955 resultados para Fictional character


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Mémoire numérisé par la Direction des bibliothèques de l'Université de Montréal.

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Mémoire numérisé par la Direction des bibliothèques de l'Université de Montréal.

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Faced with a diagnosis of multiple sclerosis, I began with the objective of discovering methods for creating art that were still accessible to me. Along the way, I encountered others who had travelled this road before me. Their experiences led me to examine, not only my art, but also my political orientations, my love obligations and my transitioning self. In my varied art pieces, I conjure something from diverse sources and different worldviews, including contemporary feminist performance art and disability cultural theory. My thesis is a project. I make things: puppets, videos and performances, which included the exhibition, Need to be Adored (2014), staged in the digital media lab of the Isabel Bader Centre for the Performing Arts in Kingston, Ontario, Canada. The exhibition introduced thirteen of my puppets and a thirty-two-minute looped video. Following the exhibition, I put the puppets away and spent two years reading. Finally, taking my inspiration from Carolyn Ellis’s The Autoethnographic I (Ellis 2004), I turned my processes into words. I wrote out my experiences. I created an alternative text of my identity from an able-bodied cis-identified woman into a disabled trans-feminist artist academic. The writing required an uncomfortably intimate examination of my life. Nothing less than complete honesty would allow me to understand my new location. The resulting text is a lyrical and sometimes whimsical flow of consciousness that invites the reader to imagine what it might be like to engage in such a candid review of everything one holds close to one’s heart. Contained within are all my identities. In this text I let some out. This is a story of unsettling. I am working on my art practices, creating a cast of characters from cloth. Puppets. El becomes the exulted main character of a fictional accounting. She uncovers her queer roots and begins to see that she is at the centre of a very strange geography. Her desire to make film is revealed as she re-remembers her childhood through a disability lens.

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En el realismo de finales del XIX se consolida el desarrollo de los personajes novelescos, pero muy poco tiempo después se produce un giro en la narrativa hacia la abstracción que induce a Ortega y Gasset a reflexionar sobre cuáles son las características que definen un personaje literario. En Meditaciones del Quijote (1914), La deshumanización del arte e Ideas sobre la novela (ambos de 1925) hace un análisis histórico que concluye ofreciendo un diagnóstico de la literatura contemporánea. Muchos de los narradores vanguardistas, formados a su sombra, tienen en cuenta sus escritos y experimentan con sus propuestas. En este proceso el mito juega un papel principal, como sustancia de lo poético y como sustrato cultural de muchos de los protagonistas de la novela experimental de los años 20.

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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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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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Ce mémoire se compose d’une analyse narrative de deux nouvelles fantastiques par Guy de Maupassant : L’Auberge et la seconde version du Horla. La narration du premier de ces contes est extradiégétique, ce qui signifie que le narrateur se trouve en dehors de l’univers fictif. Le deuxième texte, en revanche, est un exemple d’une narration intradiégétique – le narrateur est donc un personnage du récit. Le but principal de l’étude est d’examiner comment le discours du narrateur, selon qu’il est extradiégétique ou intradiégétique, influence la perception des récits et des protagonistes. Pour atteindre cet objectif, nous identifions d’abord quelques stratégies narratives qui sont employées dans les nouvelles afin d’évoquer l’hésitation du lecteur et ainsi créer l’effet fantastique. Nous observons que, suivant le mode de la narration, extradiégétique ou intradiégétique, les stratégies narratives utilisées sont de différentes natures. Elles coopèrent toutefois pour créer un sentiment d’hésitation au lecteur et conduisent donc celui-ci à considérer l’existence du surnaturel dans le monde diégétique. Enfin, nous montrons de plus près comment le discours du narrateur influence la manière dont le lecteur considère le comportement des personnages principaux ainsi que leur santé mentale. Nous voyons que dans tous les deux textes, il n’y a aucun doute que le protagoniste devient finalement fou. Cependant, tandis que le savoir du narrateur omniscient aide enfin le lecteur à résoudre le mystère fantastique dans L’Auberge, le mystère n’est jamais résolu dans Le Horla. Cela semble être attribué à la perception et au savoir limité du narrateur intradiégétique.

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O presente trabalho pretende analisar o conflito entre o protagonista do romance de Lima Barreto Triste fim de Policarpo Quaresma e o seu mundo, o mundo que representa ficcionalmente o Rio de Janeiro da Primeira República, tendo como referencial teórico A teoria do romance, de Georg Lukács. Busca-se aplicar ao herói Policarpo Quaresma dois conceitos elaborados nesta obra: o conceito de heroísmo problemático e o conceito de idealismo abstrato. Policarpo Quaresma será entendido, portanto, como um herói problemático, sujeito a um idealismo abstrato que o coloca em descompasso com a realidade concreta em que vive, o que lhe configura, perante as demais personagens do meio que o circunda, a imagem de um “visionário. Como, de acordo com Georg Lukács, o herói problemático, que se encontra em conflito com o seu mundo, surge com o romance na modernidade, este estudo visa ressaltar o caráter moderno da obra ficcional de Lima Barreto, buscando contribuir para sua reinserção no sistema literário brasileiro como obra própria, produção autônoma, para além do epíteto de pré-modernista.

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This article introduces a theoretical framework for the analysis of the player character (PC) in offline computer role-playing games (cRPGs). It derives from the assumption that the character constitutes the focal point of the game, around which all the other elements revolve. This underlying observation became the foundation of the Player Character Grid and its constituent Pivot Player Character Model, a conceptual framework illustrating the experience of gameplay as perceived through the PC’s eyes. Although video game characters have been scrutinised from many different perspectives, a systematic framework has not been introduced yet. This study aims to fill that void by proposing a model replicable across the cRPG genre. It has been largely inspired by Anne Ubersfeld’s semiological dramatic character research implemented in Reading Theatre I (1999) and is demonstrated with reference to The Witcher (CD Projekt RED 2007).

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Introducción: En el presente trabajo se analiza la serie de ficción de TVE El Ministerio del Tiempo con el objetivo de determinar si el mayor conocimiento de la serie de ficción, el uso de las redes sociales y los recursos multimedia modifican la percepción del espectador. Metodología: Se procedió a realizar un trabajo de campo compuesto por 124 observadores a los que se les ha aplicado la escala EDI (Escala de identificación con los personajes). Resultados: Se concluye que un mayor conocimiento de la serie y el uso de las propuestas transmedia produce una mayor identificación con los personajes de ficción, aunque solo en los ítems que definen una mayor carga emocional o sentimental. Discusión: Lo anterior evidencia sin embargo, que no es aplicable a la evaluación cognitiva de aquellos espectadores más fieles a la serie. Conclusiones: Con los resultados obtenidos es posible afirmar que los contenidos transmedia se suceden en la percepción de los observadores desde lo racional a lo emocional. El conocimiento previo de la serie y el uso de las propuestas transmedia alarga la relación con lo visionado más allá del disfrute ocasional.