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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.
31

A la conquête du Graal ? : Réécritures et avatars du mythe du Graal dans la littérature populaire et la culture de masse contemporaines / Let's conquer the Grail : Re-writings and avatars of the myth of the Grail in contemporary mass culture and literature

Bekhouche, Alicia 09 December 2011 (has links)
De nos jours, les avatars et les réécritures du mythe du Graal puisent leur source d'inspiration dans la Littérature puisque la première mention littéraire de ce schème apparaît à la fin du XIIeme siècle dans Perceval ou le conte du Graal de Chrétien de Troyes. De par des origines ambivalentes (païennes et chrétiennes), le Graal s'est ancré dans l'imaginaire collectif comme un mythe rédempteur ou tout du moins, étant un idéal à atteindre. Si la quête médiévale chevaleresque demande une rigueur incomparable et une pureté d’âme et de corps pour mériter la révélation des mystères du Saint Calice aujourd’hui, les héros de la littérature populaire et de la culture de masse accèdent à ses secrets par le vecteur d’en-quêtes simplifiées. La dévaluation du mythe s'effectue à mesure des transferts qui s’opèrent dans différents genres, supports et médias mais également dans la réception que la société a du mythe du Graal. De Saint Graal à Graal, de Littérature à paralittérature, de la Bible à la télévision, ce travail cherche à mettre en évidence les différents aspects de ces transferts et tente de prouver qu'il existe des résonances et des points d'articulation entre ces domaines par l'interface du Graal. Dans ce sens, le motif sert aussi de porte-à-faux à une culture et à une littérature dites « mineures » qui peuvent toutefois, sous l'effet du Graal, devenir scientifiques et apporter de nouvelles pistes de réflexion sur le mythe, la société et la Littérature. / Nowadays, avatars and re-writings of the myth of the Grail take their inspiration from Literature because the first literary mention of the scheme appears at the end of the twelfth century in Perceval ou le conte du Graal by Chrétien de Troyes. Thanks to its ambivalent (pagan and christian) origins, the Grail anchored in the collective imaginary as a myth of redemption or, at least, an ideal to reach. If the chivalric medieval quest requires a remarkable rigor and the body and soul purity to deserve the revelation of the Holy Vessel mysteries, in our days, mass culture heroes have an access to its secrets by simplified “quest-igations”. The devaluation of the subject occurs through transpositions in different genres, mediums and medias but also in the way society receives the Grail legend. From Holy Grail to Grail, from Literature to mass culture, from the Holy Bible to TV shows, this study tends to show the aspects of these transpositions and tries to prove that there are echos and exchanges between these mediums via the Grail. Following that point of view, the theme functions also as a overhang for what some call “minor” culture and literature that can, however, under the Grail influence, become scientific and bring new pieces of reflection concerning the myth, society and Literature.
32

Les chants du retour de Harambat : les enjeux de la réécriture de l'Odyssée en bande dessinée

Legault, Philippe 08 1900 (has links)
No description available.
33

Desbravando os infernos de John Constantine na revista Hellblazer (1988-1991)

Assis, Carlos Henrique de Castro 18 March 2016 (has links)
Made available in DSpace on 2016-04-27T19:31:18Z (GMT). No. of bitstreams: 1 Carlos Henrique de Castro Assis.pdf: 16880469 bytes, checksum: 16c1d259d722b9446b1185578cdc5aab (MD5) Previous issue date: 2016-03-18 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / The goal of this work is to analyze and understand the constitutive process of the stories published in the comic book Hellblazer during the years of 1988 and 1991, as well as the creation of the stories protagonist, wizard John Constantine, and part of the themes approached by these comics during this period. The creation of the character John Constantine and the stories of its first phase of publications are the result of the combined work of English writers and the USA publishing company DC Comics. This production is perceived here as a criticism to the neoliberal conjuncture that England was going through during the years of Margareth Thatcher s government. One of the aspects analyzed in this work is how the experience of these English writers was articulated in their unique creations, thus expanding the possibilities of the language used in comic books and of themes approached in this type of publication. Another aspect that is analyzed in this work is how these themes are inserted and their viability in the USA comic book industry. Based on the youth experiences of the generation born post the Second World War, which would be most of the British cartoonists that entered in the USA market in the 1980 s, the English youth s disbelief in the 1960 s and early 1970 s utopias is analyzed. The purpose of this analysis is to understand the pessimism and the disbelief that appear in the stories scripted by Jamie Delano. Following this, and based on Delano s demonstrated interest in William S. Burroughs, evidences of the roles that marginalized and devious individuals take in stories published at Hellblazer are analyzed. Lastly, this research seeks to understand how the city points the issues of the conjuncture in which the comic book was published, since the city in Hellblazer is represented as a territory that is constituted by antagonist interests, in which the tensions become present / O presente trabalho tem como objetivo analisar e compreender o processo constitutivo das histórias em quadrinhos publicadas na revista Hellblazer durante os anos de 1988 e 1991, bem como a criação do protagonista dessas histórias, o mago John Constantine, e parte do temário que constitui essa fase da publicação. Tendo em vista que a criação do personagem John Constantine, assim como as histórias da sua primeira fase de publicação, resulta do trabalho articulado de escritores ingleses e da editora estadunidense DC Comics, e que essa produção é percebida aqui como uma crítica à conjuntura neoliberal pela qual passava a Inglaterra nos anos do governo de Margareth Thatcher, um dos pontos analisados é a maneira pela qual as experiências desses sujeitos resultaram em práticas capazes de articulá-los em torno de criações singulares, em que foram ampliadas as possibilidades da linguagem dos quadrinhos e novas temáticas inseridas, e, também, de que maneira se dá o ingresso e a viabilidade destes na indústria estadunidense de histórias em quadrinhos. Por meio das experiências juvenis da geração nascida no pós-Segunda Guerra Mundial, da qual faz parte a maioria dos quadrinistas britânicos que ingressou no mercado estadunidense da década de 1980, é analisada a descrença da juventude inglesa nas utopias dos anos 1960 e na passagem desta década para a seguinte, com o intuito de compreender o pessimismo que pontua as histórias roteirizadas por Jamie Delano. Em seguida, observando o interesse expresso de Delano por William S. Burroughs, são analisadas as evidências do papel que os indivíduos marginais ou desviantes assumem nas histórias publicadas em Hellblazer. Por fim, a pesquisa busca compreender a maneira como a cidade evidencia as questões da conjuntura na qual a revista foi publicada, uma vez que a cidade em Hellblazer é representada como território constituído a partir de interesses antagônicos, onde as tensões se fazem presentes
34

Stigmatized at the Comic Book Shop? An Ethnography of Collectors, Accumulators, and Other Forms of Geek

Herrmann, Andrew F. 23 November 2014 (has links)
No description available.
35

Static, Yet Fluctuating: The Evolution of Batman and His Audiences

Dantzler, Perry Dupre 01 December 2009 (has links)
The Batman media franchise (comics, movies, novels, television, and cartoons) is unique because no other form of written or visual texts has as many artists, audiences, and forms of expression. Understanding the various artists and audiences and what Batman means to them is to understand changing trends and thinking in American culture. The character of Batman has developed into a symbol with relevant characteristics that develop and evolve with each new story and new author. The Batman canon has become so large and contains so many different audiences that it has become a franchise that can morph to fit any group of viewers/readers. Our understanding of Batman and the many readings of him gives us insight into ourselves as a culture in our particular place in history.
36

Static, Yet Fluctuating: The Evolution of Batman and His Audiences

Dantzler, Perry Dupre 01 December 2009 (has links)
The Batman media franchise (comics, movies, novels, television, and cartoons) is unique because no other form of written or visual texts has as many artists, audiences, and forms of expression. Understanding the various artists and audiences and what Batman means to them is to understand changing trends and thinking in American culture. The character of Batman has developed into a symbol with relevant characteristics that develop and evolve with each new story and new author. The Batman canon has become so large and contains so many different audiences that it has become a franchise that can morph to fit any group of viewers/readers. Our understanding of Batman and the many readings of him gives us insight into ourselves as a culture in our particular place in history.
37

[Entre] mundos: uma narrativa ficcional transmídia / [Between] worlds: a fictional narrative transmedia

Martins, Veramar Gomes 23 June 2015 (has links)
Submitted by Cláudia Bueno (claudiamoura18@gmail.com) on 2015-12-07T17:07:16Z No. of bitstreams: 3 Dissertação - Veramar Gomes Martins - 2015.pdf: 14185061 bytes, checksum: b3fbb48d4d9cc252d1e682821047db21 (MD5) Dissertação - Veramar Gomes Martins - 2015 - Anexo.pdf: 4394862 bytes, checksum: cb1594de1ad7bf186edcbe4c90b111ae (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5) / Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2015-12-08T06:35:46Z (GMT) No. of bitstreams: 3 Dissertação - Veramar Gomes Martins - 2015.pdf: 14185061 bytes, checksum: b3fbb48d4d9cc252d1e682821047db21 (MD5) Dissertação - Veramar Gomes Martins - 2015 - Anexo.pdf: 4394862 bytes, checksum: cb1594de1ad7bf186edcbe4c90b111ae (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5) / Made available in DSpace on 2015-12-08T06:35:46Z (GMT). No. of bitstreams: 3 Dissertação - Veramar Gomes Martins - 2015.pdf: 14185061 bytes, checksum: b3fbb48d4d9cc252d1e682821047db21 (MD5) Dissertação - Veramar Gomes Martins - 2015 - Anexo.pdf: 4394862 bytes, checksum: cb1594de1ad7bf186edcbe4c90b111ae (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5) Previous issue date: 2015-06-23 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / This research in visual poetics and search processes of creating two related goals, for a theoretical reflection involving cosplay elements and their connections with the visual language of comics and games in the universe of Japanese pop culture; and create a transmedia fictional universe that dialogue concisely with the issues involved in this theoretical reflection. Therefore briefly present the elements of the language of comics and game cosplay. Seeking establishing relations between the creation of a fictional universe and the development of a transmedia narrative. Done this theoretical framework, I analyze five productions involving the transmedia narrative concepts and two projects in the same space, but from the perspective of the artistic experience. Finally, I present the construction process of the fictional universe "Between Worlds", and how this content is related to the theoretical elements studied throughout this thesis, also reflecting on the imagery creation of this narrative, designed to exploit multiple media platforms, site, Facebook, Comic, Game and Cosplay. / Esta pesquisa em poéticas visuais e processos de criação busca dois objetivos relacionados, elaborar uma reflexão teórica envolvendo os elementos do cosplay e suas conexões com as linguagens visuais das histórias em quadrinhos e dos games no universo da cultura pop japonesa; e criar um universo ficcional transmidiático que dialogue de forma concisa com os aspectos envolvidos nessa reflexão teórica. Para tanto apresento brevemente os elementos que constituem a linguagem dos quadrinhos do game e do cosplay. Buscando tecer relações entre a criação de um universo ficcional e a elaboração de uma narrativa transmídia. Feito este recorte teórico, analiso cinco produções envolvendo os conceitos de narrativa transmídia e dois projetos nesse mesmo espaço, mas na perspectiva da experiência artística. Finalmente, apresento o processo de construção do universo ficcional [ENTRE] mundos, e como este conteúdo se relaciona com os elementos teóricos estudados ao longo da presente dissertação, refletindo também sobre a criação imagética desta narrativa, criada para explorar as múltiplas plataformas midiáticas: o Site, o Facebook, a História em Quadrinhos, o Game e o Cosplay.
38

O famoso infame: um estudo sobre a persistência do vilão Coringa nas mídias e sua relevância na cultura midiática

Franco, Fabricio Marques 30 June 2017 (has links)
Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2017-07-11T12:43:19Z No. of bitstreams: 1 Fabricio Marques Franco.pdf: 19008905 bytes, checksum: 33a2d57a1e59df9be5f05d42419f6adb (MD5) / Made available in DSpace on 2017-07-11T12:43:19Z (GMT). No. of bitstreams: 1 Fabricio Marques Franco.pdf: 19008905 bytes, checksum: 33a2d57a1e59df9be5f05d42419f6adb (MD5) Previous issue date: 2017-06-30 / Conselho Nacional de Pesquisa e Desenvolvimento Científico e Tecnológico - CNPq / This paper is a study on the presence of perverse characters in mass culture, having as its scope the choice of the villain known as The Joker, nemesis of the comic strip superhero Batman. In order to do that, within the domain of psychoanalytic semiotics and fundamentally supported by the semiotics of Charles Sanders Peirce, I intend to analyze the construction and representation of the character throughout its history in different media formats. Through a semiotic analysis of its first appearance in a comic book his fundamental characteristics will be extracted. Next, the social, cultural and historical contexts will be analyzed, with emphasis on two specific moments (1940-1954 and 1973-2008), and always with an intention to establish relationships between the life journey and the reformulations suffered by The Joker. Finally, the psychoanalytic theories of Sigmund Freud and Jacques Lacan will serve as basis for a study on perversion and on how its presence in current days' social link may be articulated with the Joker's persistence and ubiquity in the media, as well as with its relevance to the consumer audience of cultural products / Esta pesquisa é uma investigação sobre a presença de personagens perversos na cultura de massa, tendo como recorte o vilão Coringa, nêmese do super-herói Batman. Para tanto, na alçada da semiótica psicanalítica e apoiado fundamentalmente na semiótica de Charles Sanders Peirce, pretende-se analisar a construção e a representação do personagem ao longo de sua história em diferentes mídias. Por meio de uma análise semiótica da primeira aparição do personagem em uma História em Quadrinhos serão extraídas suas características fundamentais. Em seguida, os contextos sociais, culturais e históricos serão analisados, com ênfase em dois momentos (1940-1954 e 1973-2008), sempre com a intenção de estabelecer relações com a trajetória e as reformulações sofridas pelo personagem. Por último, as teorias psicanalíticas de Sigmund Freud e Jacques Lacan serão a base para um estudo sobre a perversão, e de que forma sua presença, como montagem no laço social contemporâneo, pode estar articulada com a persistência e ubiquidade do Coringa nas mídias e, ainda, com a sua relevância para o público consumidor de produtos culturais
39

Belehrende Unterhaltung

Pulla, Ralf 02 April 2014 (has links) (PDF)
No description available.
40

From indoctrination to heteroglossia the changing rhetorical function of the comic book superhero /

Ehritz, Andrew A. January 2006 (has links)
Thesis (M.A.)--Miami University, Dept. of English, 2006. / Title from first page of PDF document. Includes bibliographical references (p. 62-63).

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