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论特拉克尔诗歌对《圣经》的戏仿性互文 被引量:1
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作者 叶雨其 《理论月刊》 CSSCI 北大核心 2017年第8期90-94,共5页
在德语诗人特拉克尔的诗中,存在着对于《圣经》文本的大量戏仿性互文。诗人通过对其进行空缺式戏仿、并置式戏仿以及变形式戏仿,分别实现了对基督教神学权威的质疑、降格乃至最后的亵渎。然而诗人却未能通过这一系列对于神的解构将自身... 在德语诗人特拉克尔的诗中,存在着对于《圣经》文本的大量戏仿性互文。诗人通过对其进行空缺式戏仿、并置式戏仿以及变形式戏仿,分别实现了对基督教神学权威的质疑、降格乃至最后的亵渎。然而诗人却未能通过这一系列对于神的解构将自身从"信仰"的束缚中解放出来——诗人最终将自我推为逻各斯,"信仰自我"于是取代了"信仰神",成为了诗人诗学话语的中心。对这一互文性问题进行探讨,一方面可以加强对诗人诗歌创作的理解,另一方面可以促进对"自我"问题的认识及把握。 展开更多
关键词 特拉克尔 诗歌 圣经 仿互文
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超文性戏仿与经典童话解构——以巴塞尔姆的《白雪公主》为例
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作者 刘晨华 王雅丽 《疯狂英语(教师版)》 2007年第12期74-77,共4页
本文以巴塞尔姆最著名的后现代主义作品《白雪公主》为例,探讨巴塞尔姆是如何通过采用以互文性为特点的超文本戏仿文本策略创作出有别于传统小说的新的小说形式,实现对经典童话的彻底解构。巴塞尔姆在语言和故事情节上大胆试验,运用诸... 本文以巴塞尔姆最著名的后现代主义作品《白雪公主》为例,探讨巴塞尔姆是如何通过采用以互文性为特点的超文本戏仿文本策略创作出有别于传统小说的新的小说形式,实现对经典童话的彻底解构。巴塞尔姆在语言和故事情节上大胆试验,运用诸如碎片、拼贴等各种后现代主义写作技巧对源文进行仿拟,最终显示出其文本的真正意义。 展开更多
关键词 超文仿 经典童话 解构 巴塞尔姆 《白雪公主》
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论《被掩埋的巨人》对骑士文学的超文性戏仿
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作者 冯琪雯 《河南广播电视大学学报》 2020年第3期56-60,70,共6页
《被掩埋的巨人》是当代日裔英籍作家石黑一雄的新作,它在借用14世纪骑士文学《高文爵士与绿衣骑士》的基础上,重新派生出一个展现不列颠与撒克逊民族冲突与融合的奇幻故事。在具体的小说创作中,石黑一雄通过叙事策略转变、核心义理置... 《被掩埋的巨人》是当代日裔英籍作家石黑一雄的新作,它在借用14世纪骑士文学《高文爵士与绿衣骑士》的基础上,重新派生出一个展现不列颠与撒克逊民族冲突与融合的奇幻故事。在具体的小说创作中,石黑一雄通过叙事策略转变、核心义理置换以及人物形象颠覆三种方式,实现了对骑士文学的超文性戏仿,从而深化了小说的主题内涵,并对读者发出呼吁:正视民族历史,理性思考困境与珍惜当下和平。 展开更多
关键词 《被掩埋的巨人》 《高文爵士与绿衣骑士》 超文仿 石黑一雄
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New Approach to Linear Stackelberg Problems with Multiple Leaders-followers
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作者 刘德峰 《Chinese Quarterly Journal of Mathematics》 CSCD 2001年第3期34-41,共8页
In this paper, we study linear static Stac kelberg problems with multiple leaders-followers in which each decision maker wi thin his group may or may not cooperate. An exact penalty function method is dev eloped. The ... In this paper, we study linear static Stac kelberg problems with multiple leaders-followers in which each decision maker wi thin his group may or may not cooperate. An exact penalty function method is dev eloped. The duality gaps of the followers’ problems are appended to the leaders’ objective function with a penalty. The structure leads to the decomposition of the composite problem into a series of linear programmings leading to an efficie nt algorithm. We prove that local optimality is reached for an exact penalty fun ction and illustrate the method with three examples. The model in this paper ext ends the stackelberg leader-follower model. 展开更多
关键词 Stackelberg game linear programming penalty function method
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王童电影中的三大情结及其根源
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作者 孙英莉 汪少明 《黄冈师范学院学报》 2011年第5期111-113,共3页
王童导演的绝大多数影片中都会涉及到与"性"、"戏"、"死"有关的场面,"性"、"戏"、"死"成为了王童电影中的重要情结。这些情结表达了特定的内涵,有其精神分析学的根源。
关键词 王童电影 //死” 情结
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试论《啼笑因缘》的情节创构
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作者 芮立祥 《廊坊师范学院学报(社会科学版)》 2015年第4期5-9,共5页
《啼笑因缘》的情节魅力,缘于张恨水做到了"戏性"、"世性"、"根性"的有机结合,实现了阅读的趣味享受与教化引领之统一。其情节创构寓有通俗小说的创作规律,把握这一规律,通俗小说方能立足当下并获得强劲... 《啼笑因缘》的情节魅力,缘于张恨水做到了"戏性"、"世性"、"根性"的有机结合,实现了阅读的趣味享受与教化引领之统一。其情节创构寓有通俗小说的创作规律,把握这一规律,通俗小说方能立足当下并获得强劲的生命力。 展开更多
关键词 张恨水 《啼笑因缘》 情节创构 戏性
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赴一场“狂欢”的《夜宴》
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作者 贾莉 《电影评介》 北大核心 2007年第10期18-19,共2页
冯小刚贺岁片《夜宴》自从放映以来,观众对其毁誉参半。本文想借助前苏联文论家巴赫金的“狂欢化”理论,从作品的戏拟性和怪诞性着手,分析其狂欢化色彩,为解读此片提供一个新的批评视角。
关键词 狂欢化 《夜宴》 怪诞
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Cascading failure prevention of complex systems based on brittleness entropy game 被引量:2
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作者 曹然 Jin Hongzhang +1 位作者 Feng Liyuan Xu Xu 《High Technology Letters》 EI CAS 2013年第4期422-428,共7页
A non-cooperative game model based on brittleness entropy is formulated for preventing cascading failure of complex systems.Subsystems of a complex system are mapped to the players of the game.The influence of collaps... A non-cooperative game model based on brittleness entropy is formulated for preventing cascading failure of complex systems.Subsystems of a complex system are mapped to the players of the game.The influence of collapsed subsystems to other subsystems is also taken into account in the definition of payoff function except for their own entropy increase.This influence is named brittleness entropy.Each player has two optional strategies;rational for negative entropy and irrational for negative entropy.The model is designed to identify the players who select an irrational strategy for negative entropy.The players who select the irrational strategy for negative entropy continue to compete for negative entropy after the recovery of ordered state and make other subsystems can' t get enough negative entropy to reduce entropy increase.It leads to cascading failure of the complex system in the end.Genetic algorithm is used to seek the solution of game model,and the simulation result verifies the effectiveness of the proposed model.The model provides a new way to prevent cascading failure of complex systems. 展开更多
关键词 complex system cascading failure PREVENTION brittleness entropy game theory
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Evolution of Cooperation in Public Goods Games 被引量:1
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作者 夏承遗 张娟娟 +1 位作者 王祎玲 王劲松 《Communications in Theoretical Physics》 SCIE CAS CSCD 2011年第10期638-644,共7页
We investigate the evolution of cooperation with evolutionary public goods games based on finite populations, where four pure strategies: cooperators, defectors, punishers and loners who are unwilling to participate ... We investigate the evolution of cooperation with evolutionary public goods games based on finite populations, where four pure strategies: cooperators, defectors, punishers and loners who are unwilling to participate are considered. By adopting approximate best response dynamics, we show that the magnitude of rationality not only quantitatively explains the experiment results in [Nature (London) 425 (2003) 390], but also it will heavily influence the evolution of cooperation. Compared with previous results of infinite populations, which result in two equilibriums, we show that there merely exists a special equilibrium cooperation. In addition, we characterize that loner's and the relevant high value of bounded rationality will sustain payoff plays an active role in the maintenance of cooperation, which will only be warranted for the low and moderate values of loner's payoff. It thus indicates the effects of rationality and loner's payoff will influence the cooperation. Finally, we highlight the important result that the introduction of voluntary participation and punishment will facilitate cooperation greatly. 展开更多
关键词 public goods games magnitude of rationality voluntary participation PUNISHMENT
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Effects of Sex Differences and Problem-Solving Strategies on Digital Game Performance
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作者 Chan-Li Lin 《Journalism and Mass Communication》 2012年第9期901-910,共10页
Problem-solving strategy i,,; a critical skill in inquiry-based learning. Several studies have investigated how to use learning games to improve inquiry abilities. However, not every learner favors this kind of approa... Problem-solving strategy i,,; a critical skill in inquiry-based learning. Several studies have investigated how to use learning games to improve inquiry abilities. However, not every learner favors this kind of approach. Thus, we need to examine how human factors affect learners' reactions to the use of a digital game to support inquiry-based learning. This study addressed this issue by developing a digital game, "Baking Town", and using the game to examine the effects of two central human factors, sex differences and problem-solving strategies, on students' performance. The results demonstrate that students' inquiry abilities were significantly improved after they participated in the digital game. The results also demonstrate that the digital game may be a feasible way to reduce differences between boys and girls in this domain. Finally, we used the findings to develop a framework that can be used to enhance our understanding of sex differences and the use of problem-solving strategies in the context of digital games. 展开更多
关键词 FACEBOOK digital game sex differences problem-solving strategies
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From Sex Objects to Heroines A Tough Road for Female Characters in Video Games
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作者 Adam Flamma 《Journal of Literature and Art Studies》 2014年第5期409-417,共9页
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
关键词 video games female characters women in video games sex object Lara Croft
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Grasping AI in Videogames Distinguishing Human-Computer-Interaction from Human-Human-Interaction
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作者 Matteo Riatti 《Journalism and Mass Communication》 2014年第7期411-421,共11页
Videogames feature non-player-characters. Such ingame entities are controlled by artificial intelligence that is sought to match the user's skill. Defining and understanding the given human-computer-interaction video... Videogames feature non-player-characters. Such ingame entities are controlled by artificial intelligence that is sought to match the user's skill. Defining and understanding the given human-computer-interaction videogame genres can be differentiated in either competitive matches or coherent plays. While artificial intelligence answers in responsive patterns only, natural intelligence holds creative qualities. A match is a game that creates suspense over the question of who is going to prevail. It can thus only be a game that features competing human players, since a computerized opponent is unaware of the game's significance. The nature of the match lies within the interactive trial. In a play, however, there is no battle but only cooperation. The aesthetics of such a play unfold to the audience, its purpose is showing rather than experiencing and/or competitively interacting. Artificial intelligence is then a surrogate that is often used in videogames to create an illusion of competition or battle. Its actual purpose is not to feature a worthy opponent, but to be a programmatic loser. In narrative and linear videogames, such as AI takes the role of a supporting actor whose function in the plot is, to signalize the player's dominance. 展开更多
关键词 HCI-human computer interaction artificial intelligence VIDEOGAMES interactive storytelling interactivity LUDOLOGY
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Last Shakespeare Plays Directed by Yukio Ninagawa: Possessed by the Power of Theater
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作者 Emi Hamana 《Journal of Literature and Art Studies》 2017年第3期269-277,共9页
Yukio Ninagawa (1935-2016) was expected to achieve in a few years the great milestone of directing the complete collection of Shakespeare plays in new Japanese translations. This paper reconsiders Ninagawa's direct... Yukio Ninagawa (1935-2016) was expected to achieve in a few years the great milestone of directing the complete collection of Shakespeare plays in new Japanese translations. This paper reconsiders Ninagawa's direction from a global/local perspective with a special focus on several last works directed by him: Richard II, performed by young players of the Saitama Next Theater in February 2012, which was especially intended for the local Japanese audience; Ninagawa Macbeth, which was performed in September 2015 and was a revival of the director's internationally-acclaimed production, first performed in Japan in 1980 and abroad in 1985 onwards; and Two Gentlemen of Verona, the thirty-first in his series of Shakespeare plays and seventh in his series of Shakespeare plays with all-male casts, in October 2015. His last plays were not as perfect as he was still experimenting. This paper concludes, however, that while possessed by the power of theater, his direction emits its magical and subversive power and suggestion to give the audience vital energy to live in this world of tough conflicts. He continued to hope to make global and local spectators wonder at the plays he directed. 展开更多
关键词 SHAKESPEARE Yukio Ninagawa the power of theater WONDER affect
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To Decide or Not to Decide. Recognition, Intersubjectivity, and the (Un)expected Role of Unexpectedness
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作者 Francesco Forlin 《Journal of Philosophy Study》 2017年第9期493-499,共7页
Recognition is the key to intersubjectivity, as it implies a relation only possible between rational subjects. To recognize means therefore to make a decision, maybe one of the most important decisions, so that a phil... Recognition is the key to intersubjectivity, as it implies a relation only possible between rational subjects. To recognize means therefore to make a decision, maybe one of the most important decisions, so that a philosophical reflection on intersubjectivity cannot be separated from a reflection on the social and political nature of decision. This leads, to how a simple theory of decision is to be found even in a deeply intersubjective context like the one of role and tabletop games. Aim of this research is to reflect on the role of unexpectedness and unexpected--and thus free---decisions in fields like those described by recognitions, States, and games, bringing into dialogue some thoughts of Hegel, Schelling, and C. Schmitt. 展开更多
关键词 DECISION RECOGNITION INTERSUBJECTIVITY unexpectedness GAME
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嵌在语言链条上的幽默:《西游记》命名艺术
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作者 李树民 《自贡师范高等专科学校学报》 2003年第1期14-16,共3页
本文从文本分析的角度去认识《西游记》的喜剧风格,着重探索了名物的内在蕴含,总结出其命名方式主要有普通名物的诗意化、个体物名的类属化、单独名物的系列化、封号的戏拟化等。作品中多数名称或充满诗情画意、或极具喜剧色彩,耐人回味... 本文从文本分析的角度去认识《西游记》的喜剧风格,着重探索了名物的内在蕴含,总结出其命名方式主要有普通名物的诗意化、个体物名的类属化、单独名物的系列化、封号的戏拟化等。作品中多数名称或充满诗情画意、或极具喜剧色彩,耐人回味,从中可见到作者远距离“进入”生活的创作心态。 展开更多
关键词 《西游记》 命名艺术 喜剧风格 诗意化 孙悟空形象 文学评论
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Spectrum allocation game of directional transmission in multi-hop cognitive radio networks
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作者 韩韧 Huang Xiaoxia +1 位作者 Lu Jing Fan Jianping 《High Technology Letters》 EI CAS 2014年第1期70-76,共7页
The spectrum allocation for links in multi-hop cognitive radio networks is addressed.The links rent the vacant licensed bands offered by primary users for implementing directional transmission.To minimize the individu... The spectrum allocation for links in multi-hop cognitive radio networks is addressed.The links rent the vacant licensed bands offered by primary users for implementing directional transmission.To minimize the individual cost,the links share the licensed band and rental fee.An interference model for the directional transmission in cognitive radio networks is proposed to formulate the cooperative and dynamic behavior of the links using the theory of hedonic game,called spectrum allocation game.The game is proved to converge to the core stable state indicating that all links satisfy with their current conditions and do not deviate from their coalitions.Numerical results show that the game improves spectral efficiency and contributes to reducing the individual cost of the links. 展开更多
关键词 cognitive radio game theory directional transmission
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"The Man Was Dead and so He Had to Kill the Things He Loved": "Medusation" as Metatheatre in Eugene O'Neill's Mature Plays
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作者 Annalisa Brugnoli 《Journal of Literature and Art Studies》 2011年第1期1-8,共8页
This study is about Eugene O'Neill's use of "medusation" as an effective metatheatrical device and foremost achievement in his art. Occurring onstage as an unexpected "anagnorisis", the medusation is a traumatic... This study is about Eugene O'Neill's use of "medusation" as an effective metatheatrical device and foremost achievement in his art. Occurring onstage as an unexpected "anagnorisis", the medusation is a traumatic experience that engenders ritual death. This author argues that the medusation is a quintessentially metatheatrical act, insomuch as here O'Neill carries out a commentary on the function and functioning of theatre, through the consciously fictitious events that unfold on the stage. In the "Introduction", the author reviews its development in O'Neill's plays, from the more traditional melodramatic situations of the early works to the subsequent portrayal of a self-defeating pattern calling for psychological violence and symbolic death. In the section called "Medusation", the author addresses the concept of medusation in order to account for the process whereby O'Neill's people, annihilated by their sudden glimpses into the other within themselves, undergo major physical and spiritual change In "Case Studies", the author analyzes the chief correlatives of medusation: the dead-in-life, the death mask and the dead double. The author's point in this paper is, thus, to show how extensively and pervasively O'Neill deploys medusation in order to signify a rite of passage that engenders metatheatrical death. Its outcome may either be the perpetuation of an endless spiral of violence and self-defeat, or a premise for rebirth arising from the characters' assumption of responsibility as to their share of guilt in the evil of the world, together with the renewed human sympathy and understanding that this awareness brings along 展开更多
关键词 Eugene O'Neill medusation metatheater THEATER American drama
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"They Are Married to kunqu" ——Cultural Studies Inspired by a Chinese Traditional Theatre
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作者 CHEN Lin 《Journal of Literature and Art Studies》 2017年第3期288-299,共12页
In recent decades, a new type of cultural upsurge surrounding kunqu1 has arisen in Chinese language sphere, though respectively due to different reasons in China's Mainland, Hong Kong, Taiwan and other Chinese dia... In recent decades, a new type of cultural upsurge surrounding kunqu1 has arisen in Chinese language sphere, though respectively due to different reasons in China's Mainland, Hong Kong, Taiwan and other Chinese diaspora. Against the global trend of culture heritage nationalization context, via the new media platform, the performative staging of individual emotions and reverie in the market society2, the longings to redeem various alienation in a vertical modernity3, as well as the yearnings for emotional balance in a burgeoning feministic modernity, all integrate with each other and together generate a restless transforming memory for kunqu. Just like a misty veil, this complex, contentious, contradictory and long-lasting collective memory-making process blurs kunqu's appearance, expands its layers, and ultimately generates a cultural myth. With detailed case studies this paper aims to reflect upon the deep reasons for the kunqu myth and to probe the transformative powers of a performative space in enabling remembrance and/or forgetting. 展开更多
关键词 kunqu performative space classical cultural upsurge multiple modernities cultural memory
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Usability in Serious Games: A Model for Small Development Teams
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《Computer Technology and Application》 2012年第4期315-329,共15页
Teams developing serious games are often small and face both time and budget constraints. Although its importance is well-established, iterative usability testing is often forgone. Further, serious games present uniqu... Teams developing serious games are often small and face both time and budget constraints. Although its importance is well-established, iterative usability testing is often forgone. Further, serious games present unique challenges that they must be usable, enjoyable, and effective. It is necessary that the game's design is evaluated at several stages during development to ensure that all of these objectives are met. A model for incorporating usability testing into development that addresses these three elements is presented, along with guidelines for implementation focused specifically on small serious games development teams. By applying this model to development should ensure that developers are able to efficiently produce more effective serious games. 展开更多
关键词 USABILITY serious games DEVELOPMENT playability learning.
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The Power of Social Capital in Massive Multiplayer Online Games" Cooperation and Cronyism in World of Warcraft
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作者 Mark C. Meachem 《Journalism and Mass Communication》 2012年第4期539-550,共12页
The number of people playing Massive Multiplayer Online Games (MMOGs) is growing steadily, yet there are limited studies on the social impact that this online activity has. This research, using both quantitative and... The number of people playing Massive Multiplayer Online Games (MMOGs) is growing steadily, yet there are limited studies on the social impact that this online activity has. This research, using both quantitative and qualitative data, focused on whether users of the most popular MMOG, World of Warcraft (WOW), exhibited behaviors of social capital in their online gaming activity and whether there was any correlation to offiine social capital. The findings indicated that cooperation provided the best indicator to make a correlation about a gamer's offiine social capital behaviors. One conclusion, stemming from this is that, in virtual worlds, the added social capital can lead to cronyism and help those in power maintain the status quo. 展开更多
关键词 Massive Multiplayer Online Games (MMOGs) social capital World of Warcraft (WOW) online games
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