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Journal ArticleDOI

Narrative discourse : an essay in method

23 Jan 1980-Comparative Literature (Cornell University Press)-Vol. 32, Iss: 4, pp 413
TL;DR: Cutler as mentioned in this paper presents a Translator's Preface Preface and Preface for English-to-Arabic Translating Translators (TSPT) with a preface by Jonathan Cutler.
Abstract: Foreword by Jonathan Cutler Translator's Preface PrefaceIntroduction 1. Order 2. Duration 3. Frequency 4. Mood 5. VoiceAfterword Bibliography Index
Citations
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01 Jan 2015
TL;DR: The authors explores Vonnegut's critique of literary exhaustion prevailing modernism's exhausted literary forms in order to provide them with permanent literary replenishment, through manipulating the novel's plot, narrator, and character's discourse.
Abstract: This article demonstrates how Kurt Vonnegut experiments with the narrative structure of his novel Slaughterhouse-Five. The study focuses on Vonnegut’s experimentation which assents to postmodern innovative virtuosity. On the outset of postmodernism, two critical issues have been raised. That is, the literature of exhaustion and the literature of replenishment dominating modern literature. Accordingly, this study explores Vonnegut’s critique of literary exhaustion prevailing modernism’s exhausted literary forms in order to provide them with permanent literary replenishment. Vonnegut accomplishes his critique through manipulating the novel’s plot, narrator, and character’s discourse. It will be argued that Vonnegut mixes real experiences with fictional accounts. For this reason, self-reflexive metafiction being discussed conflates fictional experimental forms with ideological critique which attests to its fictionality in the name of replenishing manipulation. The critique is oftentimes utilized in order to proclaim a literary complex relation which lies between the author and the reader. The central differentiation being made, then, is that accurately postmodern metafiction and what might be considered therapeutic experimentation in a self-justifying manner. Thus, metafiction does not formulate the beginning of new genre signifiers. Rather, it is a beginning of ideological dialogic fiction between the text and the world. The analysis of the novel’s plot will rely on Patricia Waugh’s self-reflexive metafictional

10 citations

Journal ArticleDOI
TL;DR: The question of "What time is it when we read?" has been studied in a variety of contexts, e.g., in the context of reading, as in the reading of a particular day of the week.
Abstract: What time is it when we read? There are many answers to this question. Time might refer to a particular day of the week, as in Sunday reading, a practice that Christina Lupton finds has spanned both religious and secular contexts. Or time might imply a sense of pace, that reading is something we do quickly or slowly, which Rolf Engelsing suggests when he distinguishes between intensive and extensive reading. Or perhaps time is more periodic, an argument one finds in Deidre Lynch's work on nineteenth-century habitual reading or Christopher Cannon's work on medieval practices of rereading. Or time could be closer to an idea or topos, as in Mikhail Bakhtin's notion of the chronotope like idyllic time. Finally, for someone like Gerard Genette the time of reading is fundamentally about anachronism, the nonlinear nature of narrative time.

10 citations

01 Jan 1997
TL;DR: In this article, a goal-oriented approach is proposed to help understanding, and hence better modelling and using, in their many dimensions, today's computer-based information systems, which is based on Cognitive Science and, more generally, on the various contributions of Literary Theories to the interpretation of narratives.
Abstract: A temporal database environment, particularly if equipped with a log of the execution of predefined application-domain operations, can be regarded as a repository of narratives concerning the activities observed in the mini-world of interest. The analysis of these narratives leads to the construction of a library of typical plans, which can be used by Plan-recognition / Plan-generation algorithms to help prediction, decision-making and the adoption of corrective measures with respect to ongoing activities. The formulation of concepts and methods for identifying the typical plans, and, more generally, for discovering meaningful narrative patterns, should be based on Cognitive Science and, especially, on the various contributions of Literary Theories to the interpretation of narratives. The proposed goal-oriented approach emerges as a promising research line to help understanding, and hence better modelling and using, in their many dimensions, today's computer-based information systems.

10 citations

Journal ArticleDOI
TL;DR: This article studied the Cyclops' scene in the ninth book of the Odyssey in order to demonstrate how the hero's confrontation with the new world and its new rules reflects a fundamental conflict between the values of the heroic age and those of the post-war era.
Abstract: This article studies the Cyclops' scene in the ninth book of the Odyssey in order to demonstrate how the hero's confrontation with the new world and its new rules reflects a fundamental conflict between the values of the heroic age and those of the post-war era. Applying the narratological tools of narration and focalization, the article delineates the hero's convoluted progress toward adaptation to a new reality where formerly privileged values must be replaced. What makes this path especially arduous is the repeated thwarting of all attempts to establish dominance through colonization. The complex nexus of contrasting values culminates in the epic's eponymous hero relinquishing his acquisitive colonialism and drastically modifying his heroic values, thus elevating the humane values of self-restraint and rational conduct based on self-sufficiency to a plane above martial heroism. Odysseus' return tO Ithaca consists of a series of adventures in a new and wondrous world where he constantly confronts different values and different perceptions of order. Consequently, the hero's wander- ings are a broadening of his epistemological as well as his geographical horizons, a process consisting of ineluctable crises. The Cyclops scene is consistent with this pattern, and Odysseus' visit to the ogre's cave elicits a variety of disturbing conflicts. Arrival in new territory raises the problem of colonization in general and of intrusion in paradise in particular; contact with the monstrous Cyclops calls into question the validity of heroic codes of behavior, while confrontation with cannibalism challenges concepts of civilization. The intensity of the experience and its ability to strike at the core of the identity of both the hero and his men account for the way this encounter is marked in the memory of Odysseus and his crew.

10 citations

Proceedings Article
01 Jan 2015
TL;DR: This paper provides a framework for analyzing games that seek to present a diversity of perspectives, and to allow players to access modes of thinking that accord with a perspective other than their own, and can assist researchers, critics, and designers to identify ways in which video games express elements of internal focalization.
Abstract: In this paper, I explore instances in which video games convey an experience of subjectivity, utilizing an appropriation of Gerard Genette’s (1980) concept of focalization. Through an analysis of The Sims 3 (The Sims Studio 2009), Top Spin 4 (2K Czech 2011), Mirror’s Edge (EA Digital Illusions CE 2008) and Grand Theft Auto V (Rockstar North 2014), I demonstrate that internal focalization can be made apparent in a video game through its audiovisual presentation, its selection and restriction of private knowledge, and its ludic affordances. I provide a framework for analyzing games that seek to present a diversity of perspectives, and to allow players to access modes of thinking that accord with a perspective other than their own. This framework can assist researchers, critics, and designers to identify ways in which video games express elements of internal focalization that communicate the mental patterns of a perspective character.

10 citations


Cites background from "Narrative discourse : an essay in m..."

  • ...In this paper, I explore instances in which video games convey an experience of subjectivity, utilizing an appropriation of Gérard Genette’s (1980) concept of focalization....

    [...]

  • ...Genette (1980) measured focalization with a simple yardstick: when the audience knows less than a character about the character’s experiences, there is external focalization....

    [...]

  • ...In the study of narratives, this issue has been addressed by Gérard Genette (1980)....

    [...]

  • ...This paper has proposed an appropriation and adaptation of Gérard Genette’s concept of focalization for video game studies, as a framework for understanding how video games allow their players access to different ways of seeing and relating to the virtual environment....

    [...]

References
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TL;DR: Deuxieme tirage de cet essai critique de Georges Blin sur Stendhal, publie aux editions Jose Corti en 1954 as mentioned in this paper, et les images, une description a completer, une bibliotheque
Abstract: Deuxieme tirage de cet essai critique de Georges Blin sur Stendhal, publie aux editions Jose Corti en 1954.Deux images, une description a completer, une bibliotheque.

22 citations

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