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Understanding Poverty and the Developmental Education Student From Appalachia: A Handbook for EducatorsHelm, Virginia M. 12 May 2005 (has links)
No description available.
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Teatime in Heaven with the Crazy LadiesKartsonis, Ariana-Sophia M. January 2008 (has links)
No description available.
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Estetiska drag inom karaktärsdesign : En analys av karaktärsdesign hos karaktären Zelda / Aesthetic features within character design : An analysis of character with the character ZeldaSivertsson Giss, Alva January 2024 (has links)
Denna studie är ämnad att vara en analys som utvärderar den titulära karaktären Zelda från spelserien The Legend of Zelda. Studien har fokuserat på Zeldas design i två utvalda Zelda spel och har genomförts genom att analysera vetenskapliga artiklar och texter förankrat till ämnet och problemformuleringen. Målet är att kunna förstå estetik av en karaktärsdesign från ett mer vetenskapligt perspektiv med anknytningar till kvinnlig representation i spelmedia.
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Digital Narrativitet: En analys av Zeldas utveckling som berättande medietext / Digital Narrativity: An analysis of the development of Zelda as storytelling mediatextGustafsson, Anders January 2002 (has links)
<p>For many people, a good game is synonymous with good graphics. One thing that is often forgotten, is that the graphics only makes up one part of the games. An aspect of the games that is far to often forgotten, is the game’s content and ability to tell stories. Through analyses of the games of the Zelda series, the development of content and storytelling aspects of computer- and video games, since the later half of the 1980:s and up till today, are examined.</p> / <p>Bra spel är för många synonymt med bra grafik. Något som allt för ofta glöms bort är att grafiken bara är en del av det hela. En aspekt av spelen som ofta glöms bort, är dess innehåll och möjligheter att berätta historier. Genom grundliga analyser av spelen i Zelda-serien undersöks hur berättandet inom TV-spelen sett ut, och förändrats sedan andra halvan av 1980-talet och fram tills idag. </p>
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Digital Narrativitet: En analys av Zeldas utveckling som berättande medietext / Digital Narrativity: An analysis of the development of Zelda as storytelling mediatextGustafsson, Anders January 2002 (has links)
For many people, a good game is synonymous with good graphics. One thing that is often forgotten, is that the graphics only makes up one part of the games. An aspect of the games that is far to often forgotten, is the game’s content and ability to tell stories. Through analyses of the games of the Zelda series, the development of content and storytelling aspects of computer- and video games, since the later half of the 1980:s and up till today, are examined. / Bra spel är för många synonymt med bra grafik. Något som allt för ofta glöms bort är att grafiken bara är en del av det hela. En aspekt av spelen som ofta glöms bort, är dess innehåll och möjligheter att berätta historier. Genom grundliga analyser av spelen i Zelda-serien undersöks hur berättandet inom TV-spelen sett ut, och förändrats sedan andra halvan av 1980-talet och fram tills idag.
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"The Subordination of the Privileged: Patriarchal Constructions of Femininity in Charlotte Perkins Gilman's 'The Yellow Wallpaper' and Zelda Sayre Fitzgerald's Save Me the Waltz"Updike, Hannah 22 April 2013 (has links)
Charlotte Perkins Gilman and Zelda Fitzgerald provide unique insight into the patriarchal worlds they lived in through autobiographical accounts of their lives. The Living of Charlotte Perkins Gilman and the diaries of Gilman and her first husband, Charles Walter Stetson, serve as Gilman’s autobiographical texts of the period before, during, and immediately after her breakdown. The correspondence between Fitzgerald and her husband, F. Scott Fitzgerald, as well as Scott’s letters to Zelda’s psychiatrists serve as a biographical (and, in the case of her letters to Scott, autobiographical) account of her life during the period of her institutionalizations, from 1930 up to Scott’s death in 1940. These biographies and autobiographies, studied in conjunction with their fictionalized autobiographical accounts, Gilman’s “The Yellow Wall-Paper” and Fitzgerald’s Save Me The Waltz, illustrate the struggles these women, and by extension, many women of their time, experienced when they were unable to live up to the expectations a patriarchal society placed on them to be perfect wives and mothers. The construction of the feminine by the patriarchy required women to be complacent, meek, dependent, and infantile, and this construction, complicated by the issues of institutionalization and hysteria, is at the heart of the works of Gilman and Fitzgerald. The subtexts present in their fiction demonstrate that Gilman and Fitzgerald not only understood and felt the pressure of the patriarchal construction of femininity, but were acutely aware of how it could exert itself on women, particularly white, economically privileged women. Both authors, victims of the same patriarchal mechanism that dominated society during the turn of the twentieth century, provide insight into their own perspectives through their autobiographies, and then create fictional worlds in which the implications of these perspectives are realized to the detriment of their protagonists. While critics have examined this focus within individual stories by these writers, they have not been examined together in a comprehensive discussion of the patriarchal construction of the feminine and its manifestation in the autobiographical/biographical and fictional works of Charlotte Perkins Gilman and Zelda Fitzgerald.
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Linking masks with Majora: The legend of Zelda: Majora’s mask and NOH theaterUnknown Date (has links)
The field of video game studies is young and requires innovation in its approach to its object of study. Despite the large number of Japanese games and game developers, most scholars in the West approach video games from a point of view that emphasizes Western thought and that is concerned with either very recent video games or the medium as a whole. The Legend of Zelda: Majora’s Mask defies Western interpretations as its inspiration and aesthetics are steeped in a Japanese theatrical tradition that dates to the early Middle Ages, namely Noh theater. The game’s emphasis on masks and possession provides unique commentary on the experience of playing a video game while the structure of the game harkens back to traditional Noh cycles, tying in pre-modern ideas with a modern medium in order to comment on video games and the people who play them. / Includes bibliography. / Thesis (M.A.)--Florida Atlantic University, 2014. / FAU Electronic Theses and Dissertations Collection
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Considering the Human and Nonhuman in Literary Studies: Notes for a Biographic Network Approach for the Study of Literary ObjectsBullock, Edward L 01 January 2014 (has links)
In recent years critical projects spanning philosophy, the social sciences, science studies, and nearly everywhere that has employed the term ecology have engaged in thinking humans and non-humans together as collectively producing outcomes, where objects do work beyond how humans perceive or make use of them. Taking Zelda Fitzgerald’s Save Me the Waltz as its focus, this thesis explores how this reorientation might contribute to literary studies and to literary criticism more specifically. The thesis considers a notion that novels constitute objects with biographies running “against” the biographic material of their authors, mobilizes actor network theory as a manner of mapping that biographic assemblage, and tentatively develops a biographic network approach as one alternative to traditional literary interpretative practices. Attending to the novel as an actor shifts critical focus away from its interior – the “text” or content – and expands traditional literary criticism’s default practice – interpretation – and logic – mimetic representation – in hopes of facilitating a discussion of Zelda’s novel in a manner which destabilizes the overdetermined themes that continue to scaffold her imaginary. Ultimately, this work argues that a biographic network approach can prove instructive as a “method” for dealing with other texts which remain relatively obscured at the margins of literary consciousness.
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Zelda Title Theme : Plankning, analys och arrangering av NES-kompositionAugustsson, Oliver January 2019 (has links)
Detta examensarbete skapades med målet att utforska musik från Nintendo Entertainment System–spel (NES) med ett musikteoretiskt och musikterminologiskt perspektiv. Det analyserade stycket är Title Theme från The Legend of Zelda (1988). Bakgrundskapitlet tar upp de verktyg kompositörerna hade att arbeta med som NES:s ljudkort och loopar. Plankning och transkription diskuteras och tidigare forskning i området tv-spel synliggörs. Syftet är att skapa en visuell analys som kan användas för att arrangera om originalmusiken från spelen. Genom plankning och analys har jag producerat ett nytt arrangemang. Resultatet presenteras som noter på min plankning, analys och arrangemang med förklaringar över originalets uppbyggnad. Arbetet har gett insikt i hur min skolning i musik kan vara hämmande för att arrangera som programmerarna gjorde förr, men också vilka verktyg de hade att arbeta med. Med arbetet har jag insett hur hjälpsam en tydlig analys av ett verk kan vara för arrangering.
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Emancipação e silenciamento em Save Me the Waltz (1932), de Zelda Fitzgerald /Altieri, Emanuelle Cristina de Oliveira January 2020 (has links)
Orientador: Cleide Antonia Rapucci / Resumo: O presente trabalho propõe uma análise do romance publicado pela estadunidense Zelda Fitzgerald (1900 – 1948), intitulado Save Me the Waltz (1932), segundo o olhar da crítica feminista. A análise contempla como os papeis de gênero aparecem incutidos nas personagens, reproduzidos por meio de padrões de masculinidade e feminilidade nos quais são construídos. Também discute sobre a vida e obra de Zelda Fitzgerald, junto ao contexto em que a obra foi publicada (mesmo contexto em que a trama se passa), tendo em vista tratar-se de uma narrativa de autoria feminina com suas particularidades. Por fim, atrelado tanto à crítica feminista quanto à escrita de autoria feminina, foi feita a análise sobre o gênero da obra levando-se em conta a ficcionalidade, o autobiográfico, a literatura sulista e a literatura de formação e de artista. O método de análise do corpus orienta-se pela crítica feminista e tem o trabalho de Showalter (1977 e 1994) como base. Os gêneros textuais abordados alinham-se com as ideias de Lejeune (2008), Jones (2002), Nanney (1993) e Pinto (1990). / Abstract: The present work analyses the only novel published by the American writer Zelda Fitzgerald (1900 - 1948), named Save Me the Waltz (1932), according to the feminist criticism. The analysis takes into consideration how the gender roles appears engrained in the characters behavior, reproducing the patterns of masculinity and femininity in which they are constructed. It also discusses Zelda Fitzgerald's life and work along with the context the novel was published (same as the story), considering as a narrative of female authorship with its specific aspects. At last, related to the feminist criticism and the female authorship, the genre of the novel is going to be discussed, taking into account the fictional, the autobiography, the Southern Literature and literature of formation or the artist. The method of analysis is guided by the feminist criticism, Showalter's work (1977 and 1994) is our methodology model. Lejeune (2008), Jones (2002), Nanney (1993) and Pinto (1990) are aligned with the ideas of the textual genres mentioned. / Mestre
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