965 resultados para Memorial romance
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Roman mémoriel, roman familial, roman d’apprentissage, autofiction… Voilà quelques concepts génériques qui m'ont guidé lors de l'élaboration de ce projet en recherche et création. Le point de départ a consisté en une quête identitaire, qui s’est résorbée en une recherche des origines, symbolisée par la figure de mon grand-père inconnu que j’ai tenté de démystifier. Car on m’a toujours dit qu’il avait écrit un roman, intitulé Orage sur mon corps, ce qui a provoqué chez moi diverses impressions et déformations imaginaires. Je croyais par exemple que mon grand-père, Émile, avait partagé les idées et l'état d'esprit qui circulaient durant les années 1940, alors que le Canada français connaissait une première vague de modernisation culturelle. Ces informations, malheureusement, ne se sont pas avérées tout à fait exactes. Et comme cette quête plus personnelle s'est achevée, non sans une certaine insatisfaction, mes recherches se sont poursuivies dans un essai portant essentiellement sur l'œuvre d'André Béland, auteur qui correspond, plus ou moins, à la figure mythique de mon grand-père. Cet essai ne vise pas à juger ni à réhabiliter l’auteur, mais simplement à jeter un peu de lumière sur son œuvre méconnue, parce que la « réappropriation identitaire se centre toujours aussi sur la transmission » (Régine Robin).
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Pós-graduação em Letras - IBILCE
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Este artículo se centra en el análisis de la novela Memorial do fim: a morte de Machado de Assis (1991), de Haroldo Maranhão. Basándose en las formulaciones teóricas de Linda Hutcheon en su Poética del postmodernismo (1991), analizamos la reelaboración paródica de la biografía de Machado de Assis presente en la novela. Esta práctica paródica, que se caracteriza por su dualidad contradictoria de la continuidad y la transgresión, es la principal característica de la narrativa posmoderna en esta novela de Haroldo Maranhão.
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"Being the John Oliver Hobbes Memorial Scholarship Essay for 1914 (University College, London)."
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First edition (1907) under title: Wooed by a sphinx of Aztlan.
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"The five foot shelf of books."
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State Street side of building (front). William L. Jenney, architect. Originally University Museum, built 1880-1881. Roof replaced 1894. Museum moved in 1928. Housed Department of Romance Languages after 1928. Building razed in 1958. Image includes Alumni Memorial Hall, Graduate Library, Old University Hall, Chemistry Building, and Observatory. On verso: View from the Union
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This article examines the representation of Indigenous sexuality on Australian television drama since the 1970s, suggesting the political importance of such representations. In 1976 Justine Saunders became the first regular Indigenous character on an Australian television drama series, as the hairdresser Rhonda Jackson in Number 96. She was presented as sexually attractive, but this was expressed through a rape scene after a party. Twenty five years later, Deborah Mailman starred in The Secret Life of Us, as Kelly, who is also presented as sexually attractive. But her character can be seen in many romantic relationships. The article explores changing representations that moved us from Number 96 to The Secret Life of Us, via The Flying Doctors and Heartland. It suggests that in representations of intimate and loving relationships on screen it has only recently become possible to see hopeful models for interaction between Indigenous and non-Indigenous Australians.
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This article discusses the design of a memorial space of the Tree of Knowledge, located in Oak Street, Barcaldine, Queensland designed by Brian Hooper Architect and M3 Architecture. Features of the design include the dead tree trunk underneath pieces of timber hanging down to show the original size of the tree in the 1890s and the root ball visible under a glass floor.
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This full day workshop invites participants to consider the nexus where the interests of game design, the expectations of play and HCI meet: the game interface. Game interfaces seem different to the interface to other software and there have been a number of observations. Shneiderman famously noticed that while most software designers are intent on following the tenets of the “invisible computer” and making access easy for the user, games inter-faces are made for players: they embed challenge. Schell discusses a “strange” relationship between the player and the game enabled by the interface and user interface designers frequently opine that much can be learned from the design of game interfaces. So where does the game interface actually sit? Even more interesting is the question as to whether the history of the relationship and sub-sequent expectations are now limiting the potential of game design as an expressive form. Recent innovations in I/O design such as Nintendo’s Wii, Sony’s Move and Microsoft's Kinect seem to usher in an age of physical player-enabled interaction, experience and embodied, engaged design. This workshop intends to cast light on this often mentioned and sporadically examined area and to establish a platform for new and innovative design in the field.