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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

El microrrelato: Flash Fiction and the Neurohumanities

Robert T Gabbard-Rocha (9188828) 31 July 2020 (has links)
<p>This dissertation defends the <i>microrrelato</i>, an extremely brief work of narrative fiction, as the “fourth narrative genre,” as informed by research in embodied cognitive science, often referred to as the field of “neurohumanities.” The hallmark brevity of the <i>microrrelato </i>means that the literary perception of the text—and the creation of an imagined story world—is highly influenceable by its context, though the traditional literary criticism often published regarding the <i>microrrelato </i>does not seem to defend its distinction. I offer a reexamination of the <i>microrrelato </i>by defining it using a radial-structure conceptualization as informed by research from cognitive science on prototypes to inform a more comprehensive approach to defining the <i>microrrelato </i>and its relationship to other narrative, fictional, and literary forms. By looking at the prototypical conceptualization of the <i>microrrelato </i>through the lens of the neurohumanities, its distinction as its own category of narrative prose becomes clearer. Whereas the vast majority of research in the neurohumanities uses larger works of literature as summative case studies, very little has yet been applied to such short, “sudden” pieces of narrative fiction. It is through this examination that I demonstrate that fictional texts do not need to be extensive in order to afford the realization of cognitive processes in readers that construct imagined story worlds or afford them enriched narrative experience. The brevity or “suddenness” of the <i>microrrelato </i>is precisely what affords the reader the opportunity to do so. Furthermore, by applying empirical research from the field of neurohumanities, including data that I have collected, to the <i>microrrelato</i>, this dissertation also provides insight into the nature of fiction and the act of reading itself. </p>
2

Thinking with Games in the British Novel, 1801-1901

Bellows, Alyssa January 2017 (has links)
Thesis advisor: Maia McAleavey / My dissertation explores how nineteenth-century novelists imagined rational thinking as a cognitive resource distributed through physical, social, national, and even imperial channels. Scholars studying nineteenth-century discourses of mind frequently position rational thinking as the normalized given against those unconscious and irrational modes of thought most indicative of the period's scientific discoveries. My project argues, in contrast, that writers were just as invested in exploring rational thinking as multivalent procedure, a versatile category of mental activity that could be layered into novelistic representations of thinking by "thinking with games": that is, incorporating forms of thinking as discussed by popular print media. By reading novels alongside historical gaming practices and gaming literatures and incorporating the insights of twenty-first century cognitive theory, I demonstrate that novelists Maria Edgeworth, Charles Dickens, Wilkie Collins, George Eliot, and Rudyard Kipling experimented with models of gaming to make rational thinking less abstract and reveal its action across bodies, objects, and communities. If Victorian mind-sciences uncovered "thinking fast," games prioritized "thinking slow," a distinction described by psychologist Daniel Kahneman in his recent book, Thinking, Fast and Slow (2013). Scenes of games often slow thinking down, allowing the author to expose the complex processes of rational, cognitive performance. Furthermore, such scenes register the expanded perspective of recent cognitive literary studies such as those by Alan Palmer and Lisa Zunshine, which understand thinking, at least in part, as externalized and social. In effect, by reading scenes of thinking along the lines proposed by strategic gaming, I demonstrate how novels imagined social possibilities for internal processing that extend beyond the bounds of any individual's consciousness. Of course, games easily serve as literary tropes or metaphors; but analyzing scenes of gaming alongside games literature underscores how authors incorporated frameworks of teachable, social thinking from gaming into their representations of rational consciousness. For strategy games literature, better play required learning how to read the minds of other players, how to turn their thinking inside out. The nineteenth-century novel's relationship to games is best understood, I suggest, within the landscape of popular games literature published at its side - sometimes literally. An article on "Whistology" appears just after an installment of The Woman in White in Dickens's All the Year Round; the Cornhill Magazine published a paean to "Chess" amid the serialization of George Eliot's Romola. As a genre, strategy manuals developed new techniques for exercising the cognitive abilities of their readers and, often along parallel lines, so do the novels I discuss. Prompting the reader to think like a game player often involved recreating the kinds of dynamic, active thinking taught by games literature through the novel's form. My dissertation explores how authors used such forms to train their readers in habits of memory, deduction, and foresight encouraged by strategy gaming. / Thesis (PhD) — Boston College, 2017. / Submitted to: Boston College. Graduate School of Arts and Sciences. / Discipline: English.
3

The literary science of the 'Kafkaesque'

Troscianko, Emily Tamarisk January 2009 (has links)
This study provides a precise definition of the term 'Kafkaesque' by enriching literary criticism with scientific theory and practice, including an experiment on readers' responses to Kafka. Dictionary definitions justify taking the term back to its textual origins in Kafka's works, and the works can fruitfully be analysed by investigating how readers engage with them through cognitive processes of imagination. Modern scientific developments posit that vision, imagination, and consciousness should be conceived of not in terms of static pictorialism – reducible to the notion of 'pictures in the head' – but in terms of enaction, i.e. as an ongoing interaction with the external world around us. Most traditional nineteenth-century Realist texts are based on pictorialist assumptions, while Kafka's texts evoke perception non-pictorially and are therefore more cognitively realistic. In his personal writings, Kafka wrestles with problems entailed by pictorialist conceptions of vision, imagination, and the function of language, and comes to enactivist solutions: evocation of perception that does not result in painting static tableaux with words. In his fictional works, Kafka correspondingly evolves a cognitively realistic way of writing to evoke fictional worlds that directly engage the cognitive processes of their readers; Der Proceß is a prime example of the 'Kafkaesque' text and reading experience, defined by being compelling yet simultaneously unsettling. Modulations in narrative perspective and evocation of emotion as enactive also contribute to the experience of the 'Kafkaesque' as compelling; yet Kafka's texts simultaneously unsettle by preventing straightforward emotional identification with the protagonists, and destabilising deep-rooted concepts of selfhood as singular and unified. The theoretical discussion of the 'Kafkaesque' experience as compelling yet unsettling is complemented and refined by an experiment testing readers' responses to a short story by Kafka. The term 'Kafkaesque realism' denotes Kafka's compelling yet unsettling non-pictorial evocation of perception of the fictional world. Kafkaesque realism falls into the broader category of 'cognitive realism', which provides a framework for analysing fictional texts more generally.

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