scholarly journals The study on Hwang Sun-won’s《Ilwol》 - Discourse form and type of loneliness in embedded narrative -

2015 ◽  
Vol null (48) ◽  
pp. 52-85
Author(s):  
주지영
Keyword(s):  
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.


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.


Author(s):  
Maria Heim

Chapter 4 argues that Buddhaghosa interpreted the Abhidhamma as a series of methods of analysis, oceanic and immeasurable in scope and practice. Its lists and formulas are distilled from the contextually embedded narrative contexts of the suttas, to provide, in an abstract form, the analytical practices to examine experience. Such lists and methods are, in principle and in practice, unending. This argument is counter to interpretations of Abhidhamma and Buddhaghosa that suggest that they be read as offering a metaphysics of irreducible reals or essences, and the chapter refutes these positions. It shows how the many phenomena listed in the Abhidhamma matrices operate in a modal and modular fashion as practical methods to help one to “know and see” within the therapeutic aims of the Buddhist path.


2008 ◽  
Vol 14 (6) ◽  
pp. 1047-1069 ◽  
Author(s):  
Tammar B. Zilber ◽  
Rivka Tuval-Mashiach ◽  
Amia Lieblich
Keyword(s):  

Author(s):  
Livnat Holtzman

Based on the work of Daniel Beaumont and Sebastian Günther on Hadith and narratology, this chapter analyses three proto-types of aḥādīth al-ṣifāt while focusing on the basic building-blocks of these texts, namely the ‘framing narrative’, the ‘embedded narrative’, and the narrator. The texts reviewed in this chapter are several versions of ‘the ḥadīth of the beatific vision’, ‘the ḥadīth of the sacrifice in favour of the believer’, and ‘the ḥadīth of the divine fingers’. The chapter combines literary analysis with a thorough reading in the biographical sources. This combined methodology uncovers the personal motivations of the narrators of the aḥādīth in question, while demonstrating the effect of these motivations on the shaping of the narrative. This chapter presents the typical features of aḥādīth al-ṣifāt and reveals hidden meanings in the texts while considering two styles of narration: mimesis and diegesis, or showing (performing) and telling (recounting). Among the narrators under review are Abu Burda (d. c. 721-3), son of the ṣaḥābī Abu Musa al-Ashʿari (d. c. 663), and ʿAlqama (d. between 681 and 692) and ʿAbida (d. between 691 and 693), the disciples of the ṣaḥābī ʿAbd Allah ibn Masʿud (d. 652-3).


2016 ◽  
Vol 17 (1) ◽  
pp. 139-164
Author(s):  
Kathryn Caliva

Abstract The Getty Hexameters are an enigmatic text that reveals a conception of the pragmatic force underlying mythic narratives. Although some scholars have concluded that the text is a composite of multiple spells, this paper argues for reading the text as a unified narrative marked by a hierarchy of authoritative speech acts that draw on the authority of three apotropaic divinities: Paean, Hecate, and Heracles. These layers of narrative acts follow a sequence of revelation, mythological analogy, and aitiology, all of which come together to demonstrate the efficacy of the text as an apotropaic charm.


Sign in / Sign up

Export Citation Format

Share Document