp.753-762 RAE2008 Special Issue: FORTRESS EUROPE: Migration, Culture and Representation
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The subject of the article are autobiographical threads present in Swedish stories about childhood and adolescence published after 1986 that form part of the narrative pertaining to the origins, evolution and decline of the Swedish welfare state (folkhemmet). With reference to such concepts as autobiographical pact, autobiographical novel and auto-fiction, the author discusses the various ways six contemporary Swedish writers (PC Jersild, Kjell Johansson, Susanna Alakoski, Jonas Gardell and Lena Andersson) use their biographies. Special focus is given to the notion of how a cogitation upon individual fate becomes universal when placed in a social context. Another problem analysed by the author is the significance of autobiographical threads for building relationships between the writer and the reader and for the reception of a literary text.
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Wydział Nauk Społecznych: Instytut Kulturoznawstwa