883 resultados para Wallace [David Foster]
Resumo:
La presente ricerca si propone di delineare un orizzonte critico e filosofico che permetta di ridefinire il concetto di postmodernismo in America alla fine del XX secolo e, a partire dagli anni Novanta del Novecento, il tentativo di un suo superamento da parte della letteratura contemporanea. L’analisi si focalizza sull’opera dello scrittore David Foster Wallace che esemplifica le contraddizioni interne al postmodernismo e mostra il passaggio cruciale dal postmodernismo a una non-ancora-ben-definita letteratura contemporanea. Muovendosi in un’ottica interdisciplinare e comparata, la tesi si propone di mostrare come Wallace, riprendendo la metariflessività e alcune opere di scrittori postmodernisti, tenti un atto di liberazione dalle convenzioni postmoderne attraverso un «postmodern founders’ patricidal work»: un “parricidio” letterario, prima di accettazione e poi di superamento. Attraverso un percorso tematico, nonché strutturale, si cercherà dunque di porre in rilievo il recupero del realismo da parte di Wallace che, seppur nel suo breve periodo compositivo, rappresenta questa nuova direzione della letteratura americana.
Resumo:
The criticism made by contemporary American writer David Foster Wallace to metafictional techniques of postmodern literature in his non-fiction work can sound false in the perception of the Infinite Jest, considered his masterpiece, if we consider that metafiction is one of the main power lines of this novel. When we compared the view expounded by the author in various media with an analysis of part of Infinite Jest, however, it is possible to understand that the author uses a kind of "meta-metafiction" to deconstruct the traditional techniques of metafictional postmodern literature. Yet checked by analysis, the author condemns the mass entertainment, overly simple, proposing a middle ground between literature that is concerned with the entertaining and hermetic literature. Keywords: David Foster Wallace; Metafiction; Infinite Jest
Resumo:
Cette thèse aborde la question de la valeur de la littérature contemporaine, en posant la question de la puissance de la création langagière. Dans la mesure où l’humanisme tombe en désuétude avec la fin de l’hégémonie médiatique de l’imprimerie, et où le capitalisme contemporain assigne à la culture un rôle économique et récréatif, la « littérature » se retrouve sans « critère final » pour penser sa puissance non économique. En d’autres termes, quels sont les effets intermédiaux de la création langagière livresque qui survivent à l’humanisme tout en résistant à la communication récréative? Il en va bien sûr de la nature même de la « création littéraire ». Le premier chapitre explore les liens entre l’humanisme et l’imprimerie à partir d’un concept de fongibilité, et introduit un ensemble de concepts clé. Le deuxième chapitre présente un autre ensemble de concepts (dont le geste vertical), cette fois pour penser le langage en termes de pouvoir et de puissance. Le troisième chapitre aborde le « capitalisme civilisationnel » en termes intermédiaux. On y réfléchit sur la saturation, la séparation et la fenestration, notamment à partir d’une éthique du jeu. Le quatrième chapitre traite de la question de la plasticité. Enfin, les cinquième et sixième chapitres forment deux exemples – des exemples de puissance – à partir des oeuvres de Valère Novarina (Lumières du corps) et de David Foster Wallace (Infinite Jest). Le corpus théorique se compose d’éléments puisés d’une part dans l’oeuvre de Walter Benjamin et de Giorgio Agamben, selon un matérialisme messianique, et d’autre part dans celle de Gilles Deleuze. Certaines considérations sont également tenues sous l’influence de Michel Foucault et de Ludwig Wittgenstein.
Resumo:
This thesis is comprised of two components: a creative work of fiction and a critical analysis of the fiction through a discussion of craft and creative influence. The creative section, the novel The Gospel of Something or Other, is a formally experimental work that explores authenticity - of both narrative and voice - authorial identity, the performativity of grief and sincerity, and the aesthetic function of narratalogical failure. The critical section of the thesis, Critical Mass, analyses the work of David Foster Wallace and James Wood in relation to the aforementioned fiction, discussing aspects of craft most relevant to the novel: the function of comedy and the function of manipulation. The critical piece investigates the extent to which influence can be identified in the creative process and the unstable relationship between critical interpretation and authorial intent.
Resumo:
SCOOT is a hybrid event combining the web, mobile devices, public displays and cultural artifacts across multiple public parks and museums in an effort to increase the perceived and actual access to cultural participation by everyday people. The research field is locative game design and the context was the re-invigoration of public sites as a means for exposing the underlying histories of sites and events. The key question was how to use game play technologies and processes within everyday places in ways that best promote playful and culturally meaningful experiences whilst shifting the loci of control away from commercial and governmental powers. The research methodology was primarily practice led underpinned by ethnographic and action research methods. In 2004 SCOOT established itself as a national leader in the field by demonstrating innovative methods for stimulating rich interactions across diverse urban places using technically-augmented game play. Despite creating a sophisticated range of software and communication tools SCOOT most dramatically highlighted the role of the ubiquitous mobile phone in facilitating socially beneficial experiences. Through working closely with the SCOOT team, collaborating organisations developed important new knowledge around the potential of new technologies and processes for motivating, sustaining and reinvigorating public engagement. Since 2004, SCOOT has been awarded $600,00 in competitive and community funding as well as countless in kind support from partner organisations such as Arts Victoria, National Gallery of Victoria, Melbourne Museum, Australian Centre for the Moving Image, Federation Square, Art Centre of Victoria, The State Library of Victoria, Brisbane River Festival, State Library of Queensland, Brisbane Maritime Museum, Queensland University of Technology, and Victoria University.
Resumo:
The Mobile Learning Kit is a new digital learning application that allows students and teachers to compose, publish, discuss and evaluate their own mobile learning games and events. The research field was interaction design in the context of mobile learning. The research methodology was primarily design-based supported by collaboration between participating disciplines of game design, education and information technology. As such, the resulting MiLK application is a synthesis of current pedagogical models and experimental interaction design techniques and technologies. MiLK is a dynamic learning resource for incorporating both formal and informal teaching and learning practices while exploiting mobile phones and contemporary digital social tools in innovative ways. MiLK explicitly addresses other predominant themes in educational scholarship that relate to current education innovation and reform such as personalised learning, life-long learning and new learning spaces. The success of this project is indicated through rigorous trials and actual uptake of MiLK by international participants in Australia, UK, US and South Africa. MiLK was awarded for excellence in the use of emerging technologies for improved learning and teaching as a finalist (top 3) in the Handheld Learning and Innovation Awards in the UK in 2008. MiLK was awarded funding from the Australasian CRC for Interaction Design in 2008 to prepare the MiLK application for development. MiLK has been awarded over $230,000 from ACID since 2006. The resulting application and research materials are now being commercialised by a new company, ‘ACID Services’.
Resumo:
SCAPE is an interactive simulation that allows teachers and students to experiment with sustainable urban design. The project is based on the Kelvin Grove Urban Village, Brisbane. Groups of students role play as political, retail, elderly, student, council and builder characters to negotiate on game decisions around land use, density, housing types and transport in order to design a sustainable urban community. As they do so, the 3D simulation reacts in real time to illustrate what the village would look like as well as provide statistical information about the community they are creating. SCAPE brings together education, urban professional and technology expertise, helping it achieve educational outcomes, reflect real-world scenarios and include sophisticated logic and decision making processes and effects.---------- The research methodology was primarily practice led underpinned by action research methods resulting in innovative approaches and techniques in adapting digital games and simulation technologies to create dynamic and engaging experiences in pedagogical contexts. It also illustrates the possibilities for urban designers to engage a variety of communities in the processes, complexities and possibilities of urban development and sustainability.
Resumo:
Farm It Right is an innovative creative work that simulates sustainable farming techniques using ecological models prepared by academics at Bradford University (School of Life Sciences). This interactive work simulates the farming conditions and options of our ancestors and demonstrates the direct impact their actions had on their environment and on the ’future of their cultures’ (Schmidt 2008). Specifically, the simulation allows users to explore and experiment with the complex relationships between environmental factors and human decision making within the harsh conditions of an early (9th century) Nordic farm. The simulation interface displays both statistical and graphical feedback in response to the users selections regarding animal reproduction rates, shelter provisions, food supplies etc. as well as demonstrating resulting impacts to soil erosion, water supply, animal population sizes etc.---------- 'Farm It Right' is now used at Bradford University (School of Life Sciences) as a dynamic e-Learning resource for incorporating environmental archaeology with sustainable development education, improving the engagement with complex data and the appreciation of human impacts on the environment and the future of their cultures. 'Farm It Right' is also demonstrated as an exemplar case study for interaction design students at Queensland University of Technology.
Comparison of experimental and simulated K-alpha yield for 400nm ultra-short pulse laser irradiation
Resumo:
Includes bibliographies.
Resumo:
Prostate cancer (CaP) patients with disseminated disease often suffer from severe cachexia, which contributes to mortality in advanced cancer. Human cachexia-associated protein (HCAP) was recently identified from a breast cancer library based on the available 20-amino acid sequence of proteolysis-inducing factor (PIF), which is a highly active cachectic factor isolated from mouse colon adenocarcinoma MAC16. Herein, we investigated the expression of HCAP in CaP and its potential involvement in CaP-associated cachexia. HCAP mRNA was detected in CaP cell lines, in primary CaP tissues and in its osseous metastases. In situ hybridization showed HCAP mRNA to be localized only in the epithelial cells in CaP tissues, in the metastatic foci in bone, liver and lymph node, but not in the stromal cells or in normal prostate tissues. HCAP protein was detected in 9 of 14 CaP metastases but not in normal prostate tissues from cadaveric donors or patients with organ-confined tumors. Our Western blot analysis revealed that HCAP was present in 9 of 19 urine specimens from cachectic CaP patients but not in 19 urine samples of noncachectic patients. HCAP mRNA and protein were also detected in LuCaP 35 and PC-3M xenografts from our cachectic animal models. Our results demonstrated that human CaP cells express HCAP and the expression of HCAP is associated with the progression of CaP and the development of CaP cachexia. © 2003 Wiley-Liss, Inc.