1,434 research outputs found
Surface and Deep Parody: The Case of Middle Comedy
The present study adopts an interdisciplinary approach towards the interpretation of Greek comedy, by using the recently established psychological model of âsurface and deep parodyâ for the analysis of comic satire. According to this psychological model (where âparodyâ is meant as âsatireâ), âsurface parodyâ is defined as âsimple distortion of reality by exaggerationâ, whereas âdeep parodyâ consists of a âre-categorization of the targetâ. In the present analysis this psychological pattern is applied mutatis mutandis to Middle Comedy fragments, with reference to the parody exercised against politicians, philosophers, hetairai, and fishmongers. The ensuing results are considered (i) under the light of a germane study regarding the application of the same psychological model in Aristophanic comedy, and (ii) with reference to the reality of fourth century Athens.The present study adopts an interdisciplinary approach towards the interpretation of Greek comedy, by using the recently established psychological model of âsurface and deep parodyâ for the analysis of comic satire. According to this psychological model (where âparodyâ is meant as âsatireâ), âsurface parodyâ is defined as âsimple distortion of reality by exaggerationâ, whereas âdeep parodyâ consists of a âre-categorization of the targetâ. In the present analysis this psychological pattern is applied mutatis mutandis to Middle Comedy fragments, with reference to the parody exercised against politicians, philosophers, hetairai, and fishmongers. The ensuing results are considered (i) under the light of a germane study regarding the application of the same psychological model in Aristophanic comedy, and (ii) with reference to the reality of fourth century Athens
The political potential of humour in graphic design
This thesis is an exploration around the topics of graphic design, humour, and the political. More specifically, the use of humour as a political tool in a graphic design practice. This thesis provides an overview of the most significant theories of humour. By way of examining the three encompassing theories of humour and conducting qualitative interviews, this thesis tries to understand as to why humour might be of value to graphic designers.
This thesis use the theories of humour as a framework for investigating the political dimension of graphic design. Humour is universal phenomenon that is highly contextual, therefore it is one of the most important aspects when trying to understand any particular culture. As for graphics design, it is commonly defined as a profession and practice of cultural intermediaries, who are situated in between production and consumption. This close-up view, of how images and ideas circulate within a given culture, is inherently political but yet graphic design lacks political power. By the way of humour, we can open up unexpected opportunities in the discourse of graphic design, that can allow us to expand our conception of what it means to be a graphic designer, beyond its visual artefacts
Fake News in the era of online intentional misinformation ; a review of existing approaches
ÎÎčÏλÏΌαÏÎčÎșÎź ΔÏγαÏία--ΠαΜΔÏÎčÏÏÎźÎŒÎčÎż ÎαÎșÎ”ÎŽÎżÎœÎŻÎ±Ï, ÎΔÏÏÎ±Î»ÎżÎœÎŻÎșη, 2019.Fake news is probably one of the most discussed issues of the past years. The term has acquired greater legitimacy after being named the word of the year by Collins Dictionary, following what the dictionary called its âubiquitous presenceâ over the year 2017. However, the fake news issue has not been yet deeply researched. Therefore, in this thesis, definitions by the literature about the term âfake newsâ are gathered and through them, specific characteristics and criteria are extracted in order to verify the exact elements of false news and intentional misinformation in general. This study aims to identify eventually as thoroughly as possible what fake news is and what is not. For that purpose, through qualitative research, the total features of the term are exhibited and analyzed concluding in the classification of characteristics most of the fake news incidents present. Following the proposed feature identification is examined through specific fake news case studies. Finally, after understanding deeper and verifying specific characteristics that appear on the nature of fake news detection and mitigation actions are proposed, demonstrating the need for technological development on the issue and educational evolution on digital skills of the public, accomplishing an inclusive review of a less studied term, such as the fake news. At last conclusions are presented leading to the main remark of the current thesis, namely the need for further quantitative and statistical research as much as deeper theoretical study, to better decipher the issue of fake news and thus resolve it
What Do We Know About the World? Rhetorical and Argumentative Perspectives
his book consists of selected papers delivered at âFirst International Conference on Rhetoric in Croatia: the Days of Ivo Ć kariÄâ in May, 2012, and subsequently revised for publication. Through a variety of different routes, the papers explore the role of rhetoric and argumentation in various types of public discourse and present interdisciplinary work connecting linguists, phoneticians, philosophers, law experts and communication scientists in the common ground of rhetoric and argumentation
Letâs Play Democracy, Exploratory Analysis of Political Video Games
In current times, the concept of democracy has been transformed due to the ups and downs of the hyperdigitalized society, modifying its discourses and forms of participation. Recognizing that video games maintain a prominent role in the new generations, this research has the objective of analyzing independent video games related to the notion of democracy. For this reason, 26 video games were analyzed according to their democratic principles, their typology and their key components, resulting in a tendency towards the guarantee of civil liberties, political pluralism and separation of powers; likewise, there is a clear differentiation between persuasive and expressive video games, the former linked to polarization and criticism, while the latter responded to a reflexive conceptual line, added to the use of reward systems and progression in their key design components. It can be concluded that video games linked to democracy respond to an innovative interactive dimension that converts the traditional political canons by the creativity, freedom, and autonomy of the current audiences.Partial funding for open access charge: Universidad de MĂĄlag
Letâs Play Democracy, Exploratory Analysis of Political Video Games
In current times, the concept of democracy has been transformed due to the ups and downs
of the hyperdigitalized society, modifying its discourses and forms of participation. Recognizing
that video games maintain a prominent role in the new generations, this research has the objective of
analyzing independent video games related to the notion of democracy. For this reason, 26 video
games were analyzed according to their democratic principles, their typology and their key components,
resulting in a tendency towards the guarantee of civil liberties, political pluralism and
separation of powers; likewise, there is a clear differentiation between persuasive and expressive
video games, the former linked to polarization and criticism, while the latter responded to a reflexive
conceptual line, added to the use of reward systems and progression in their key design components.
It can be concluded that video games linked to democracy respond to an innovative interactive
dimension that converts the traditional political canons by the creativity, freedom, and autonomy of
the current audiences
Aristophanes and Euripides: A Palimpsestuous Relationship
Aristophanes allows Euripides to interrupt constantly. In Athenian comedy of the fifth century they are on stage together, both literally and figuratively. Despite Aristophanesâ comedies having a meaning of their own, Euripidesâ lines are so clearly visible underneath them that they can only be described as the verbal equivalent of a palimpsest. The Oxford English Dictionary defines a palimpsest as a manuscript or piece of writing on which later writing has superimposed or effaced earlier writing, or something reused or altered but still bearing visible traces of its earlier form. It is clear that a palimpsest is the product of layering that results in something as new, whilst still bearing traces of the original. Dillon describes the palimpsest as â...an involuted phenomenon where otherwise unrelated texts are involved and entangled, intricately interwoven, interrupting and inhabiting each otherâ. Aristophanes takes texts, particularly those of Euripides, which may otherwise have been unrelated, and weaves them together to form something new.
I will show that in a number of cases Aristophanes offers scenes that have already been performed in Euripidesâ plays but lays his own plot over the tragedianâs, whilst at the same time drawing the audiencesâ attention to the original. The nature of this borrowing overwrites Kristevaâs theory of âintertextualityâ and provides a new and more apposite name for the permutation of texts in which the geno-text corresponds to infinite possibilities of palimpsestuous textuality (and the pheno-text to a singular text, which contains echoes of what it could have been). The plurality of Euripidesâ texts, whilst engendering those of Aristophanes, constantly interrupts them. Through the consideration of ancient and modern literary theory and by a close analysis of Aristophanesâ and Euripidesâ plays, this thesis sets out to offer a new reading of the relationship between these two poets. It shows that they were engaged in a dialogue of reciprocal influence that came to a head at the end of the Peloponnesian War
Newspaper Editorial Cartoons: Where Art, Rhetoric and Metaphot Meet Reality
Operating as a form of visual news discourse, editorial cartoons hold a unique commentary position within the news agenda. Utilising artistic and rhetorical devices, cartoon illustrators provide supplementary (and sometimes alternate) viewpoints on current news events; their visuals becoming frames for organising social knowledge in addition to capturing the essence of issues or events. By doing so, audiences are presented with âa number of different condensing symbols that suggest the core frame of any issue portrayedâ (Gamson and Stuart, 1992, pg. 60). This thesis reflects upon the evolution of editorial cartoons as a genre of socio-political commentary. Scrutinising a corpus of images taken from the 2010 British General Election, the study outlines the aesthetic, communicative and rhetorical features which enhance the formâs position within visual imagery; highlighting their capability in adapting to societal, political or aesthetic change. Drawing upon the works of Lakoff and Johnson (1980), Herrmann (2013) and Ritchie (2013), the thesis also illustrates how a conceptual approach towards editorial cartoon metaphors can amplify the formsâ convergence/divergence with the news agenda of its host publication. Lastly, a combination of quantitative and qualitative analyses within a unified case study framework will highlight the capacity of editorial cartoonists to provide autonomous perspectives on evolving news events
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