The linguistics of Arrival

Author(s):  
Jessica Coon

If aliens arrived, could we communicate with them? What are the tools linguists use to decipher unknown languages? How different can languages be from one another? Do these differences have bigger consequences for how we see the world? This chapter addresses these questions through the lens of the 2016 science-fiction film Arrival and the real-life work of language documentation (in particular, the Mayan language Ch’ol). In Arrival, linguistics professor Dr. Louise Banks is recruited by the military to translate the language of the newly arrived alien heptapods. Her job is to find the answer to the question everyone is asking: why are they here? Language is a crucial piece of the answer. This chapter discusses the themes which Arrival has brought to the mainstream, including Universal Grammar, the Sapir-Whorf hypothesis, and the importance of linguistic fieldwork.

EDIS ◽  
2019 ◽  
Vol 2019 (5) ◽  
pp. 14
Author(s):  
John Rutledge ◽  
Joy C. Jordan ◽  
Dale W. Pracht

 The 4-H Citizenship Project offers the opportunity to help 4-H members relate all of their 4-H projects and experiences to the world around them. The 4-H Citizenship manuals will serve as a guide for 4-H Citizenship experiences. To be truly meaningful to the real-life needs and interests of your group, the contribution of volunteer leaders is essential. Each person, neighborhood, and community has individual needs that you can help your group identify. This 14-page major revision of Unit IV covers the heritage project. Written by John Rutledge, Joy C. Jordan, and Dale Pracht and published by the UF/IFAS Extension 4-H Youth Development program. https://edis.ifas.ufl.edu/4h019


2018 ◽  
Vol 10 (3) ◽  
Author(s):  
Mark Richard Johnson ◽  
Robert Mejia

In this paper, we argue that EVE Online is a fruitful site for exploring how the representational and political-economic elements of science fiction intersect to exert a sociocultural and political-economic force on the shape and nature of the future-present. EVE has been oft heralded for its economic and sociocultural complexity, and for employing a free market ethos and ethics in its game world. However, we by contrast seek not to consider how EVE reflects our contemporary world, but rather how our contemporary neoliberal milieu reflects EVE. We explore how EVE works to make its world of neoliberal markets and borderline anarcho-capitalism manifest through the political economic and sociocultural assemblages mobilized beyond the game. We explore the deep intertwining of  behaviors of players both within and outside of the game, demonstrating that EVE promotes neoliberal  activity in its players, encourages these behaviors outside the game, and that players who have found success in the real world of neoliberal capitalism are those best-positioned for success in the time-demanding and resource-demanding world of EVE. This thereby sets up a reciprocal ideological determination between the real and virtual worlds of EVE players, whereby each reinforces the other. We lastly consider the “Alliance Tournament” event, which romanticizes conflict and competition, and argue that it serves as a crucial site for deploying a further set of similar rhetorical resources. The paper therefore offers an understanding of the sociocultural and political-economic pressure exerted on the “physical” world by the intersection of EVE’s representational and material elements, and what these show us about the real-world ideological power of science fictional worlds.


Author(s):  
Paolo Beneventi

As referenced in the chapter title, the Children’s Virtual Museum of Small Animals is a website where multimedia documents are collected, based on the real experience of groups of children from many parts of the world. There, people can find photos and videos of insects and spiders, with scientific names and classification, place and date of discovery, and age of the class, group, or single kid who found it. There are also drawings, texts, and other things related to the real, possible, or fantastic meeting between children and small animals: voices from actual experiences, slide shows about “watching details,” pictures of creations by artists close to kids’ imagination, suggestions on how to use technical tools. Children there can act as protagonists in producing and sharing information, just like usually scientists, journalists, photographers, and video makers do, through the global information society. It is also the “extension” of a method, a way to address scientific issues with children, which has given regular, excellent results with hundreds of groups during many years. The author presents it as a work in progress, calling others to meet and exchange, suggest, and propose additions, also from different experiences and points of view. Digital means are proposed to show the “objects” of the study as well as the “process of studying” by children, with all their enthusiasm and surprise, as is evidenced particularly from their voices. Other children visiting the virtual Museum should be called to come and take part in it from their usual real life environment, making new discoveries and sending documents, sharing experiences and ideas, worldwide.


2005 ◽  
Vol 2 (3) ◽  
pp. 211-223 ◽  
Author(s):  
James Paul Gee

This article addresses three questions. First, what is the deep pleasure that humans take from video games? Second, what is the relationship between video games and real life? Third, what do the answers to these questions have to do with learning? Good commercial video games are deep technologies for recruiting learning as a form of profound pleasure, and have much to tell us about what learning could look like in the future should we relinquish the old grammars of traditional schooling. They are extensions of life insofar as they recruit and externalize some fundamental features of how humans orientate themselves in and to the real world when operating at their best. Video games create a projective stance in the sense of a stance toward the world in which we see the world simultaneously as a project imposed on us and as a site onto which we can actively project our desires, values and goals. A special category of games allows players to enact the projective stance of an ‘authentic professional’, thereby experiencing deep expertise of the kind that so widely eludes learners in school.


2018 ◽  
Vol 4 (2) ◽  
Author(s):  
Sappeami Sappeami

This paper examines the mental revolution in applying the Islamic economics system which is expected to open the horizon of humans’ thought, especially Muslims, so as they are always careful in carrying out all economics activities. The significance embodied in the idea of the mental revolution is the transformation of the ethos, namely the fundamental change in the mentality, the way of thinking, the way of feeling, and the way of believing that is proven in daily behavior and actions. The mistake which occurs in the economics system of this modern era vastly needs a mental revolution to restore the consciousness of economics actors that the world is only an intermediary towards the real life in hereafter so that the economics activities will constantly be performed with good and correct actions dealing with Al-Qur’an and As-Sunnah.


Humanus ◽  
2014 ◽  
Vol 12 (2) ◽  
pp. 143
Author(s):  
Imas Maryanah

AbstractThe changing dynamic of human lives makes most of them ignorant to the values of right and wrong. Truth, freedom, and justice have become scarce and beyond real.Cruelty has caused fear, restlessness, and misery. In order to be free from excruciatingpressure, Kalatidha describes a picture of how someone has lived in his dream happily.The dreams and goals he is been longing for are only enjoyed in that surreal world, theworld freed from norms, ideas, and public opinion. “Running away” is the word used todescribe how people lock themselves away from the real world.  For him, the real world he understands is the world that can give him joy,happiness, and cheerfulness. Things that are immoral in the eyes of the public are noshame to him. One thing he is sure of, that life is a journey, and how he live it. Emptinessis no longer misery, but a process that has to be passed through the journey. Kalatidhahas become a picture of how inner unrest becomes a focus of deceitful real life pantings.Deceit and dishonesty are stupid, and craziness is an act of hopelessness.  Key words : Dream, Journey, Deceit AbstrakDinamika gambaran kehidupan manusia yang terus-menerus berubah menyebabkan sebagian manusia tidak mengindahkan lagi, mana yang harus dilakukanmana yang dilarang. Kebenaran, kebebasan, keadilan menjadi barang langka yanghanya menjadi impian belaka. Kekejaman telah memunculkan ketakutan, kegelisahan,kesengsaraan. Agar terbebas dari tekanan yang menyiksa, Kalatidha menyajikan sebuahpotret bagaimana seseorang telah hidup di alam khayalnya dengan bahagia. Impian dancita-cita yang selama ini didambakan, hanya dapat dinikmati di alam “sana”. Alamyang  terbebas dari norma, ide, pendapat masyarakat. “Lari” itulah kata yang tepatuntuk menggambarkan bagaimana seseorang telah memenjarakan dirinya darikehidupan nyata.  Kehidupan nyata yang ia pahami hanyalah dunia yang dapat memberinyakesenangan, kegembiraan dan keceriaan. Hal-hal aneh yang dianggap menyimpang olehmasyarakat pada umumnya bukan merupakan celaan baginya. Satu hal yang ia yakinibahwa hidup ini adalah sebuah perjalanan, dan bagaimana ia menjalankannya. Kekosongan dan kehampaan bukan lagi siksaan, tapi sebuah proses yang harus dilewatidalam menempuh perjalanan. Kalatidha telah menjadi sebuah potret bagaimanapergolakan batin menjadi fokus sebuah lukisan kenyataan semu. Kepalsuan dan kepurapuraanadalahhalbodoh,dankegilaanadalahtindakandarisuatukeputusasaan.Key words : Impian, Perjalanan, Semu


2021 ◽  
Vol 11 (1) ◽  
pp. 179-192
Author(s):  
Thi My Phuong Do

Characters in Vietnamese medieval Chuanqi genre are rich and diverse, with a full range of components, class, caste, gender, habits, and dignity. Based on the reality-fantasy relationship, the world of chuanqi characters can be divided into two main groups: fantasy characters and earthly characters (people in the real life). They represent two realms: of unreality and of reality. Fantasy character is a surreal character with mystical capacity and strange traits. From the rational perspective, this type of character absolutely does not exist in real life. By contrast, earthly character are people who exist in daily life with ideals, ambitions, happiness and suffering. The presence of two types of characters clearly demonstrates the realistic portrait in the status of the unreal and real invasions, which deeply consists of their own imprints in the Chuanqi genre. From the world of characters in Vietnamese medieval Chuanqi genre, the evolution of this genre is also revealed.


Author(s):  
Divya Walia

<p><em>The world of media today is undergoing substantial transformation and advancement with various media forms making the most of it to attract the audience. Digital cinematography since 2010 has been enhancing not only the visual impact of the movies but also redefining the way they are produced and created. Silver screen, the most popular form of media too keeps resorting to new innovations to increase the marketing value of its productions by exploiting the technological advancements be it in the form of graphic effects or animations to appeal the watchers. Moreover, the digital world has revolutionalized the way movies are captured thus rendering refinement to its projection on the screen. Even the distribution of the movies, these days, is done via Internet or hard drive.</em><em> </em></p><p><em>In the genre of cinema, Hollywood animated movies amply exemplify the improvement that has resulted because of the contribution of the digitized world. The animated movies have now come a long way from being mere caricatures to real life characters, from being conception to concrete and surreal to real, so much so that these graphic projections are admired as well as emulated as the real life actors.</em><em> </em></p><p><em>One of the masterpieces of digitised visual effects that left the world awestruck was Ang Lee's Life of Pi, a 2012 American Adventure. It was soon perceived as a visual wonder by audiences all over the world for the use of animated technology and the realistic scenes created in 3D. The paper would be an attempt to examine the way visual effects have been exploited by the makers of this movie to create a successful story and a realistic depiction of imaginary on the screen. <br /></em></p>


2020 ◽  
pp. 392-448
Author(s):  
Evgeny Dobrenko

This chapter analyzes how the masses' and individual's experience were refashioned, and the view of the world was structured in postwar Soviet art. It describes the complexes and traumas of the nation that emerged after the war, its worries and phobias, illusions, and the conceptions of its own greatness and messianic role that were all harmonized into the Soviet nation. It also assesses the principle of verisimilitude as the stylistic shape of realism. The chapter discusses the real-life experience of war that presented various reasons in being a substantial threat to the Stalinist Regime and subject to transformation and substitution. It narrates the experience of contact with the West that was transformed into a simulation of inferiority complex called “kowtowing.”


Author(s):  
John Fitzsimmons

In the second Harry Potter novel, Harry discovers by accident that he is a Parselmouth, that he can speak “snake,” not crudely, like Dr. Dolittle, who speaks apparently perfect English to animals that somehow understand him, but actual “snake.” This chapter explores the basic proposition that those who read and teach literature have been speaking authentic learning all their lives, perhaps a little crudely — more Dr. Dolittle than Harry Potter — but speaking it nonetheless. This exploration will take the form of three related lines of reasoning. First, it will be argued that literature is and has always been a form of authentic learning to the extent of being an exemplary model. This assertion will be supported using an example from the Harry Potter series. Second, it will be argued that an engagement with the “real-life” themes of literature requires a conversation between the world of the text and that of its readers, thereby fulfilling one of the major requirements of authentic learning — situating content in context. It is not possible in this chapter to rehearse the discipline-specific and extensive critical and theoretical debates that might support this assertion, so an autobiographical example from the distinguished critic Gerald Graff will be used to evoke these debates instead. Third, it will be argued that methods of assessment in literary subjects might usefully adopt some of the principles of authentic learning to enhance the relation between assessment outcomes and the world of employment. The chapter concludes that some of the nervousness experienced by humanities academics when contemplating a more focused relation between their disciplines and the principles of authentic learning is misplaced.


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