362 resultados para medievalist fantasy


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Mode of access: Internet.

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Mode of access: Internet.

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This is one of 500 copies published.

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In recent years, the young adult genre has become increasingly popular and is experiencing a "second golden age.” It might be expected in such novels, when written by women and featuring gifted female heroines, to find some kind of a feminist message. Indeed, the heroines are often perceived as strong and capable. However, they fall in line with several old gender stereotypes. The three novels chosen for this study are: A Court of Thorns and Roses by Sarah J. Maas, Red Queen by Victoria Aveyard and An Ember in the Ashes by Sabaa Tahir. I will show that women, although perceived as strong and capable on the surface, often conform to stereotypes. In order to do this I analyse how women are portrayed from different perspectives. Women are often perceived as passive in romantic situations, and objectified through the normative male gaze. It is interesting that also in novels written by women for women, the male gaze is prominent. Through this the female reader gains the desire to be objectified, implicitly from the narrative, which is something that works against women’s empowerment in society. Furthermore, the female protagonists rarely, or never, threaten patriarchy in any way and generally work toward reinstating patriarchy which is perceived as the only sensible option. Women in power, who do threaten patriarchy, are portrayed as sadistic witches.

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This paper examines the 'ideological grip' of personalization. It does so empirically, tracking the trajectory of personalization through austerity budgeting in one English local authority. In this case, personalization continued to signify hope and liberation even though the most draconian cuts in the Council's history effectively rendered personalization a practical impossibility. This requires critical theorization. Two bodies of theory are interrogated. First Boltanski's sociology of critique, and, in particular, his notion of managerial domination illuminate the way in which change imperatives and crises come to cement ideological formations. Here it is argued that the articulation of personalization with transformation lends itself to managerial domination. It is further argued, though, that while institutional actors may be able to manipulate the symbolic to evade, what Boltanski terms, deconstructionist critique, this cannot entirely explain the hold of this particular discourse. Here, the Lacanian concept of enjoyment is deployed to interrogate its extra-symbolic function and fantasmatic form. Finally, the paper explores the political implications of such affective attachment and, in particular, the guarantee that personalization offers in a period of welfare state decline. © The Author(s) 2012.

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Carnival Cruise Line's Fantasy class of cruise ships is the largest group of virtually identical passenger vessels in the history of ocean travel. These ships rep- resent the culmination of Carnival's product development and are a prime reason for the line's current success. The author details the evolution of their design, with emphasis on hotel aspects, through previous ships in the fleet.

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This flyer promotes the event "The Dangerous Games of Fantasy, Lecture by Daína Chaviano", cosponsored by the FIU Modern Languages Department and the Cuban Research Institute.

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Peer reviewed

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The restructuring of English social care services in the last three decades, as services are provided through a shifting collage of state, for-profit and non-profit organisations, exemplifies many of the themes of governance (Bevir, 2013). As well as institutional changes, there have been a new set of elite narratives about citizen behaviours and contributions, undergirded by modernist social science insights into the wellbeing benefits of ‘self-management’ (Mol, 2008). In this article, we particularly focus on the ways in which a narrative of personalisation has been deployed in older people’s social care services. Personalisation is based on an espoused aspiration of empowerment and autonomy through universal implementation to all users of social care (encapsulated in the Making it Real campaign [Think Local, Act Personal (TLAP), no date)], which leaves unproblematised the ever increasing residualisation of older adult social care and the abjection of the frail (Higgs and Gilleard, 2015). In this narrative of universal personalisation, older people are paradoxically positioned as ‘the unexceptional exception’; ‘unexceptional’ in the sense that, as the majority user group, they are rhetorically included in this promised transformation of adult social care; but ‘the exception’ in the sense that frail older adults are persistently placed beyond its reach. It is this paradoxical positioning of older adult social care users as the unexceptional exception and its ideological function that we seek to explain in this article.

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Travail créatif / Creative Work

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Localisation is the process of taking a product and adapting it to fit the culture in question. This usually involves making it both linguistically and culturally appropriate for the target audience. While there are many areas in video game translations where localisation holds a factor, this study will focus on localisation changes in the personalities of fictional characters between the original Japanese version and the English localised version of the video game Final Fantasy XIV: A Realm Reborn and its expansion Heavensward for PC, PS3 and PS4. With this in mind, specific examples are examined using Satoshi Kinsui's work on yakuwarigo, role language as the main framework for this study. Five non-playable characters were profiled and had each of their dialogues transcribed for a comparative analysis. This included the original Japanese text, the officially localised English text and a translation of the original Japanese text done by myself. Each character were also given a short summary and a reasoned speculation on why these localisation changes might have occurred. The result shows that there were instances where some translations had been deliberately adjusted to ensure that the content did not cause any problematic issues to players overseas. This could be reasoned out that some of the Japanese role languages displayed by characters in this game could potentially cause dispute among the western audience. In conclusion, the study shows that localisation can be a difficult process that not only requires a translator's knowledge of the source and target language, but also display some creativity in writing ability to ensure that players will have a comparable experience without causing a rift in the fanbase.

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Philip Pullman, author of the His Dark Materials trilogy, has acquired an impressive critical reputation and acquired a favored role in British culture as a social commentator. This essay attempts to link the pleasures associated with the trilogy with the politics inscribed in them, and consider both in the context of Pullman’s role in the civil society. The essay suggests that The Northern Lights offers pleasures in fantastical and metaphysical possibilities, and social confederacies that potentially offset the affective privations of neoliberalism. These possibilities are set in the context of recent theories of the “enterprise society.” The essay draws attention to a number of discontinuities that unfold as the trilogy progresses, and suggests that these undermine the possibilities inherent in the first novel. These disconti - nuities throw the role of fantasy and alternative universes into question, and reveal the limitations of Pullman’s fiction. The essay considers the limit and scope of Pullman’s political vision, both as a function of his fiction and his public engagement with social issues, and suggests that he exemplifies Raymond Williams’s concept of “bourgeois dissent” in which political critique and a continuing investment in traditional institutions and class hierarchy can be mutually reinforcing.

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Le but de ce mémoire fut d’appliquer les théories développées dans le domaine de la localisation des jeux vidéo à un exemple concret afin de tenter d’offrir une voie pour rapprocher théories académiques et pratiques industrielles. Pour ceci, nous avons étudié la traduction anglais-français d’un dialecte fictif dans le jeu FINAL FANTASY XI Online. L’hypothèse de travail fut formulée à partir des théories de localisation de jeux vidéo concernant l’immersion du joueur dans l’expérience du jeu et des stratégies de traduction de dialectes décrites par Christian Paulus (2012) dans son mémoire. Dans notre hypothèse nous avons cherché à vérifier que la traduction ait bien cherché à conserver, voire embellir le dialecte. En construisant l’analyse du travail sur une étude quantitative des marqueurs du dialecte, nous avons quantifié puis comparé leurs occurrences dans les corpus anglais et français. Ainsi, nous avons obtenu les résultats suivants : - La traduction française comporte moins de marqueurs que l’original anglais ; - Les marqueurs du corpus français sont répartis plus uniformément sur l’ensemble corpus. D’un aspect quantitatif, la traduction française n’a donc pas conservé le dialecte, réfutant notre hypothèse de départ. Le deuxième résultat de l’analyse pourrait cependant soutenir les théories de la localisation des jeux vidéo, mais cette interprétation nécessiterait une étude focalisée sur la situation de réception et le récepteur afin d’être vérifiée. De plus, la comparaison de nos résultats avec ceux de Paulus semblerait confirmer son idée que ces stratégies de traduction de dialectes mériteraient d’être affinées.