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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.
41

Representation of power in the lord of the rings and Malory

Van der Merwe, Claudia 11 1900 (has links)
No abstract available / English / M.A. (English)
42

O diálogo intermidiático entre A sociedade do anel e The lord of the rings online (lotro) : aspectos de remidiação, meia-realidade, estrutura e ficção interativa

Martinez, 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.
43

架空世界的變形與再生: 《魔戒》奇幻語言中譯研究. / Transformation and re-creation of secondary world: a study of Chinese translation of fantastical language in the Lord of the rings / 魔戒奇幻語言中譯研究 / CUHK electronic theses & dissertations collection / Jia kong shi jie de bian xing yu zai sheng: "Mo jie" qi huan yu yan Zhong yi yan jiu. / Mo jie qi huan yu yan Zhong yi yan jiu

January 2013 (has links)
《魔戒》(The Lord of the Rings)是現代奇幻小說的代表作品,由英國語文學家、牛津大學教授托爾金創作,自二十世紀五十年代中期分三卷出版後,帶動了奇幻小說此一文學類型在英美的興起。現在流行的奇幻小說,不少仿照了托爾金《魔戒》的架構和寫法。 / 現代奇幻小說核心概念之一,是要建構一個令讀者信任的“架空世界。小說家為了創造這種獨立存在的想像世界,各出奇謀,手法不一。托爾金塑造架空世界的技巧,很大程度上來自他愛好並從事研究的領域--語言及其歷史發展。在《魔戒》的架空世界中,托爾金刻意經營了一個獨特的語言系統,本研究稱之為“奇幻語言。這個系統至少涵蓋古語、新創語和命名系統三個層面:古語隱含“中土大地 種族發展的歷史;新創語映現了種族不同而語言各殊的現象;命名系統則是前兩者的集中呈現。三者互有關聯,其相互作用加強了架空世界的内部邏輯。 / 本研究擬從奇幻語言這三個層面入手,結合中國語言及文學的特色,分析四個《魔戒》中譯本的處理手法,藉此探討不同中譯本分別呈現出來的《魔戒》面貌,以及譯文衍生的變異狀況。本研究的分析指出,架空世界的成功變形與再生,有賴譯者對作者奇幻構想的整全掌握,並在譯文中重建一套與作者奇幻構思契合、而又自洽自足的內部邏輯。 / The Lord of the Rings (LOTR) by John Ronald Reuel Tolkien (1892-1973) marked the birth of modern fantasy fiction as a genre when it was published in three volumes in the 1950s. The structure and writing techniques of LOTR have been imitated by many fantasy novels since then. / Constructing a trustworthy “Secondary World is one of the most important aims of modern fantasy novels. To reach that goal, novelists employ various methods to create such an independent existence. Tolkien’s techniques in building his Secondary World come largely from Philology, his specialized research area which studies the histories of, and relationships between, languages. An ingenious language system, named in this thesis as “fantastic language, is designed and embedded into the story of LOTR by Tolkien. It covers at least three aspects, namely archaism, invented languages and nomenclature. Archaism indicates and suggests a long history behind the Middle-earth; invented languages show how languages differ among various races; nomenclature is the intersection of the former two aspects. The interaction between the three aspects of the fantastic language enhances the inner logic of the Secondary World, making it appear to be more consistent and real. / This thesis will analyze and discuss different representations of Tolkien’s Secondary World by exploring four Chinese translations of fantastic language in LOTR with reference to specific features of Chinese language and literature. This thesis points out that the successful transformation and re-creation of a Secondary World depends on a thorough understanding of the author’s imagination, and a re-construction of a self-consistent logic compatible with the author’s design. / Detailed summary in vernacular field only. / Detailed summary in vernacular field only. / Detailed summary in vernacular field only. / 張甜. / "2013年7月". / "2013 nian 7 yue". / Thesis (M.Phil.)--Chinese University of Hong Kong, 2013. / Includes bibliographical references (leaves 194-211). / Electronic reproduction. Hong Kong : Chinese University of Hong Kong, [2012] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Abstract in Chinese and English. / Zhang Tian. / 摘要 --- p.ii / Chapter 第一章 --- 緒論 --- p.5 / Chapter 一、 --- 研究對象 --- p.5 / Chapter 二、 --- 各章簡介 --- p.9 / Chapter 三、 --- 文獻回顧 --- p.10 / Chapter 四、 --- 研究價值和方法 --- p.15 / Chapter 第二章 --- 奇幻文學發展和特點 --- p.17 / Chapter 一、 --- 奇幻的範圍 --- p.17 / Chapter 1.1. --- 奇幻文學:廣義與狹義 --- p.19 / Chapter 1.2. --- 以“文學類型界定奇幻文學 --- p.21 / Chapter 二、 --- 奇幻創作理論基礎 --- p.29 / Chapter 2.1. --- “架空世界誕生宣言 --- p.29 / Chapter 2.2. --- 令人信服的驚奇感 --- p.30 / Chapter 2.3. --- 從《哈比人》到《魔戒》 --- p.32 / Chapter 2.4. --- 《魔戒》的奇幻技巧 --- p.34 / Chapter 第三章 --- 《魔戒》架空世界和語言的關係 --- p.36 / Chapter 一、 --- 《魔戒》與語言 --- p.36 / Chapter 二、 --- 托爾金的語言世界 --- p.37 / Chapter 2.1. --- 對語音的敏感認知 --- p.37 / Chapter 2.2. --- 對古老語言的愛好 --- p.38 / Chapter 2.3. --- 從欣賞語言到新創語言 --- p.40 / Chapter 2.4. --- 從感性探索到科學研究 --- p.41 / Chapter 三、 --- 托爾金的文學世界 --- p.42 / Chapter 3.1. --- 民間故事研究熱潮 --- p.42 / Chapter 3.2. --- 文學團體互動啓發 --- p.45 / Chapter 四、 --- 三個奇幻世界與兩次語言轉變 --- p.46 / Chapter 4.1. --- 世界一的奇幻圖景 --- p.47 / Chapter 4.2. --- 偽譯以及世界二 --- p.50 / Chapter 4.2.1. --- 溝通世界一與世界二的橋樑:偽譯 --- p.50 / Chapter 4.2.2. --- 世界二的語言結構 --- p.51 / Chapter 4.2.3. --- 世界一到世界二的變形 --- p.52 / Chapter 4.2.4. --- 奇幻語言之三個層面:互動及比重 --- p.55 / Chapter 4.3. --- 中譯以及世界三 --- p.56 / Chapter 第四章 --- 《魔戒》古語之中譯 --- p.59 / Chapter 一、 --- 奇幻小說中的古語 --- p.59 / Chapter 1.1. --- 古語的定義 --- p.59 / Chapter 1.2. --- 古語的流行與誤區 --- p.60 / Chapter 二、 --- 《魔戒》古語及其中譯 --- p.60 / Chapter 2.1. --- 《魔戒》古語中譯之困難 --- p.61 / Chapter 2.2. --- 古老的詞彙 --- p.62 / Chapter 2.3. --- 古老的語法 --- p.67 / Chapter 2.3.1. --- 詞形變化 --- p.67 / Chapter 2.3.2. --- 前置句式 --- p.68 / Chapter 2.3.3. --- 分句關係 --- p.70 / Chapter 2.4. --- 古老的寫作技巧 --- p.71 / Chapter 2.4.1. --- 套語 --- p.71 / Chapter 2.4.2. --- 詩文結合 --- p.73 / Chapter 2.4.2.1. --- 洛汗人詩歌 --- p.73 / Chapter 2.4.2.2. --- 哈比人詩歌 --- p.77 / Chapter 2.4.2.3. --- 精靈詩歌 --- p.82 / Chapter 2.4.2.4. --- 湯姆龐巴迪的詩歌 --- p.89 / Chapter 第五章 --- 《魔戒》命名系統之中譯 --- p.97 / Chapter 一、 --- 一般文學與奇幻文學的名字 --- p.97 / Chapter 1.1. --- 有意義的虛構名字 --- p.97 / Chapter 1.2. --- 奇幻小命名系統的重要性 --- p.98 / Chapter 1.3. --- 《魔戒》命名系統的獨特之處 --- p.100 / Chapter 二、 --- 《魔戒》命名系統翻譯:托爾金的觀點 --- p.100 / Chapter 2.1. --- 〈命名〉提倡的翻譯方法 --- p.101 / Chapter 2.2. --- 〈命名〉對中文譯者指導作用的局限性 --- p.103 / Chapter 三、 --- 《魔戒》命名系統中譯研究 --- p.103 / Chapter 3.1. --- 中文人地名翻譯規範 --- p.104 / Chapter 3.2. --- 哈比人名和夏爾地名 --- p.105 / Chapter 3.2.1. --- 哈比人名 --- p.105 / Chapter 3.2.1.1. --- 熟悉又陌生的哈比人名 --- p.105 / Chapter 3.2.1.2. --- 透明的哈比人姓氏 --- p.106 / Chapter 3.2.1.3. --- 不透明的哈比人姓氏 --- p.107 / Chapter 3.2.1.4. --- 不可譯元素 --- p.108 / Chapter 3.2.2. --- 夏爾地名 --- p.110 / Chapter 3.2.2.1 --- 透明的夏爾地名 --- p.110 / Chapter 3.2.2.2 --- 半透明的夏爾地名 --- p.111 / Chapter 3.2.3. --- 重要人名與地名 --- p.113 / Chapter 3.2.4. --- 夏爾人地名總結 --- p.113 / Chapter 3.3. --- 布理姓氏 --- p.114 / Chapter 3.3.1. --- 作品描述影響譯名 --- p.114 / Chapter 3.3.2. --- 出現偏差的意譯 --- p.116 / Chapter 3.3.3. --- 布理姓氏中譯總結 --- p.117 / Chapter 3.4. --- 洛汗人名、馬名和地名 --- p.117 / Chapter 3.4.1. --- 洛汗人名 --- p.118 / Chapter 3.4.2. --- 洛汗馬名 --- p.119 / Chapter 3.4.3. --- 洛汗地名 --- p.121 / Chapter 3.4.4. --- 洛汗命名系統中譯總結 --- p.122 / Chapter 3.5. --- 新創語人名和地名 --- p.122 / Chapter 第六章 --- 《魔戒》新創語之中譯 --- p.124 / Chapter 一、 --- 多語文本之中譯 --- p.124 / Chapter 二、 --- 《魔戒》裡的新創語 --- p.126 / Chapter 2.1. --- 新創語的地位 --- p.126 / Chapter 2.2. --- 《魔戒》新創語分類 --- p.127 / Chapter 三、 --- 《魔戒》新創語之中譯 --- p.128 / Chapter 3.1. --- 圖片形式的新創語翻譯 --- p.128 / Chapter 3.2. --- 文字形式的新創語翻譯 --- p.133 / Chapter 3.2.1. --- 篇幅較長的新創語翻譯 --- p.133 / Chapter 3.2.2 --- 新創語詞彙片語之翻譯 --- p.136 / Chapter 3.2.2.1. --- 《魔戒》洛汗語和矮人語翻譯 --- p.137 / Chapter 3.2.2.2. --- 《魔戒》樹人語、半獸人語和黑話翻譯 --- p.139 / Chapter 3.2.2.3. --- 《魔戒》精靈語翻譯 --- p.142 / Chapter 第七章 --- 結論 --- p.147 / Chapter 附錄一 --- 中英譯名對照 --- p.154 / Chapter 附錄二 --- 《魔戒》種族人名地名中譯表 --- p.156 / Chapter 附錄三 --- 《魔戒》命名系統指南 --- p.168 / 参考書目 --- p.194
44

Representation of power in the lord of the rings and Malory

Van der Merwe, Claudia 11 1900 (has links)
No abstract available / English / M.A. (English)
45

O diálogo intermidiático entre A sociedade do anel e The lord of the rings online (lotro) : aspectos de remidiação, meia-realidade, estrutura e ficção interativa

Martinez, 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.
46

Fantasia e História: uma abordagem teórica em J. R. R. Tolkien

Gomes, 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)
47

O diálogo intermidiático entre A sociedade do anel e The lord of the rings online (lotro) : aspectos de remidiação, meia-realidade, estrutura e ficção interativa

Martinez, 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.
48

Práticas de letramentos em jogo de construção colaborativa : MUD Valinor / Literacies practices in the collaborative construction game : MUD Valinor

Silva, Dáfnie Paulino da, 1984- 12 December 2012 (has links)
Orientador: Marcelo El Khouri Buzato / Dissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Estudos da Linguagem / Made available in DSpace on 2018-08-21T22:46:25Z (GMT). No. of bitstreams: 1 Silva_DafniePaulinoda_M.pdf: 7502794 bytes, checksum: 99314c54b01f741d21f77e44490321da (MD5) Previous issue date: 2012 / Resumo: A dissertação examina práticas de letramento no jogo de construção colaborativa MUD Valinor, um projeto de fãs da obra de J. R. R. Tolkien. O presente trabalho aplica a metodologia do estudo de caso e utiliza como fonte de dados um corpus coletado no servidor do jogo, além de textos e depoimentos acumulados na comunidade. O objetivo foi desmembrado em três perguntas de pesquisa que se completam: (1) Como funciona a dinâmica social no espaço de afinidade que se apóia no MUD Valinor? (2) Quais as principais características de letramentos de fãs em tal espaço? E (3) Quais são os gêneros discursivos mais centrais para a prática desses letramentos e quais suas características específicas? Na primeira questão, verifica-se que o percurso dos sujeitos para integrar a comunidade passa por dois planos articulados, evoluir na narrativa e como jogador, e depois em paralelo como produsuário. O sujeito transita socialmente e entre funções conforme transita entre letramentos, portanto, há ocorrência de papéis fluídos em decorrência do domínio de letramento. Na segunda questão, estudam-se os letramentos de fãs; temos a perspectiva de letramentos como maneiras socialmente reconhecidas de gerar, comunicar e negociar conteúdo significativo por meio de textos codificados em contextos de participação no discurso; e que os objetos (como o MUD) são parte constitutiva dos letramentos, assim como os sujeitos, estratégias e práticas envolvidas. A partir desse aporte teórico, foram estabelecidas categorias descritivas para as atividades típicas de usuários; nota-se que letramentos de fãs e jogo agregam letramentos externos a pratica do produsuário mudiano. Na terceira questão de pesquisa, identificam-se quais os gêneros discursivos / textuais centrais às práticas já mencionadas. A partir da teoria bakhtiniana, são estabelecidos gêneros de MUD, é avaliado como esses gêneros se constituem e processam suas funções vinculadas às práticas do jogo. Utiliza-se a teoria para examinar a situação de produção dos enunciados, e compreender como este fator é intrínseco ao seu conteúdo, construção composicional e estilo. Busca-se análise dos gêneros textuais centrais a pratica dos letramentos de MUD, examinando-os para, ao final refletir, acerca das subversões e renovações que acontecem quando os sujeitos (jogadores) têm liberdade para se apropriar deles. Por fim, a presente dissertação gostaria de propor uma discussão sobre as implicações dessas práticas letradas para o estudo de novos letramentos, além de possíveis implicações e aplicabilidade de sistemas colaborativos com fins educacionais / Abstract: This dissertation looks at literacies practices in the collaborative construction game known as MUD Valinor, a project created by fans of the works of J. R. R. Tolkien. The present work applies case study methodology and uses a corpus collected on the game's server as the main source of data, together with texts and statements from the community that have been gathered. The core aim has been subdivided into three research questions which complete each other: (1) how do social dynamics work within the affinity space that is supported by MUD Valinor? (2) What are the main characteristics of the literacy of fans within this space? (3) What are the most central genres of discourse for the practice of these literacies, and what are their main characteristics? In relation to the first question, we see that the path trailed by the subjects towards the integration of the community passes through two articulated planes, the development in narrative skills and also as a player, and then in parallel as a produser. The subject shall also have social transit and also pass through different functions as it moves between different forms of literacy, which means that there is the occurrence of fluid roles resulting from knowledge of literacy. In the second issue, there is the study of literacy patterns shown by fans; we have the perspective of literacies being regarded as socially accepted ways of generating, communicating and negotiating significant content through encoded texts within contexts of participation in discourse; and that objects (such as MUD) are a constituent element of literacies, as also the subjects, strategies and the practices involved. Based on this theoretical background, we have established different descriptive categories for the typical activities of users. We see that the literacies of the fans and also of the game add external literacies to the practice of the produser of MUDs. In the third question of the research, there is the identification of which discourse or textual genres are central to the practices as already mentioned. Based on the Bakhtinian theory, genres of MUDs are established, and then assessments are carried out to see how these genres are established and how they process their functions attached to the playing of the game. The theory is used to investigate the situation in which the statements are produced, and then to understand how this factor is indeed inherent to its content, compositional construction and style. There is also a search for an analysis of the textual genres which are central to the practice of MUD literacies, by duly examining them, and finally to think about the subversions and renovations which take place when the subjects (players) are free to take them in. Last but not least, the present dissertation would like to propose a discussion about the consequences that these literate practices would have for the study of new literacies, and also the possible implications and the applicability of collaborative systems for educational purposes / Mestrado / Linguagem e Tecnologia / Mestra em Linguística Aplicada
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Tolkien and Bakhtin: Chronotope, Existence, and Reality

Unknown Date (has links)
Space (topos) as one of the main categories in modem literary criticism helps to discover and study unique aspects of the narrative such as functioning of archetypes, reflection of historical reality in the text, and different types of artistic consciousness (mythological and "realistic"). This work is a first study of time and space in Tolkien's trilogy The Lord of the Rings with the help of the chronotope concept proposed by Mikhail Bakhtin. A critic and author of an original literary concept and one of the most prominent representatives of the school of Russian formalism, Mikhail Bakhtin was also a contemporary of J. R. R. Tolkien who can be ranked among the most significant experimenters in the field of modem literature. Using Bakhtin's classification of spatio-temporal relations in the novel, I was able to identify a type of chronotope in Tolkien's major narrative as one close to mythological and epical chronotopes. In terms of this postulate, I explored methods Tolkien used to create unique time and space of fantasy to make this experimental literary genre widely popular since the middle of the twentieth century onward. / Includes bibliography. / Thesis (M.A.)--Florida Atlantic University, 2020. / FAU Electronic Theses and Dissertations Collection
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'A far green country' : an analysis of the presentation of nature in works of early mythopoeic fantasy fiction

Langwith, Mark J. January 2007 (has links)
This study undertakes an examination of the representation of nature in works of literature that it regards as early British ‘mythopoeic fantasy’. By this term the thesis understands that fantasy fiction which is fundamentally concerned with myth or myth-making. It is the contention of the study that the connection of these works with myth or the idea of myth is integral to their presentation of nature. Specifically, this study identifies a connection between the idea of nature presented in these novels and the thought of the late-Victorian era regarding nature, primitivism, myth and the impulse behind mythopoesis. It is argued that this conceptual background is responsible for the notion of nature as a virtuous force of spiritual redemption in opposition to modernity and in particular to the dominant modern ideological model of scientific materialism. The thesis begins by examining late-Victorian sensibilities regarding myth and nature, before exposing correlative ideas in selected case studies of authors whose work it posits to be primarily mythopoeic in intent. The first of these studies considers the work of Henry Rider Haggard, the second examines Scottish writer David Lindsay, and the third looks at the mythopoeic endeavours of J. R. R. Tolkien, the latter standing alone among the authors considered in these central case studies in producing fiction under a fully developed theory of mythopoesis. The perspective is then widened in the final chapter, allowing consideration of authors such as William Morris and H. G. Wells. The study attempts to demonstrate the prevalence of an identifiable conceptual model of nature in the period it considers to constitute the age of early mythopoeic fantasy fiction, which it conceives to date from the late-Victorian era to the apotheosis of Tolkien’s work.

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