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Representation of power in the lord of the rings and MaloryVan der Merwe, Claudia 11 1900 (has links)
No abstract available / English / M.A. (English)
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Ecologies of the Imagination : Theorizing the participatory aesthetics of the fantasticIsraelson, Per January 2017 (has links)
This book is about the participatory aesthetics of the fantastic. In it, the author argues that the definition of the fantastic presented by Tzvetan Todorov in 1970 can be used, provided it is first adapted to a media-ecological framework, to theorize the role of aesthetic participation in the creation of secondary worlds. Working within a hermeneutical tradition, Todorov understands reader participation as interpretation, in which the creative ambiguities of the literary object are primarily epistemological. However, it is here argued that the aesthetic object of the fantastic is also characterized by material ambiguity. The purpose of this dissertation is then to present a conceptual framework with which to theorize the relation between the material and the epistemological ambiguity of the fantastic. It is argued that such a framework can be found in an ecological understanding of aesthetic participation. This, in turn, entails understanding human subjectivity as a process always already embodied in a material environment. To this extent, the proposed theoretical framework questions the clear and oppositional distinction between form and matter, as well as that between mind and body, nature and culture, and human and non-human, on which a modern and humanist notion of subjectivity is based. And in this sense, the basic ecological assumptions of this dissertation are posthumanist, or non-humanist. From this position, it is argued that an ecological understanding of participation offers a means to reformulate the function of a number of concepts central to studying the aesthetics of the fantastic, most notably the concepts of media, genre and text. As the fantastic focuses on the creation of other worlds, it is an aesthetics of coming into being, of ontogenesis. Accordingly, it will be argued that the participatory aesthetics of the fantastic operationalizes the ontogenesis of media, genres and texts. By mapping the ontogenesis of three distinct media ecologies – the media ecology of fantasy and J. R. R. Tolkien’s secondary world Middle-earth; the media ecology of the American comic book superhero Miracleman; and the media ecology of William Blake – this book argues that the ecological imagination generates world. Per Israelson has been a doctoral candidate in the Research School of Studies in Cultural History at the department of Culture and Aesthetics, Stockholm University. Ecologies of the Imagination is his dissertation.
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Tolkien's The Silmarillion: a reexamination of providenceUnknown Date (has links)
Christian providence in the primary (real) world operates as the model for the spiritual movement of Eru/Illuvatar in Tolkien's secondary (imaginative) world. Paralleling the Christian God, Illuvatar maintains a relationship with his creation through a three-fold activity: preservation, concurrence, and government. Preservation affirms Eru's sovereignty as Creator, and concurrence guarantees creaturely freedom, while paradoxically, government controls, guides, and determines those wills in Time. The union of these three activities comprises the providential relationship of Illuvatar in Tolkien's imaginary world. The following thesis endeavors to carry the argument for providence into The Silmarillion with a declarative and analytical detail that distinguishes Illuvatar's providence from other temporal manifestations. Finally, the analysis reveals not only the author's authentic orthodox perspective, but Illuvatar's role in the imaginative world emerges as a reflection of Tolkien's authorial role in the real world. / by David C. Powell. / Thesis (M.A.)--Florida Atlantic University, 2009. / Includes bibliography. / Electronic reproduction. Boca Raton, Fla., 2009. Mode of access: World Wide Web.
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O diálogo intermidiático entre A sociedade do anel e The lord of the rings online (lotro) : aspectos de remidiação, meia-realidade, estrutura e ficção interativaMartinez, Lis Yana de Lima January 2017 (has links)
Esta dissertação tem como objetivo analisar o diálogo intermidiático que se estabelece na passagem de A Sociedade do Anel, de John Ronald Reuel Tolkien (1892 – 1973) para o jogo The Lord of The Rings Online (Lotro) e pretende dar conta de aspectos importantes na construção desse diálogo, de como se instala e como se movimenta, dando enfoque, segundo o viés comparatista, ao processo de remidiação e aos aspectos de estrutura, meia-realidade e ficção interativa, próprios da interação entre as mídias pertencentes ao corpus. A obra de John R. R. Tolkien já passou por inúmeros e complexos processos (re)midiação, The Lord of The Rings Online é um deles. O jogo contempla toda a parte do mapa da Terra Média e a história narrada nos dois primeiros volumes de O Senhor dos Anéis e guia seus jogadores por missões denominadas epic books, que seguem, assim como os nove membros da sociedade do anel, os caminhos até as grandes batalhas em Mordor. A análise aqui realizada parte da problemática de classificação do que uma mídia é (MCLUHAN, 2013) e do modo como as mídias se relacionam entre si e o contexto em que são inseridas (BOLTER; GRUSIN, 2000), agregando os postulados teóricos do videointerativo. A partir do corpus de pesquisa, propõe-se um estudo comparado que compreende, exemplificando as devidas diferenças de articulações estruturais e de outros aspectos, a passagem (VAN TIEGHEM, 1931) da literatura para o videogame como um empreendimento bem-sucedido, que valoriza as duas mídias e promove novas experiências ao leitor. / This M.A. thesis analyses the intermediatic dialogue established between The Fellowship of the Ring, a book written by Professor John Ronald Reuel Tolkien (1892 - 1973), and The Lord of the Rings Online (Lotro), a Massively Multiplayer Online Role-playing Game. Here, I intend to explain important aspects for the construction of this dialogue such as how it is created and how it has been articulating itself, focusing, according to Comparative Literature Studies’, on the remediation process and on aspects such as structure, half-reality and interactive fiction, characteristic of the interaction between both media. John R. R. Tolkien’s book has gone through several complex processes of (re)mediation, being The Lord of the Rings Online one of them. The game features the part of Middle-Earth that is told in the first two volumes of The Lord of the Rings. Lotro guides its players through missions called epic quests, which follow the nine members of the fellowship of the ring to the great battles at Mordor. The analysis proposed starts from the problematic issue of classifying what a medium is (MCLUHAN, 2013), the way through which media relate to one another and the context in which they are created (BOLTER; GRUSIN, 2000), adding the theoretical postulates of videogames. It is a comparative analysis that includes, as an example of the appropriate differences in structural articulations and other aspects, the passage (VAN TIEGHEM, 1931) from literature into videogame as a successful exchange that values both media, while promoting new experiences to the reader.
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Kristusgestaltning i Narnia och HärskarringenLiljestrand, Eva January 2006 (has links)
<p>Syftet med föreliggande uppsats var att, genom litteraturstudier av C. S. Lewis Narnia-serie samt J. R. R. Tolkiens <em>Härskarringen, </em>undersöka förekomsten av kristusgestaltning i nämnda litteratur. Genom att studera nämnda verk var avsikten även att undersöka de eventuella kristna influenser som återspeglar författarnas egen tro och närmare studera de tänkbara paralleller med Bibelns Kristus som förekommer. Utifrån de analyser som görs av texterna i arbetet blir slutsatsen att även om det finns klara influenser från Bibelns Kristusgestalt kan man inte i båda böckerna se en klar kristusgestalt. När det gäller <em>Härskarringen </em>finns där inte en klart framträdande Kristus även om de kristna influenserna är många. När det gäller Narnia är de kristna influenserna tydligare och parallellerna med Kristus framträder klarare.</p>
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Kristusgestaltning i Narnia och HärskarringenLiljestrand, Eva January 2006 (has links)
Syftet med föreliggande uppsats var att, genom litteraturstudier av C. S. Lewis Narnia-serie samt J. R. R. Tolkiens Härskarringen, undersöka förekomsten av kristusgestaltning i nämnda litteratur. Genom att studera nämnda verk var avsikten även att undersöka de eventuella kristna influenser som återspeglar författarnas egen tro och närmare studera de tänkbara paralleller med Bibelns Kristus som förekommer. Utifrån de analyser som görs av texterna i arbetet blir slutsatsen att även om det finns klara influenser från Bibelns Kristusgestalt kan man inte i båda böckerna se en klar kristusgestalt. När det gäller Härskarringen finns där inte en klart framträdande Kristus även om de kristna influenserna är många. När det gäller Narnia är de kristna influenserna tydligare och parallellerna med Kristus framträder klarare.
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Representation of power in the lord of the rings and MaloryVan der Merwe, Claudia 11 1900 (has links)
No abstract available / English / M.A. (English)
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O diálogo intermidiático entre A sociedade do anel e The lord of the rings online (lotro) : aspectos de remidiação, meia-realidade, estrutura e ficção interativaMartinez, Lis Yana de Lima January 2017 (has links)
Esta dissertação tem como objetivo analisar o diálogo intermidiático que se estabelece na passagem de A Sociedade do Anel, de John Ronald Reuel Tolkien (1892 – 1973) para o jogo The Lord of The Rings Online (Lotro) e pretende dar conta de aspectos importantes na construção desse diálogo, de como se instala e como se movimenta, dando enfoque, segundo o viés comparatista, ao processo de remidiação e aos aspectos de estrutura, meia-realidade e ficção interativa, próprios da interação entre as mídias pertencentes ao corpus. A obra de John R. R. Tolkien já passou por inúmeros e complexos processos (re)midiação, The Lord of The Rings Online é um deles. O jogo contempla toda a parte do mapa da Terra Média e a história narrada nos dois primeiros volumes de O Senhor dos Anéis e guia seus jogadores por missões denominadas epic books, que seguem, assim como os nove membros da sociedade do anel, os caminhos até as grandes batalhas em Mordor. A análise aqui realizada parte da problemática de classificação do que uma mídia é (MCLUHAN, 2013) e do modo como as mídias se relacionam entre si e o contexto em que são inseridas (BOLTER; GRUSIN, 2000), agregando os postulados teóricos do videointerativo. A partir do corpus de pesquisa, propõe-se um estudo comparado que compreende, exemplificando as devidas diferenças de articulações estruturais e de outros aspectos, a passagem (VAN TIEGHEM, 1931) da literatura para o videogame como um empreendimento bem-sucedido, que valoriza as duas mídias e promove novas experiências ao leitor. / This M.A. thesis analyses the intermediatic dialogue established between The Fellowship of the Ring, a book written by Professor John Ronald Reuel Tolkien (1892 - 1973), and The Lord of the Rings Online (Lotro), a Massively Multiplayer Online Role-playing Game. Here, I intend to explain important aspects for the construction of this dialogue such as how it is created and how it has been articulating itself, focusing, according to Comparative Literature Studies’, on the remediation process and on aspects such as structure, half-reality and interactive fiction, characteristic of the interaction between both media. John R. R. Tolkien’s book has gone through several complex processes of (re)mediation, being The Lord of the Rings Online one of them. The game features the part of Middle-Earth that is told in the first two volumes of The Lord of the Rings. Lotro guides its players through missions called epic quests, which follow the nine members of the fellowship of the ring to the great battles at Mordor. The analysis proposed starts from the problematic issue of classifying what a medium is (MCLUHAN, 2013), the way through which media relate to one another and the context in which they are created (BOLTER; GRUSIN, 2000), adding the theoretical postulates of videogames. It is a comparative analysis that includes, as an example of the appropriate differences in structural articulations and other aspects, the passage (VAN TIEGHEM, 1931) from literature into videogame as a successful exchange that values both media, while promoting new experiences to the reader.
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RWCT in Teaching English/Využití metod RWCT ve výuce anglického jazyka / RWCT in Teaching EnglishNEVYHOŠTĚNÁ, Iveta January 2013 (has links)
The diploma thesis called RWCT in Teaching English discusses the possibilities of utilization of activating methods of the Reading and Writing for Critical Thinking programme in teaching English. The thesis is divided into two parts - the theoretic and practical. In the theoretic part, it presents the RWCT programme, the three-stage E - R - R learning cycle and different activating methods. In the practical part, it examines the application of the three-stage learning cycle into English lessons at elementary school. It is based on ten lesson plans and its aim is to show how the RWCT programme with the educational three-stage learning cycle E - R - R can be used in English classes.
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Fantasia e História: uma abordagem teórica em J. R. R. TolkienGomes, Emanuelle Garcia 21 June 2017 (has links)
Esta dissertação pretende investigar a literatura de fantasia como em contos de fadas a partir do aparente impasse entre a racionalidade e a ordem mágica e poética. Teriam as narrativas maravilhosas algo a dizer? A visão mágica dos textos pode deixar de ser restrita apenas às crianças? Por que razão esse tipo de narrativa é caracterizado pela teoria literária (bem como os críticos literários) como uma literatura menor? Se as mesmas não têm muito a dizer, por que permanecem conhecidas e constantemente recriadas, ou estudadas e analisadas por outras áreas do conhecimento, como a psicanálise? A imaginação norteia a produção nas artes e, como um ato humano, propõe um olhar mais denso e consistente. Com isso, a fonte dessa investigação é o autor e acadêmico J. R. R. Tolkien. Assim, sob o viés da criação artística, a tentativa é formular a contraposição entre duas grandes correntes de análise do efeito proporcionado pela trama que possui sua importância histórica: a tradição platônico/aristotélica versus a tradição estética de Kant e dos românticos. / This dissertation intends to investigate fantasy literature as in fairy tales from the apparent impasse between rationality and the magic and poetic order. Would the fantasy narratives have something to say? Could the magical vision of texts not be restricted just to children readers? Why is this kind of narrative characterized by literary theory (as well as literary critics) as a minor literature? If they do not have much to say, why do they still remain known and constantly recreated, or studied and analyzed by other areas of knowledge, such as psychoanalysis? Imagination guides the production in the arts and, as a human act, proposes a denser and more consistent view. Therefore, the author and academic J. R. R. Tolkien is the source of this research. Thus, under the artistic creation view, the attempt is to formulate the contraposition between two great currents analysis of the effect provided by the plot that has its historical importance: the Platonic/Aristotelian tradition versus Kant and the romantics’ esthetic tradition. / Dissertação (Mestrado)
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