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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

Dopad ekonomické krize na cestovní ruch ve Španělsku optikou tisku (studie na pozadí novinových článků) / Impact of Economic Crisis on turism in Spain (a Study on the Basis of News Articles)

JEDLIČKOVÁ, Radka January 2013 (has links)
The impact of economic crisis on tourism in Spain seen by the perspective of newspaper (study based on newspaper articles) The aim of the thesis is recognition of possibilities of analysis and interpretation of texts and reflection on limitations that emerge from this analysis. The thesis is divided in theoretical part and research. The theory starts with politic-economic background of the topic and continues with linguistic specifics of text analysis. The role of media is mentioned afterwards; also the description of the language used in the media and principles that rule newspaper article creation are described. One chapter is dedicated to the construction and description of corpus. Theoretical description of discourse analysis and narratological analysis follows. Research focuses on qualitative analysis and narratological analysis based on corpus written in Czech as well as in Spanish.\\
2

Naratologická analýza románu Chiny Miévilla Král Krysa / The Narratological Analysis of Novel King Rat by China Miéville

Bečan, Martin January 2017 (has links)
This thesis deals with the analysis of the British author's China Miéville's literary debut King Rat. For the analysis, I used especially semiotically/semiologically oriented narratology, the thesis therefore draws especially from the methods used in Roland Barthese's, Tzvetan Todorov's and Lubomír Doležel's works. It also uses methods of Gérard Genette, Seymour Chatman and Shlomith Rimmon-Kenan. I analysed categories from the domain of narratology, specifically: the narrator, story, characters, space (surroundings) and the time.
3

La carne recordada : un análisis de la atemporalidad mítica y la subversión religiosa en Pedro Páramo

Saldías, Mónica January 2011 (has links)
The aim of the present study is to analyze the representation of the mythic timelessness and the religious subversion in the novel Pedro Páramo (1953) by the Mexican writer Juan Rulfo. The novel is analyzed from a narratological perspective based on the concept of focalization proposed by the French theoretician Gérard Genette. According to Genette it is possible to identify different levels of focalization depending on the position of the narrative voices.The key question in this investigation is if any salvation is possible in the universe of Pedro Páramo and how the mythic timelessness and the religious subversion are represented in the textual intentionality through the narrative voices. The main conclusion is that there is no possible salvation in the fictional universe of Pedro Páramo. The collective sin is so vast that the intermediation between God and the inhabitants of Comala does not work anymore. Thus, the only possible ”salvation” consists in the separation of the soul from the body the people of Comala experience after death. In Pedro Páramo the dead body is liberated from remorses, but - contrary to the Catholic concepts - becomes a conscious materia sentenced to remember eternally.Keywords: Juan Rulfo, Pedro Páramo, narratological analysis, Gérard Genette, textual intentionality, focalization, mythic timelessness, religious subversion, narrative voices.
4

En digital hjälte? : En klassisk narratologisk analys av ett nytt medium – tv-spelet som medietext / A digital hero? : A classic narratological analysis of a new medium – the video game as media text

Ståhl, Daniel January 2008 (has links)
The digital games take an increasing part of our western society. The time when gaming was excluded to the most frantic computer fans is long gone. Today the gaming industry competes with both the film- and music industry for the consumers’ attention. Despite this, research regarding the digital games has been put aside for a long time. But there is an ongoing process in establishing game studies regarding content and expression aspects that go beyond the question about possible psychological effects and such. But this process is still young and disagreements occur concerning how the games should be approached as an object of study. This debate, originating from two different approaches; the narratological and the ludological, has proven to be central to the research society. To reach a better understanding regarding storytelling within the digital games I carried out a narratological analysis of a video game; Shadow of the Colossus for Playstation 2. I used classical narratological tools regarding the syntagmatic structure of storytelling; Propp’s characters and functions and Todorov’s equilibrium formula. To be able to carry out this analysis the first step was to identify the storytelling elements of the game so that these could be properly recognized. After that the narratological tools were applied to these. In order not to neglect the medium specific characteristics that the digital games hold, I implemented a minor ludological analysis of its rules, to see how these were connected with the potential storytelling. The narratological analysis proved to be useful; a number of Propp’s functions were identified and the storytelling could also be described on the basis of Todorov’s equilibrium. Furthermore a clear connection between the storytelling of the game and the ludus rules, meaning the rules that define the winning conditions and how to reach them. The classic narratological analysis was fruitful, but the medium specific characteristics with systems of rules and their connection to the storytelling elements proved to be an important relationship to illustrate further. / De digitala spelen tar allt större plats i vårt västerländska samhälle. Tiden då spelande bara var för de mest inbitna datorfantasterna är sedan länge förbi. Idag konkurrerar spelindustrin med både film- och musikindustrin om konsumenternas uppmärksamhet. Trots det har forskning kring de digitala spelen länge åsidosatts. Men en process är nu i full gång för att etablera forskning kring spel och dess innehålls- och uttrycksmässiga aspekter som ser bortom frågan om eventuella skadliga psykologiska effekter och liknande. Men denna process är ung och oenighet råder om hur spelen som studieobjekt ska behandlas. Denna debatt som utgår från två olika ansatser; den narratologiska och ludologiska, har visat sig vara central i forskarvärlden. För att försöka nå bättre förståelse kring berättande i de digitala spelens värld genomförde jag en narratologisk analys av ett enskilt spel; Shadow of the Colossus till Playstation 2. Jag utgick från klassiska narratologiska verktyg som utgår från berättandets syntagmatiska struktur; Propps rollfunktioner och Todorovs jämviktsformel. För att kunna genomföra denna analys var första steget att först identifiera de berättande elementen i spelet så att dessa kunde kartläggas. När det var gjort applicerades de narratologiska verktygen på dessa. För att inte helt åsidosätta de mediespecifika kriterierna som de digitala spelen besitter, genomförde jag en enkel ludologisk analys av dess spelregler, för att se hur dessa var sammankopplade med eventuellt berättande. Den narratologiska analysen visade sig vara användbar; ett antal av Propps funktioner identifierades och berättandet kunde även beskrivas utifrån Todorovs jämvikt. Dessutom visades ett klart samband mellan spelets berättande och dess ludusregler, det vill säga de regler som definierar mål och hur dessa skall nås. Den klassiska narratologiska analysen var fruktbar, men de mediespecifika egenskaperna med regelsystem och dess sammankoppling med de berättande elementen visade sig vara ett viktigt förhållande att belysa.
5

En digital hjälte? : En klassisk narratologisk analys av ett nytt medium – tv-spelet som medietext / A digital hero? : A classic narratological analysis of a new medium – the video game as media text

Ståhl, Daniel January 2008 (has links)
<p>The digital games take an increasing part of our western society. The time when gaming was excluded to the most frantic computer fans is long gone. Today the gaming industry competes with both the film- and music industry for the consumers’ attention.</p><p>Despite this, research regarding the digital games has been put aside for a long time. But there is an ongoing process in establishing game studies regarding content and expression aspects that go beyond the question about possible psychological effects and such. But this process is still young and disagreements occur concerning how the games should be approached as an object of study.</p><p>This debate, originating from two different approaches; the narratological and the ludological, has proven to be central to the research society. To reach a better understanding regarding storytelling within the digital games I carried out a narratological analysis of a video game; Shadow of the Colossus for Playstation 2. I used classical narratological tools regarding the syntagmatic structure of storytelling; Propp’s characters and functions and Todorov’s equilibrium formula.</p><p>To be able to carry out this analysis the first step was to identify the storytelling elements of the game so that these could be properly recognized. After that the narratological tools were applied to these. In order not to neglect the medium specific characteristics that the digital games hold, I implemented a minor ludological analysis of its rules, to see how these were connected with the potential storytelling.</p><p>The narratological analysis proved to be useful; a number of Propp’s functions were identified and the storytelling could also be described on the basis of Todorov’s equilibrium. Furthermore a clear connection between the storytelling of the game and the ludus rules, meaning the rules that define the winning conditions and how to reach them. The classic narratological analysis was fruitful, but the medium specific characteristics with systems of rules and their connection to the storytelling elements proved to be an important relationship to illustrate further.</p> / <p>De digitala spelen tar allt större plats i vårt västerländska samhälle. Tiden då spelande bara var för de mest inbitna datorfantasterna är sedan länge förbi. Idag konkurrerar spelindustrin med både film- och musikindustrin om konsumenternas uppmärksamhet.</p><p>Trots det har forskning kring de digitala spelen länge åsidosatts. Men en process är nu i full gång för att etablera forskning kring spel och dess innehålls- och uttrycksmässiga aspekter som ser bortom frågan om eventuella skadliga psykologiska effekter och liknande. Men denna process är ung och oenighet råder om hur spelen som studieobjekt ska behandlas.</p><p>Denna debatt som utgår från två olika ansatser; den narratologiska och ludologiska, har visat sig vara central i forskarvärlden. För att försöka nå bättre förståelse kring berättande i de digitala spelens värld genomförde jag en narratologisk analys av ett enskilt spel; Shadow of the Colossus till Playstation 2. Jag utgick från klassiska narratologiska verktyg som utgår från berättandets syntagmatiska struktur; Propps rollfunktioner och Todorovs jämviktsformel.</p><p>För att kunna genomföra denna analys var första steget att först identifiera de berättande elementen i spelet så att dessa kunde kartläggas. När det var gjort applicerades de narratologiska verktygen på dessa. För att inte helt åsidosätta de mediespecifika kriterierna som de digitala spelen besitter, genomförde jag en enkel ludologisk analys av dess spelregler, för att se hur dessa var sammankopplade med eventuellt berättande.</p><p>Den narratologiska analysen visade sig vara användbar; ett antal av Propps funktioner identifierades och berättandet kunde även beskrivas utifrån Todorovs jämvikt. Dessutom visades ett klart samband mellan spelets berättande och dess ludusregler, det vill säga de regler som definierar mål och hur dessa skall nås. Den klassiska narratologiska analysen var fruktbar, men de mediespecifika egenskaperna med regelsystem och dess sammankoppling med de berättande elementen visade sig vara ett viktigt förhållande att belysa.</p>
6

La ficción sobre el Holocausto: silencio, límites de representación y popularización en la novela Everything is Illuminated de Jonathan Safran Foer

Munté Ramos, Rosa Áurea 20 April 2012 (has links)
La pregunta sobre com s’ha de representar l’Holocaust és i ha estat una qüestió problemàtica i essencial en els Estudis de l’Holocaust. Certs acadèmics i intel•lectuals han negat la possibilitat de representació de l’horror del genocidi dels jueus europeus, i en especial, s’ha negat l’ús de la ficció literària i cinematogràfica. Aquesta tesi analitza les tres etapes de recepció de l’Holocaust i els seus discursos acadèmics predominants. L’inicial silenci i la invisibilitat social del genocidi, en la que es formula el dictum adornià sobre la irrepresentabilitat del genocidi dels jueus europeus. Més endavant, l’Holocaust es fa socialment visible, i l’aparició d’obres de ficció controvertides obliguen a plantejar-se certs “límits de representació”. I contemporàniament, quan la ficció sobre l’Holocaust s’ha popularitzat i globalitzat, arribant a formar part de l’entreteniment i del consum mediàtic. En aquest context, en el que les representacions de ficció del genocidi dels jueus europeus ja formen part de la nostra cultura, l’estudi de cas es centra en l’anàlisi narratològica del llibre Everything is Illuminated (2002) de Jonathan Safran Foer, amb l’objectiu de presentar una opció de ficció de l’Holocaust. / La pregunta sobre cómo se debe representar el Holocausto es y ha sido una cuestión problemática y esencial en los Estudios del Holocausto. Ciertos académicos e intelectuales han negado la posibilidad de representación del horror del genocidio de los judíos europeos, y en especial, se ha negado el uso de la ficción literaria y cinematográfica. Esta tesis analiza las tres etapas de recepción del Holocausto y sus discursos académicos predominantes. El inicial silencio e invisibilidad social del genocidio, en el que se formula el dictum adorniano sobre la irrepresentabilidad del genocidio de los judíos europeos. Más adelante, el Holocausto se hace socialmente visible, y la aparición de obras de ficción controvertidas obligan a plantearse ciertos “límites de representación”. Y contemporáneamente, cuando la ficción sobre Holocausto se ha popularizado y globalizado, llegando a formar parte del entretenimiento y del consumo mediático. En este contexto, en el que las representaciones de ficción del genocidio de los judíos europeos ya forman parte de nuestra cultura, el caso de estudio se centra en el análisis narratológico del libro Everything is Illuminated (2002) de Jonathan Safran Foer, con el objetivo de presentar una opción de ficción del Holocausto. / The question of how the Holocaust should be represented is and has been a problematic and essential question in Holocaust Studies. Certain academics and intellectuals have denied the possibility of representation, and very specially, have denied the use of literary and cinematographic fiction. This thesis analyses the three stages of reception of the Holocaust and their predominant academic discourses. The initial silence and social invisibility of the genocide, in which the Adornian dictum is formulated on the unrepresentability of the genocide of European Jews. Later, the Holocaust is made socially visible, and the emergence of controversial works of fiction force us to consider the option of certain “limits of representation”. And, recently, in which fiction about the Holocaust has become popularized and globalized, and become part of the entertainment and consumer mass media. In this context, in which fictional representations of the genocide of European Jews are now part of our culture, this case study focuses on the narratological analysis of the book, Everything is Illuminated (2002), by Jonathan Safran Foer, in order to present a fictional choice of the Holocaust.

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