1,892 research outputs found

    Displacement and the Humanities: Manifestos from the Ancient to the Present

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    This is the final version. Available on open access from MDPI via the DOI in this recordThis is a reprint of articles from the Special Issue published online in the open access journal Humanities (ISSN 2076-0787) (available at: https://www.mdpi.com/journal/humanities/special_issues/Manifestos Ancient Present)This volume brings together the work of practitioners, communities, artists and other researchers from multiple disciplines. Seeking to provoke a discourse around displacement within and beyond the field of Humanities, it positions historical cases and debates, some reaching into the ancient past, within diverse geo-chronological contexts and current world urgencies. In adopting an innovative dialogic structure, between practitioners on the ground - from architects and urban planners to artists - and academics working across subject areas, the volume is a proposition to: remap priorities for current research agendas; open up disciplines, critically analysing their approaches; address the socio-political responsibilities that we have as scholars and practitioners; and provide an alternative site of discourse for contemporary concerns about displacement. Ultimately, this volume aims to provoke future work and collaborations - hence, manifestos - not only in the historical and literary fields, but wider research concerned with human mobility and the challenges confronting people who are out of place of rights, protection and belonging

    The Council of Europe’s Framework of Competences for Democratic Culture: Hope for democracy or an allusive Utopia?

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    Democracies around the world are increasingly polarized along political and cultural lines. To address these challenges, in 2016, the Council of Europe (CoE) produced a model of twenty competences for democratic culture. In 2018, this same model became the basis of the Reference Framework of Competences for Democratic Culture (RFCDC). The RFCDC provides pedagogical instructions to help implement these competences. Together, I call this set of materials “the Framework”. This thesis begins with the premise that utopia has long played an important role in the way power is maintained or resisted in democratic education. It questions the assumption that democratic culture can be cultivated instrumentally through policy- based competences without imposing power on subjects and views this assumption to be utopian. It thus excavates the potential utopian ideals at play in the Framework using ‘hidden utopias’ as a conceptual lens and method, which draws inspiration from the theories of Michèl Foucault, Ernst Bloch and Ruth Levitas. It investigates how using ‘hidden utopias’ as a theoretical lens might facilitate a deeper understanding of the nature and purpose of the Framework, how implicit utopias might be at play, how this could be problematic and how these theories might shed light on the application of the Framework in pedagogical contexts. The contribution of this thesis is to make visible potential utopias at the heart of the Framework. It suggests that making implicit utopias visible in democratic education can help educators and learners engage with these discourses in critical and innovative ways and think beyond them

    Dreaming the Ancestors: An Investigation into Contemporary British Druidry and the Ritualisation of Death.

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    This thesis is an investigation into the various ways in which Druids in the opening decades of the 21st Century think about and ritualise death. Section A begins with a detailed discussion of the nature of modern British Spiritual Druidry; tracing it from its origins at the end of the 18th Century to the diverse ways in which it manifests in modernity. It will attempt to reach some conclusions about how Druidry is best understood through a consideration of Druids’ own understandings of their identity and their place in the modern world. In particular, it will consider the extent to which Druidry in Britain can be categorised as indigenous religion in Britain. Section B consists of a broad overview of the ways in which modern Druids approach death. Particular consideration is given to the concept of Ancestors in Druidry, and the role they play in the spiritual lives and practices of Druids, as well as in funeral and other rituals concerned with the dead. The section concludes with an investigation into the phenomenon of ‘new barrows’ that are currently being built in various locations in the south of England. These are built in deliberate imitation of the chambered burial mounds of the Neolithic and Bronze Ages and are designed to take human cremated remains interred in niches in the walls. The significance of these barrows as funeral venues, both to Druids and in wider society will be discussed at length. The thesis will conclude that there are several aspects of the way that death is understood and ritualised in Druidry that are highly distinctive in contemporary Western society. It will further suggest that much can be learnt from both Druidry and the new barrows as models for the construction of meaningful and useful funerals

    What's in Lisbon? Art Museums, Art Dealers, and Refugees in Portugal between 1933 and 1945

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    This thesis focuses on the transactions of works of art that took place in Portugal during the period of the Third Reich (1933-1945), the institutions and individuals involved in these transactions, and the works of art that were the object of those transactions. Drawing on American, Austrian, British, Dutch, French, German, Portuguese, and Swiss primary sources, the thesis sets out to determine the extent of the influence of the refugee flux into the country and of the international circulation of Nazi-looted art on the Portuguese art market. It does so by identifying and studying the actions of specific groups identified as having the higher chances of benefiting from these circumstances: importers and exporters of non-contemporary works of art; national art museums in Lisbon and Porto, cities with international communications and transport networks, which hosted the highest number of refugees; public museums in seaside and spa resorts, where thousands of refugees resided during the war years; and the foreign art dealers who opened businesses in Lisbon. Conceptually, it begins with a large universe of analysis, narrowing its scope as the chapters progress, culminating in the study of the actions of one single figure, and clarifying the provenance of one single painting, in a case study that brings together various areas of research examined previously. While findings confirm the supposition that the Portuguese State and public institutions did not knowingly engage in the acquisition of Nazi-looted art during this period, they reveal that some of their acquisitions require further provenance research, and that the actions of specific individuals in bringing works of art into the country demand further scrutiny

    An American Knightmare: Joker, Fandom, and Malicious Movie Meaning-Making

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    This monograph concerns the long-standing communication problem of how individuals can identify and resist the influence of unethical public speakers. Scholarship on the issue of what Socrates & Plato called the “Evil Lover” – i.e., the ill-intended rhetor – began with the Greek philosophers, but has carried into [post]Modern anxieties. For instance, the study of Nazi propaganda machines, and the rhetoric of Hitler himself, rejuvenated interest in the study of speech and communication in the U.S. and Europe. Whereas unscrupulous sophists used lectures and legal forums, and Hitler used a microphone, contemporary Evil Lovers primarily draw on new, internet-related tools to share their malicious influence. These new tools of influence are both more far-reaching and more subtle than the traditional practices of listening to a designated speaker appearing at an overtly political event. Rhetorician Ashley Hinck has recently noted the ways that popular culture – communication about texts which are commonly accessible and shared – are now significant sites through which citizens learn moral and political values. Accordingly, the talk of internet influencers who interpret popular texts for other fans has the potential to constitute strong persuasive power regarding ethics and civic responsibility. The present work identifies and responds to a particular case example of popular culture text that has been recently, and frequently, leveraged in moral and civic discourses: Todd Phillips’ Joker. Specifically, this study takes a hermeneutic approach to understanding responses, especially those explicitly invoking political ideology, to Joker as a method of examining civic meaning-making. A special emphasis is placed on the online film criticisms of Joker from white nationalist movie fans, who clearly exemplify ways that media responses can be leveraged by unethical speakers (i.e., Evil Lovers) and subtly diffused. The study conveys that these racist movie fans can embed values related to “trolling,” incelism, and xenophobia into otherwise seemingly innocuous talk about film. While the sharing of such speech does not immediately mean its positive reception, this kind of communication yet constitutes a new and understudied attack on democratic values such as justice and equity. The case of white nationalist movie fan film criticism therefore reflects a particular brand of communicative strategy for contemporary Evil Lovers in communicating unethical messages under the covert guise of mundane movie talk

    IMAGINING, GUIDING, PLAYING INTIMACY: - A Theory of Character Intimacy Games -

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    Within the landscape of Japanese media production, and video game production in particular, there is a niche comprising video games centered around establishing, developing, and fulfilling imagined intimate relationships with anime-manga characters. Such niche, although very significant in production volume and lifespan, is left unexplored or underexplored. When it is not, it is subsumed within the scope of wider anime-manga media. This obscures the nature of such video games, alternatively identified with descriptors including but not limited to ‘visual novel’, ‘dating simulator’ and ‘adult computer game’. As games centered around developing intimacy with characters, they present specific ensembles of narrative content, aesthetics and software mechanics. These ensembles are aimed at eliciting in users what are, by all intents and purposes, parasocial phenomena towards the game’s characters. In other words, these software products encourage players to develop affective and bodily responses towards characters. They are set in a way that is coherent with shared, circulating scripts for sexual and intimate interaction to guide player imaginative action. This study defines games such as the above as ‘character intimacy games’, video game software where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters. To do so, however, player must recognize themselves as playing that type of game, and to be looking to develop that kind of response towards the game’s characters. Character Intimacy Games are contingent upon player developing affective and bodily responses, and thus presume that players are, at the very least, non-hostile towards their development. This study approaches Japanese character intimacy games as its corpus, and operates at the intersection of studies of communication, AMO studies and games studies. The study articulates a research approach based on the double need of approaching single works of significance amidst a general scarcity of scholarly background on the subject. It juxtaposes data-driven approaches derived from fan-curated databases – The Visual Novel Database and Erogescape -Erogē Hyōron Kūkan – with a purpose-created ludo-hermeneutic process. By deploying an observation of character intimacy games through fan-curated data and building ludo-hermeneutics on the resulting ontology, this study argues that character intimacy games are video games where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters and recognizing themselves as doing so. To produce such conditions, the assemblage of software mechanics and narrative content in such games facilitates intimacy between player and characters. This is, ultimately, conductive to the emergence of parasocial phenomena. Parasocial phenomena, in turn, are deployed as an integral assumption regarding player activity within the game’s wider assemblage of narrative content and software mechanics

    A critical sociolinguistic study of diasporization among Hungarians in Catalonia

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    This thesis investigates how contemporary diasporas evolve, how diasporization takes place under the conditions of late modernity, and how language features in this process. By diasporization, I refer to the process(es) in which diasporic groups emerge and individuals start to engage in certain diasporic practices, i.e., social practices that are associated with their ethnic or national origin or with their imagined homeland, or with boundary management in the host-land. The research was an ethnographically informed critical sociolinguistic study of first-generation Hungarians in Catalonia that drew on collaborative methodologies in order to include the emic perspectives of the participants. To capture these perspectives, the research combined many data generating techniques, such as ethnographic field notes, biographical interviews, online focus groups, collection of material evidence, and collaborative interpretation with the key participants in the research.La tesis investiga cómo evolucionan las diásporas contemporáneas y de qué modo se produce la diasporización en las condiciones de la modernidad tardía. Con diasporización me refiero al proceso, o procesos, en los que surgen los grupos diaspóricos y los individuos comienzan a llevar a cabo ciertas prácticas diaspóricas, es decir, prácticas sociales que se asocian a su origen étnico o nacional, su patria imaginada o la gestión de las fronteras en el país de acogida. La tesis toma la forma de estudio crítico informado etnográficamente en personas húngaras en Cataluña de primera generación y se basa en metodologías colaborativas para incluir las perspectivas émicas de las personas participantes. Con el fin de captar estas perspectivas, el estudio combina múltiples técnicas de generación de datos, como por ejemplo las notas de campo etnográficas, las entrevistas biográficas, los grupos focales en línea, la recopilación de rastros materiales y la interpretación colaborativa con las personas participantes clave en el estudio.La tesi investiga com evolucionen les diàspores contemporànies i de quina manera es produeix la diasporització en les condicions de la modernitat tardana. Amb diasporització em refereixo al procés, o processos, en què sorgeixen els grups diaspòrics i els individus comencen a dur a terme certes pràctiques diaspòriques, és a dir, pràctiques socials que s'associen al seu origen ètnic o nacional, la seva pàtria imaginada o la gestió de les fronteres al país d'acollida. La tesi pren forma d'estudi crític informat etnogràficament en persones hongareses a Catalunya de primera generació i es basa en metodologies col·laboratives per incloure les perspectives èmiques de les persones que hi participen. Per captar aquestes perspectives, l'estudi combina múltiples tècniques de generació de dades, com ara les notes de camp etnogràfiques, les entrevistes biogràfiques, els grups focals en línia, la recopilació de rastres materials i la interpretació col·laborativa amb les persones participants clau en l'estudi.Societat de la informació i el coneixemen
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