Despite the fact that BRIC Bank was instituted to enhance the core competitiveness of developing countries, opponents concern it would undermine the status of the World Bank and incurred negative impact. However, as C...Despite the fact that BRIC Bank was instituted to enhance the core competitiveness of developing countries, opponents concern it would undermine the status of the World Bank and incurred negative impact. However, as China is one of initiated countries of the BRIC nations, domestic mainstream media witnessed widespread coverage to justify Bank's roles. Therefore, this paper, based on Halliday's Meta-language Function theory, intends to explore the significance of BRIC Banks from the perspective of domestic mainstream media. Meanwhile, the thesis, combining with corpus research tools and VRIN standard theory (namely Valuable, Rare, Imperfectly, Imitable, Non-Substitutable), probes into image construction and interprets roles of BRIC Bank in mainstream reports.展开更多
Female character in video games is the one of the most controversial topic in game studies and nowadays women's anthropology. From the beginning of role in games' plot to sexualized graphical representation, woman i...Female character in video games is the one of the most controversial topic in game studies and nowadays women's anthropology. From the beginning of role in games' plot to sexualized graphical representation, woman in virtual world were (and sometimes still are) a point of discussion about characters sexualisation and role of female sex in virtual industry. The main aim of this paper is to present analysis of female representation in video games and how in last 30 years it has changed. In other words, how female characters were ennobled from sex object to main protagonist status. In presented research, there were used mostly the examples of popular video games with extended plot and world which can be explored by protagonists. Video game historiography, textual analysis (which helped to treat video game character as a protagonist), and thematic analysis of video games were used as a main research method. The main conclusion of this paper is that female characters can overcome all gender or sexual stereotypes and even eventually became an icon of popular culture展开更多
Our studies about safety in society lead us to the most popular book by Karl Mannheim: Ideology and Utopia. This work envisages the discrepancies between social knowledge and the material world itself. The crucial co...Our studies about safety in society lead us to the most popular book by Karl Mannheim: Ideology and Utopia. This work envisages the discrepancies between social knowledge and the material world itself. The crucial conclusion reads as follows: Our image of reality is mostly based on our interests and desires and does not rely on thorough research. There are two types of such representations: utopia and ideology. The first of them, less interesting for us, is the type of ideas which can revolutionize a social being. The second one is a particular set of visions which can never be realized but on the other hand they act as common knowledge (general knowledge of the world)--stabilizing the social structure by presenting it with a holistic image of the world. Taking the above into consideration, how is it possible that representations, being so distant from reality (creating a completely separate "world"), basically enable efficient functioning in it? Ideology, being the foundation of the society's functioning space, should always be tautological, in the sense that for the participants of the given world's image (creation as it is), it should define the being in a comprehensive and adequate way (in Thomas Aquinas spirit). What is more, it would always be true. We should also mention that the main tools of ideology, understood this way, are specific definitions and the extrapolation of sense. The purpose of this lecture is to prove that it is possible for ideology to come to life, only when the individuals who acknowledge it will consider their image of reality proper. The above ideological system should be understood as the obviousness of description of the surrounding world which in return makes unreflective functioning in reality possible. This obviousness of the presented world will be referred to as social safety.展开更多
The purpose of this paper is to engage with Gilles Deleuze's work on time and space in cinema as a theoretical trajectory for exploring the video art of Lia Lapithi Shukuroglou. In Cinema 2: The Time-Image (1989),...The purpose of this paper is to engage with Gilles Deleuze's work on time and space in cinema as a theoretical trajectory for exploring the video art of Lia Lapithi Shukuroglou. In Cinema 2: The Time-Image (1989), Deleuze argues that post-Second World War cinema has been shaped by a historical transformation compelling it to create new signs and images. Centering on the post-war landscape of Cyprus in 1974, the moment of "historical transformation" in Deleuze is transposed to this national context; examining Lapithi's response to the crisis of historical time in its relation to physical spaces. It negotiates a contextualized reading of three videos and argues that they manifest Deleuzian "time-images". These texts react to the territorialization of real spaces by deterritorializing official national history. Using Martin Jones' study, Deleuze, cinema and national identity: Narrative time in national contexts (2006) Lapithi's time-images are interpreted as "unruly" as they resist a linear narrative and destabilize public time. Contrary to Martin Jones's view that time-images constitute a temporary deviation from flowing national time, the author argues that Lapithi excavates alternative temporalities in perpetuity; whilst proposing that in the context of Cyprus the deterritorialization of space by time postpones the nation's identity.展开更多
The world' s cultural heritage is a top tourist resource when it is used for tourism development. Domestic scholars are concerned about the tourism image more than ten years. However, there is little research on tour...The world' s cultural heritage is a top tourist resource when it is used for tourism development. Domestic scholars are concerned about the tourism image more than ten years. However, there is little research on tourism image of the world cultural heritage. The tourism image of the world cultural heritage influence tourists' expectations - experience satisfaction; the recognition to the cultural heritage of the destination resident; the tourist type of the world cultural heritage Site, and the showing effect of the cultural heritage tourists. Consider the world cultural heritage tourism image connotation, it includes four parts: subject, object, body and mediator. It has the four characteristics: the main audience of the tourism image is cultural tourists, and the tourism image can be used as against marketing tool of the cultural heritage sites, and the tourism image highlight the cultural heritage of authenticity and uniqueness.展开更多
文摘Despite the fact that BRIC Bank was instituted to enhance the core competitiveness of developing countries, opponents concern it would undermine the status of the World Bank and incurred negative impact. However, as China is one of initiated countries of the BRIC nations, domestic mainstream media witnessed widespread coverage to justify Bank's roles. Therefore, this paper, based on Halliday's Meta-language Function theory, intends to explore the significance of BRIC Banks from the perspective of domestic mainstream media. Meanwhile, the thesis, combining with corpus research tools and VRIN standard theory (namely Valuable, Rare, Imperfectly, Imitable, Non-Substitutable), probes into image construction and interprets roles of BRIC Bank in mainstream reports.
文摘Female character in video games is the one of the most controversial topic in game studies and nowadays women's anthropology. From the beginning of role in games' plot to sexualized graphical representation, woman in virtual world were (and sometimes still are) a point of discussion about characters sexualisation and role of female sex in virtual industry. The main aim of this paper is to present analysis of female representation in video games and how in last 30 years it has changed. In other words, how female characters were ennobled from sex object to main protagonist status. In presented research, there were used mostly the examples of popular video games with extended plot and world which can be explored by protagonists. Video game historiography, textual analysis (which helped to treat video game character as a protagonist), and thematic analysis of video games were used as a main research method. The main conclusion of this paper is that female characters can overcome all gender or sexual stereotypes and even eventually became an icon of popular culture
文摘Our studies about safety in society lead us to the most popular book by Karl Mannheim: Ideology and Utopia. This work envisages the discrepancies between social knowledge and the material world itself. The crucial conclusion reads as follows: Our image of reality is mostly based on our interests and desires and does not rely on thorough research. There are two types of such representations: utopia and ideology. The first of them, less interesting for us, is the type of ideas which can revolutionize a social being. The second one is a particular set of visions which can never be realized but on the other hand they act as common knowledge (general knowledge of the world)--stabilizing the social structure by presenting it with a holistic image of the world. Taking the above into consideration, how is it possible that representations, being so distant from reality (creating a completely separate "world"), basically enable efficient functioning in it? Ideology, being the foundation of the society's functioning space, should always be tautological, in the sense that for the participants of the given world's image (creation as it is), it should define the being in a comprehensive and adequate way (in Thomas Aquinas spirit). What is more, it would always be true. We should also mention that the main tools of ideology, understood this way, are specific definitions and the extrapolation of sense. The purpose of this lecture is to prove that it is possible for ideology to come to life, only when the individuals who acknowledge it will consider their image of reality proper. The above ideological system should be understood as the obviousness of description of the surrounding world which in return makes unreflective functioning in reality possible. This obviousness of the presented world will be referred to as social safety.
文摘The purpose of this paper is to engage with Gilles Deleuze's work on time and space in cinema as a theoretical trajectory for exploring the video art of Lia Lapithi Shukuroglou. In Cinema 2: The Time-Image (1989), Deleuze argues that post-Second World War cinema has been shaped by a historical transformation compelling it to create new signs and images. Centering on the post-war landscape of Cyprus in 1974, the moment of "historical transformation" in Deleuze is transposed to this national context; examining Lapithi's response to the crisis of historical time in its relation to physical spaces. It negotiates a contextualized reading of three videos and argues that they manifest Deleuzian "time-images". These texts react to the territorialization of real spaces by deterritorializing official national history. Using Martin Jones' study, Deleuze, cinema and national identity: Narrative time in national contexts (2006) Lapithi's time-images are interpreted as "unruly" as they resist a linear narrative and destabilize public time. Contrary to Martin Jones's view that time-images constitute a temporary deviation from flowing national time, the author argues that Lapithi excavates alternative temporalities in perpetuity; whilst proposing that in the context of Cyprus the deterritorialization of space by time postpones the nation's identity.
文摘The world' s cultural heritage is a top tourist resource when it is used for tourism development. Domestic scholars are concerned about the tourism image more than ten years. However, there is little research on tourism image of the world cultural heritage. The tourism image of the world cultural heritage influence tourists' expectations - experience satisfaction; the recognition to the cultural heritage of the destination resident; the tourist type of the world cultural heritage Site, and the showing effect of the cultural heritage tourists. Consider the world cultural heritage tourism image connotation, it includes four parts: subject, object, body and mediator. It has the four characteristics: the main audience of the tourism image is cultural tourists, and the tourism image can be used as against marketing tool of the cultural heritage sites, and the tourism image highlight the cultural heritage of authenticity and uniqueness.