Reading Models: Embedded Narrative and Ideology in "La goutte d'or"

1991 ◽  
Vol 21 (3) ◽  
pp. 65
Author(s):  
Richard Shryock
2021 ◽  
pp. 124-144
Author(s):  
Mary Angela Bock

This chapter examines video’s epistemological trio of moving images, audio, and a timeline and their evidentiary affordances. Based on a single court case that blended video clips from a variety of perspectives, the project explores the evidentiary value of video and the way it’s used in testimonial narrative. Fisher’s narrative paradigm serves as the foundation for this chapter, which theorizes video as both an affordance and as a text with its own embedded narrative. In US courts, video cannot stand for itself but must accompany other testimony, and as testimonial affordance, video can explain or illustrate the order of action. Video is especially useful for refuting testimony that does not match what the video depicts. While its timeline affords a natural plot, the narrative that matters most is the discursive one crafted in court, offering what Fisher labeled coherence and fidelity—the moral or legal “point” of the story.


Author(s):  
Grant D. Campbell

Computing in the humanities has grown beyond its traditional roles; with the phenomenal growth of hypertext and hypermedia, scholars are learning to exploit the potential of these new media to reinvent the "scholarly edition" and to present literary works to the reader in radically new ways. Information studies research contains numerous insights that the literary scholar would find. . .


2012 ◽  
Vol 35 (5) ◽  
pp. 287-287 ◽  
Author(s):  
Pablo Gomez ◽  
Sarah Silins

AbstractFrost's article advocates for universal models of reading and critiques recent models that concentrate in what has been described as “cracking the orthographic code.” Although the challenge to develop models that can account for word recognition beyond Indo-European languages is welcomed, we argue that reading models should also be constrained by general principles of visual processing and object recognition.


1998 ◽  
Vol 58 ◽  
pp. 169-178
Author(s):  
Kees de Glopper ◽  
Anne-Mieke Janssen-van Dieten

This article contains a concise discussion of models and measurement of language ability. A general definition of the concept language ability is given, Subsequendy, psycholinguistic models of oral and written language production and comprehension are discussed. The nature and extent of individual differences in language ability are illustrated by means of a discussion of LI reading. Models of language ability are reviewed and areas in need of further research are identified. In conclusion, some tentative answers to pertinent questions on components, development and transfer of language ability are presented.


2006 ◽  
Vol 27 (1) ◽  
pp. 37-58 ◽  
Author(s):  
Graham F. Neuhaus ◽  
Luis W. Roldan ◽  
Regina Boulware-Gooden ◽  
Paul R. Swank
Keyword(s):  

Nordlit ◽  
2019 ◽  
Author(s):  
Jaroslav Švelch

The article explores the manufacturing of monsters in video games, using the case of the influential 2007 first-person shooter BioShock, and ‘splicers’—its most numerous, zombie-like enemies. I combine two methodological perspectives on the ‘manufacturing’ of splicers by analyzing [a] the title’s developer commentary and other official paratexts to trace the design of splicers, and [b] the game’s embedded narrative to reconstruct the diegetic backstory of splicers. I argue that video game enemies, including splicers, are ‘computational others’, who may appear human on the level of representation, but whose behavior is machinic, and driven by computational algorithms. To justify the paradoxical relationship between their human-like representation and machinic behavior, BioShock includes an elaborate narrative that explains how the citizens of the underwater city of Rapture were dehumanized and transformed into hostile splicers. The narrative of dehumanization, explored following Haslam’s dehumanization theory (2006), includes [a] transforming splicers into atomized creatures by depriving them of political power and social bonds, [b] creating fungible and interchangeable enemies through splicers’ masks and bodily disintegration, [c] justifying splicers’ blindness to context and their simplistic behavior by portraying them as mentally unstable addicts. The article concludes that all video game enemies are inherently monstrous, and that critique of video game representation should focus on how games fail to make monsters human, rather than how games render humans monstrous or dehumanized.


2014 ◽  
Vol 5 (2) ◽  
Author(s):  
Yin Liu

The definition of text is still a live issue with important implications for emerging forms of digital textuality. This paper proposes that no single definition of text is sufficient to account for all manifestations of textuality. Medieval textuality is a test case: four different models for text are offered, corresponding to ways in which modern medievalists approach medieval texts. Studying medieval texts has value not only to support historically informed theories of reading and writing, but also to suggest alternative models of organizing, representing, and processing textual information.


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