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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

Entre a rotina e a quimera: jogo literário e política na Belo Horizonte dos anos 20 / Between the routine and the chimera: literary game and politics in the Belo Horizonte of the 20s

Guimarães, João Ivo Duarte 02 October 2017 (has links)
A tese analisa os dilemas da primeira geração modernista de Minas Gerais, na provinciana Belo Horizonte dos anos 1920. Com vistas a recuperar a feição própria do modernismo mineiro, procurei reconstruir a trajetória exemplar de Carlos Drummond de Andrade (1902-1987) na Belo Horizonte dos anos 1920, intelectual que pode ser encarado como a figura síntese de uma geração prensada entre o desafio de dar forma a suas pulsões expressivas e os serviços de natureza político-ideológica que seus protetores reclamavam. Elegendo Carlos Drummond de Andrade como figura síntese dessa geração de intelectuais mineiros, o texto reconstroi suas experiências de socialização familiar, escolar e profissional, retraçando as disposições mentais e comportamentais constituídas ao longo desse progressivo desenraizamento. O percurso de socialização desemboca na Belo Horizonte dos anos 1920, momento em que Drummond se integrou na roda de intelectuais da Rua da Bahia, focalizando a liderança conquistada por ele no interior desse grupo composto de herdeiros de ramos oligárquicos em declínio. A literatura e a burocracia acabaram constituindo o eixo da vida dos jovens letrados mineiros. / The thesis analyzes the dilemmas of the first modernist generation of Minas Gerais, in the Belo Horizonte of the 1920s. In order to recover the \"own feature\" of the modernism in Minas Gerais, I attempted to reconstruct the exemplary trajectory of Carlos Drummond de Andrade (1902-1987) in Belo Horizonte of the 1920s, an intellectual that can be seen as the synthesis of a generation pressed between the challenge of giving shape to its expressive drives and the services of a political-ideological nature that its protectors complained about. Choosing Carlos Drummond de Andrade as a synthesis of this generation of Minas intellectuals, the text reconstructs his experiences of family, school and professional socialization, portraying the mental and behavioral dispositions constituted throughout this progressive uprooting. The course of socialization ends in Belo Horizonte in the 1920s, when Drummond became part of the circle of intellectuals on Rua da Bahia, focusing on the leadership he won in this group of heirs from declining oligarchic branches. Literature and bureaucracy ended up being the axis of the life of young intellectuals of Minas Gerais.
2

Entre a rotina e a quimera: jogo literário e política na Belo Horizonte dos anos 20 / Between the routine and the chimera: literary game and politics in the Belo Horizonte of the 20s

João Ivo Duarte Guimarães 02 October 2017 (has links)
A tese analisa os dilemas da primeira geração modernista de Minas Gerais, na provinciana Belo Horizonte dos anos 1920. Com vistas a recuperar a feição própria do modernismo mineiro, procurei reconstruir a trajetória exemplar de Carlos Drummond de Andrade (1902-1987) na Belo Horizonte dos anos 1920, intelectual que pode ser encarado como a figura síntese de uma geração prensada entre o desafio de dar forma a suas pulsões expressivas e os serviços de natureza político-ideológica que seus protetores reclamavam. Elegendo Carlos Drummond de Andrade como figura síntese dessa geração de intelectuais mineiros, o texto reconstroi suas experiências de socialização familiar, escolar e profissional, retraçando as disposições mentais e comportamentais constituídas ao longo desse progressivo desenraizamento. O percurso de socialização desemboca na Belo Horizonte dos anos 1920, momento em que Drummond se integrou na roda de intelectuais da Rua da Bahia, focalizando a liderança conquistada por ele no interior desse grupo composto de herdeiros de ramos oligárquicos em declínio. A literatura e a burocracia acabaram constituindo o eixo da vida dos jovens letrados mineiros. / The thesis analyzes the dilemmas of the first modernist generation of Minas Gerais, in the Belo Horizonte of the 1920s. In order to recover the \"own feature\" of the modernism in Minas Gerais, I attempted to reconstruct the exemplary trajectory of Carlos Drummond de Andrade (1902-1987) in Belo Horizonte of the 1920s, an intellectual that can be seen as the synthesis of a generation pressed between the challenge of giving shape to its expressive drives and the services of a political-ideological nature that its protectors complained about. Choosing Carlos Drummond de Andrade as a synthesis of this generation of Minas intellectuals, the text reconstructs his experiences of family, school and professional socialization, portraying the mental and behavioral dispositions constituted throughout this progressive uprooting. The course of socialization ends in Belo Horizonte in the 1920s, when Drummond became part of the circle of intellectuals on Rua da Bahia, focusing on the leadership he won in this group of heirs from declining oligarchic branches. Literature and bureaucracy ended up being the axis of the life of young intellectuals of Minas Gerais.
3

«Игровой мир» как проявление творческой стратегии в сказах П. П. Бажова : магистерская диссертация / The Space of Game as a Manifestation of Creative Strategy in Bazhov's Narrations

Уймина, А. Г., Uymina, A. G. January 2016 (has links)
The thesis reveals features of the creative manner of Bazhov embodied in style of narrations. The author describes Bazhov's appeal to the game strategy and its manifestation in the representation of space and time, in the images of narrations, in the movement of a plot and the use of game receptions in literature poetics. Game types in early and in late works of the writer are compared. Value of the game moment reveals during creation of an image of the author. / Диссертация раскрывает особенности творческой манеры Бажова, воплощенной в стиле сказов. Автор описывает обращение Бажова к игровой стратегии и ее проявление в организации пространства и времени, образах сказов, развитии сюжета и приемов игры. Сопоставляются игровые типы в раннем и в позднем творчестве писателя. Раскрывается значение игрового момента при создании образа автора.
4

Entre amour de l’autre et navigation d’embranchements narratifs : la jouabilité double du visual novel

Sacy, Fabienne 11 1900 (has links)
Au moment de déposer ce mémoire, la base de données créée par les fans, pour les fans nommée The Visual Novel Database (https://vndb.org/) liste plus de 37 000 visual novels. Ce corpus non- négligeable demeure peu abordé dans la recherche vidéoludique, particulièrement dans une perspective englobant les différents sous-genres qui lui sont associé, telles que « simulateur de drague » (dating simulator), jeu bishoujo ou jeu otome. Ce mémoire se penche sur des éléments culturels et de jouabilité récurrents dans ces sous-catégories à l’aide des études des genres (gender studies), des études queer, des études otaku et des études narratologiques. Il propose un cadre conceptuel afin d’articuler l’expérience particulière qu’offrent les visual novels, l’employant ensuite pour les analyses des jeux Psychedelica of the Black Butterfly (STING & Otomate, 2015), Hustle Cat (Date Nighto, 2016) et Gnosia (Petit Depotto, 2021). / At the time of handing in this thesis, the database created by fans, for fans called The Visual Novel Database (https://vndb.org/) lists over 37,000 visual novels. This significant corpus remains barely addressed in videogame research, particularly from the perspective of the various sub-genres associated with it, such as dating simulator, bishoujo game and otome game. This dissertation examines recurring cultural and gameplay elements in these subcategories using gender studies, queer studies, otaku studies and narratological studies. It proposes a conceptual framework to articulate the distinct experience that visual novels offer, before employing it to analyze the games Psychedelica of the Black Butterfly (STING & Otomate, 2015), Hustle Cat (Date Nighto, 2016) and Gnosia (Petit Depotto, 2021).
5

Mezi textem a kontextem. Teorie literárního pole a kulturní materialismus jako modely zprostředkování / Between Text and Context. The Theory of the Literary field and Cultural Materialism as Models of Meditation

Šebek, Josef January 2016 (has links)
Between Text and Context: The Theory of the Literary Field and Cultural Materialism as Models of Mediation Josef Šebek, Mgr. Abstract In his dissertation Between Text and Context: The Theory of the Literary Field and Cultural Materialism as Models of Mediation the author deals with the problem of mediation between literary text and its social context. He focuses on two important contemporary context- oriented approaches to literature: the theory of literary field, developed by Pierre Bourdieu, and cultural materialism, first formulated by Raymond Williams and further elaborated by Alan Sinfield and Jonathan Dollimore. He interprets these two theories as basic, mutually complementary models of mediation: the theory of literary field presupposes the existence of a (semi-)autonomous literary micro-world, whereas cultural materialism stresses the full integration of the literary text into the social context, the "social material process" (Williams). After an introduction outlining the problem, the author concentrates on Bourdieu's theory of the literary field, his "new science of works," and on contemporary post-Bourdieusian approaches (those of Alain Viala, Anna Boschetti, Jacques Dubois, Gisèle Sapiro, Pascale Casanova, Bernard Lahire, Jérôme Meizoz, Geoffroy de Lagasnerie) which employ, develop, and modify...

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