2,668 research outputs found

    Narrating Impact Assessment in the European Union

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    This paper is based on research carried out with the support of the European Research Council grant on Analysis of Learning in Regulatory Governance, ALREG http://centres.exeter.ac.uk/ceg/research/ALREG/index.php. Previous versions of this paper were presented at the UK Political Studies Association (PSA) annual conference, Belfast 3-5 April 2012 and the Human Dimensions of Global Environmental Change conference, Berlin 5-6 October 2012. We are grateful to Mathias Delori and Anna Durnova for extensive comments on an early draft.publication-status: AcceptedSince 2003, the European Commission has produced analytical documents to appraise and support its policy proposals. These so-called impact assessments (IAs) are now quite common in the preparation of legislation in the member states of the European Union. Previous research has been concerned with the quality of the IAs in terms of evidence-based policy, especially in terms of economic analysis and other standards of smart regulation. In this article, we move from a different perspective. We draw on the narrative policy framework to explore impact assessment as text and discursive instrument. We consider a sample of IAs that differ by originating DGs, legal instrument, and level of saliency. The findings show that the narrative components of the IA are quite prominent in the sample. The Commission may use IA to produce evidence-based policy, but it also engages with IA to provide a presentation of self, to establish EU norms and values, and to create consensus around policy proposals by using causal plots, doomsday scenarios, and narrative dramatization

    Representation of The Puragabaya Legend Through Videography of Poetry Musicalization

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    The legend of Puragabaya is part of the Galunggung Tasikmalaya folklore which has the potential of Sundanese cultural wealth and needs to be revitalized to maintain its existence. The legend of Puragabaya tells of a special warrior figure Prabu Siliwangi who was educated and forged physically and mentally at the Galunggung Invisibility Pesantren. The figure of Puragabaya contains elements of wisdom, persistence, and tenacity, representing the cultural and social values of the Galunggung community. The revitalization of legends in this study was represented through the videography of poetry musicals. The process of revitalizing the Puragabaya legend is based on the concept of art-based research which aims to present the form of the Puragabaya. The implementation of art-based research to revitalize legends involves the process of creating literary works of art and literary performances consisting of poetry musicalization, poetry reading, and poetry dramatization. In addition, painting and dance work as a form of legend representation are collaborated into videography to add aesthetic power. The results of the study show that the process of revitalizing legends as part of oral literature shows more concrete results by using art-based research that utilizes technological developments

    SPEECH AND THOUGHT PRESENTATION IN JHUMPA LAHIRI'S INTERPRETER OF MALADIES

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    This research focuses on analyzing speech and thought presentation in the story by means of stylistic approach proposed by Leech and Short (2007). There are two main objectives in this research: (1) to find out speech and thought presentation techniques used in the story and (2) to figure out how those techniques reveal the characterization of the story. Three types of speech presentation were found in the analysis: Free Direct Speech (FDS) in 56%, Direct Speech (DS) in 41%, and Indirect Speech (IS) in 3%. Indirect Thought (IT) is the only thought presentation found in the data, presented in 15 utterances. Those presentation techniques reveal that Lahiri lets the readers involved in the story. FDS shows that the absence of the narrator in the dialogues is influenced by clarity of the context. By employing IT in the whole thought presentation, Lahiri involves herself in the character’s consciousness. Keywords: speech, thought, presentation, stylistic

    The Cultivation Effects of Serial and Mass Murder on Homicide Investigators

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    Research has indicated over the course of decades that media has an effect on the perception of crime and criminality. Since Gerbner’s inception of the cultivation theory, the effects of mass media have been studied and validated, causing viewers to be influenced in their perception of crime and criminality to believe it is more severe than it really is, more prevalent than it really is, and there are more instances of serial and mass murder than there really are. Within true crime presentations representations, the personality, modus operandi, motivations, and descriptions of serial and mass murderers is presented outside of known facts and, at least partially, fictionalized and indicate that the perception of serial and mass murder by viewers of true crime media is skewed. There is a distinct gap in the research as applied to the effects of true crime media on specific populations. The research questions addressed in this study centered around determining the misconceptions in a type of true crime media regarding serial and mass murderers and assessed a population of 41 homicide investigators and the cultivation effect on their approach to investigations through a series of surveys. The surveys were developed from the narrative analysis of media and the results were analyzed in regard to media misinformation. The proliferation of misinformation is of vital social significance, and the results of the study show that there is an effect on the perception of serial and mass murder due to true crime media wherein law enforcement professionals largely believe in the myths and stereotypes reinforced by the media presentations. Findings of this study may be used by law enforcement administration to better educate professionals and the public as to the effect that true crime media could have on homicide investigation

    Motivation of ninth grade English

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    Thesis (M.A.)--Boston Universit

    Direction of the Process Drama: Hats Off!

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    Beats & Units: A story-game design framework

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    There are no recipes or rules to develop games, any more than there are to develop stories. When we try to define a game system that not only has to create a balanced experience, but also has to tell a story, which can engage players in creating empathy and meaning, everything gets complicated. We faced this problem when we had to develop a serious game with the goal of promoting discussion and awareness among children around nutrition: FlavourGame. In this regard, we needed not only to design game mechanics that would feel complete and progressive, but also to create a narrative that provided meaning to the game experience, in order to ensure an underlying layer to the context of nutrition. For that, we had to develop a framework that could help the team in guiding the telling of the story while designing the progression of the game. In this article, we present the full framework as a story-game design approach to be employed in the creation of serious narrative games
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