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Repercussions of the Dark Valley – Reenacting and Reinterpreting an Era via Fantasy MangaGreene, Barbara Ruth, Greene, Barbara Ruth January 2017 (has links)
The Dark Valley Period and its resultant Asia Pacific War remains an open
question in Japan; this era is consistently revisited in both public debates over textbooks
and state apology as well as in popular culture and literature. The discussion of the Dark
Valley Period and the conflicts it generated also exists within manga, a widely consumed
media, and has shifted genres multiple times in the decades following the Japanese
surrender. Some genres, such as early senki-mono, portrayed the war as a heroic,
although ultimately futile, action undertaken by self-sacrificing youth. Semiautobiographical
works, such as those created by the late manga artist Mizuki Shigeru,
countered this narrative by showing the war as brutal, senseless, and useless. Often, the
popularity or decline of a genre skewed closely to the general attitude concerning the
wartime period.
Due to its wide-scale consumption by youth, manga has the potential to both
represent and forward shifts in public perception. Additionally, historical revisionists and
anti-Article 9 proponents have shifted their discourse into manga in order to appeal to
and influence a younger audience. This strategy is further strengthened by previous genre
works, such as the Space Battleship Yamato series, which reframed the Dark Valley
Period and the Asia Pacific War in a positive light indirectly through their narrative. This
dissertation posits that the discussion has recently shifted into shōnen/seinen fantasy
manga and that this discussion reflects a level of sympathy with revisionist historians that
would normally cause a public backlash against the series in question if this sympathy
was not masked by genre.
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Carnasses, paludicroques, limonards et luminards : traduction des néologismes d’auteur de la série The Edge Chronicles de l’anglais vers le françaisDes Rosiers, Vincent January 2017 (has links)
Chaque année, un grand nombre d’œuvres de fantasy sont traduites de l’anglais vers le français. Ce genre, basé sur la création par l’auteur d’un univers fictif détaillé, présente aussi un défi auquel les traducteurs sont rarement confrontés : une abondance de néologismes qui n’ont pas d’équivalents dans la langue d’arrivée, forçant les traducteurs à recourir, eux aussi, à la néologie. Pour étudier la question de la traduction des néologismes d’auteur en fantasy de l’anglais vers le français, cette thèse présente une typologie des procédés utilisés pour la création et la traduction des néologismes d’auteur et l’utilise pour comparer près de 400 termes tirés de la première trilogie de la série The Edge Chronicles avec leurs équivalents français. L’auteur de cette thèse en arrive ainsi à certaines conclusions et observations portant sur la traduction des néologismes dans cette série en particulier, qui seront (il l’espère) utiles à d’autres chercheurs et traducteurs.
Abstract: Every year, many fantasy stories are translated from English into French. This genre, based on the creation by the author of an intricate fictional universe, also regularly presents translators with a challenge that they are otherwise unlikely to encounter very often: an abundance of neologisms having no equivalent in the target language, forcing the translators to create their own neologisms. In order to study the question that is the translation of author neologisms from English to French, this thesis presents a typology of strategies used to create and translate author neologisms, using it to compare more than 400 terms from the first trilogy of the Edge Chronicles series with their French equivalents. The author of this thesis thus reaches certain conclusions and observations that will be, he hopes, useful to other researchers and translators.
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Designing tabletop environments for preschool children's fantasy playMansor, Evi January 2011 (has links)
Fantasy play is when children explore and travel through time and space, to interpret experiences into stories and to act them out. Children love this kind of play and it is really important for developing skills which will be used later in life. Today, computers are increasingly present in children's lives, and the development of technology over recent decades has changed the way children play. This thesis explores the possibility of young children (aged 3-4) enacting their fantasy play in a virtual environment. Three different games were designed and implemented on a Mitsubishi DiamondTouch (DT) multi-touch interactive tabletop. Three evaluation studies were conducted and the performance of the children's fantasy play was examined. In each study, children were recruited from a local preschool class. The first study was designed to compare fantasy play in physical and virtual settings. Children from the preschool class in a state primary school were invited to play with both a real tree house and its virtual implementation on a Mitsubishi DiamondTouch (DT) multi-touch interactive tabletop. Overall, the children played quietly and alone. The results evinced several problems in the interaction with the tabletop as children struggled to drag the objects displayed on the table surface. Therefore, the study did not provide conclusive evidence of a distinction in fantasy in physical and virtual environments. The second study was concentrated on testing solutions for the interaction difficulties evinced in the first study. A new application named The Magic House was developed and implemented on a Mitsubishi DT multi-touch interactive tabletop and tested twice with the preschool children. The results showed that most of the interaction problems from Study 1 were eliminated; evidence of more fantasy play was captured, and children played more confidently in the second evaluation session. The third study was designed to investigate and to compare children's fantasy play in physical and virtual settings. A new physical setting and the virtual implementation on the Mitsubishi DT multi-touch interactive tabletop of materials named The Farm were designed and examined with a group of preschool children. The results revealed that high occurrence of fantasy play was observed in the virtual setting and several similarities and dissimilarities between the two settings was also highlighted. Overall, this thesis produced knowledge on how the application on the multi-touch interactive tabletop environment was designed and evaluated with preschool children. The thesis results demonstrate that appropriate interaction design of virtual environments could stimulate preschool children's fantasy play and the tabletop can be operated by children as young as three. This thesis also specified requirements for designing and facilitating tabletop environments for preschool children's fantasy play.
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An experimental and qualitative investigation of the relationship between archetypal imagery in waking fantasies and nocturnal dreamsFaber, Phillip A January 1987 (has links)
Bibliography: pages 388-416. / In On the Nature of the Psyche (1946), Jung proffers what is probably his most systematic and articulate formulation of the theory of archetypes. A pivotal role is ascribed to his clinical observations of the interrelationships between waking and nocturnal fantasy in the genesis of the theory. Fantasy-activity is conceptualised as constituting the medium par excellence through which archetypal activity is apprehended and experienced. In providing an empirical basis for archetypal theory, Jung cites his clinical observations of a decrease in the frequency of occurrence of dream material of an archetypal nature in association with the practice of the therapeutic method of Active Imagination. This method, which he characterised as a form of "visionary meditation", involves the experience of archetypal activity in the waking state. When employed with patients who exhibit an increased frequency and intensity of archetypal dream material, it functions as an avenue of discharge for, or expression of, the dream material, with the result that it decreases in frequency and intensity in sleep. On the other hand, Jung also asserted that the experience of archetypal material in the waking state could result in a general activation or "constellation" of the unconscious, with the result that the Individuation process is stimulated, facilitated or accelerated. This intensified unconscious activity is invariably manifested in an increased frequency of archetypal dream material. The present investigation subjects hypotheses derived from these two mutually exclusive sets of observations to experimental investigation using hypothetico-deductive and qualitative methodology. Thirteen experimental subjects were matched with a control group on age, sex, socio-economic and marital status. Both groups recorded their nocturnal dreams in standardised diaries for a period of 63 days, divided into the Pre-Experimental (21 days), Experimental (21 days) and Post-Experimental (21 days) phases. During the Experimental phase, extended sequences of waking fantasy were induced in the Experimental subjects for a total of six sessions. The archetypal content of the dreams of both groups was then measured and compared. There was a highly significant increase in archetypal content in the dreams of the Experimental group during the Experimental phase. No such changes were evident in the dreams of the Control group. The archetypal material in the waking fantasies and dreams of the Experimental group was then analyzed for structural and thematic continuities using the Jungian method of amplification, which yielded a complex matrix of anticipatory and retrospective connections. The results are discussed in relation to the support they provide for Jungian theory and their relevance to experimental research on the relationship between fantasy-activity in waking and sleeping states.
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Ruling PowersHanson, Scot A. 09 July 2003 (has links)
While the fantasy genre is one of the most widely read modes of writing, literary criticism and academic discussion of the genre takes place at a much lower level. This imbalance has developed in part because of a misconception that fantasy genre writings cannot accomplish significant, literary purposes. This thesis first offers an argument for why the fantasy genre should receive more attention in scholarly circles, then presents an excerpt of a fantasy novel. The argument draws from the limited amount of existing criticism to highlight the strengths of the fantasy genre, building a case that, in most respects, works of heroic fantasy deserve thoughtful critical attention, and concluding with a proposal that further attention will elevate the acknowledged weaknesses. The excerpt from the novel is not intended as an exemplary model of what fantasy can accomplish; it is merely a first step on the long journey to those goals.
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Dead Things and the Invisible GirlWilliamson, Amy Lynn 05 June 2019 (has links)
No description available.
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Evaluating Projections and Developing Projection Models for Daily Fantasy BasketballEvangelista, Eric C 01 June 2019 (has links) (PDF)
Daily fantasy sports (DFS) has grown in popularity with millions of participants throughout the world. However, studies have shown that most profits from DFS contests are won by only a small percentage of players. This thesis addresses the challenges faced by DFS participants by evaluating sources that provide player projections for NBA DFS contests and by developing machine learning models that produce competitive player projections.
External sources are evaluated by constructing daily lineups based on the projections offered and evaluating those lineups in the context of all potential lineups, as well as those submitted by participants in competitive FanDuel DFS tournaments. Lineups produced by the machine learning models are also evaluated in the same manner.
This work experiments with several machine learning techniques including automated machine learning and notes the top model developed was successful in 48% of all FanDuel NBA DFS tournaments and 51% of single-entry tournaments over a two-month period, surpassing the top external source evaluated by 9 percentage points and 10 percentage points, respectively.
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The relationship between daydreams and manifest needsWatkins, Donald Cooper 01 January 1965 (has links) (PDF)
For many years psychologists have been interested in studying methods by which it is possible to assess the presence and strengths of needs (drives) within the human being. In particular, is has long been felt that the needs of an individual are expressed in his daydreams or fantasies. The purpose of the present study was, then, to investigate empirically the relationship between reported daydreaming behavior and manifest needs.
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The FabulistLawrence, Daniel Sellers 26 June 2018 (has links)
With The Fabulist, I hope to provide many of the pleasures of popular narrative�"addictive plot, compelling characters, immersive setting�"while also conducting an earnest interrogation of the value of fantasy in all its forms, as well as the moral vacuity of the lonely fiefdom the protagonist constructs for himself out of pop cultural detritus and his various nostalgic and artistic whims. The book straddles two major settings and timelines: the suburban creep of Pooter Valentine�[BULLET]s hometown, a world where strip malls and big box stores and fast food chains are being augmented in quiet magical realist fashion by something more sinister; and an ambiguously virtual game-world of Pooter�[BULLET]s design, an RPG and DND-indebted land of endless quests and haunting vistas which may not have an exit. While the novel is grounded in the subjectivity of Pooter�[BULLET]s anhedonia and egotism, it also aims to puncture his interiority by also becoming a story about his parents and the real people who begin to intrude (to Pooter�[BULLET]s surprise and chagrin) upon the video-game world he is allegedly the master of. Ultimately, it intends to tell a story both of the everyday ways in which we escape (and in so doing, undermine) our reality, and of a grandly supernatural departure; of escapism as an act of abandonment, but also (at its best) a catalyst for new communities and connections. This novel draft aspires to all these goals, and may perhaps achieve some of them one day. / MFA
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"Cirkeln är svaret" : En studie om etiska och religiösa teman i Cirkeln / "The circle is the answer" : A study on ethical and religious themes in CirkelnSandström, Isabelle, Sandberg, Sara-Lisa January 2022 (has links)
In this study we have analyzed the Swedish fantasy novel Cirkeln by Mats Strandberg and Sara Bergmark Elfgren (2011). The aim of the analysis was to investigate how the fantasy genre is influenced by christian ethics, and whether it is possible to use this novel when teaching students in upper secondary school about the core values expressed in the school curriculum, which is based on the values and ethics of western christian society. We also ask if the novel Cirkeln carries other religious influences that might deepen the student’s understanding of the world outside of their own. The study showed that there are many parallels to both christianity and the pagan religion wicca in the novel, which makes it an excellent foundation for conversations about religion, values and moral dilemmas in school.
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