scholarly journals Creative Art and Psychopathology: Jerzy Krzysztoń’s Insanity

2017 ◽  
Vol 58 (2) ◽  
pp. 177-197
Author(s):  
Eliza Hetka

Summary This article is an attempt at reopening the discussion about the art of psychotic artists. It revisits the problem of schizophrenic art creation, which tends to be neglected or marginalized, by focusing on Jerzy Krzysztoń’s Obłęd (Insanity). The novel, treated as an example of schizophrenic narrative, a subset of trauma narratives, is examined here in two aspects, its language and the structure of its fictional world. This is an interdisciplinary, comparative study which makes use of the analytical tools of psychology, psycholinguistics and psychiatry.

2019 ◽  
pp. 183-202
Author(s):  
Mariia Onyshchuk

The study analyzes lexemes and word combinations of colloquial style, slang and low colloquial language, performs their comparative analysis at word level, looks into the transformational patterns that the structures undergo during literary translation into English and Russian, and discusses the advantages and flaws of the applied translation strategies through suggesting adequate translation solutions. In the article, the argument is made that the translation strategies of substandard lexis reflect the interdisciplinary nature of expressive meaning and connotation which can be conveyed differently through various language levels during literary translation.


Text Matters ◽  
2018 ◽  
pp. 386-410
Author(s):  
Abdolali Yazdizadeh

Hyperreality is a key term in Jean Baudrillard’s cultural theory, designating a phase in the development of image where it “masks the absence of a profound reality.” The ambiance of Joseph Heller’s Catch-22 (1961) closely corresponds to Baudrillard’s notion of the hyperreal as images persist to precede reality in the fictional world of the novel. Since for Baudrillard each order of simulacra produces a certain mode of ideological discourse that impacts the perception of reality, it is plausible that the characters of this fictional context should be ideologically impacted by the hyperreal discourse. From this vantage point it is possible to have a new critical assessment of Yossarian’s (protagonist) antiheroic stance and study the role of the “business of illusion,” whose ideological edifice is based on the discourse of the hyperreal, on his antiheroic stance and actions. By drawing on Baudrillard’s cultural theory this paper aims to read Heller’s novel as a postmodern allegory of rebellion against the hyperreality of the twentieth-century American life and trace its relevance to modern-day U.S.


Author(s):  
Mohd Imran ◽  
Mohd Vasim Ahamad ◽  
Misbahul Haque ◽  
Mohd Shoaib

The term big data analytics refers to mining and analyzing of the voluminous amount of data in big data by using various tools and platforms. Some of the popular tools are Apache Hadoop, Apache Spark, HBase, Storm, Grid Gain, HPCC, Casandra, Pig, Hive, and No SQL, etc. These tools are used depending on the parameter taken for big data analysis. So, we need a comparative analysis of such analytical tools to choose best and simpler way of analysis to gain more optimal throughput and efficient mining. This chapter contributes to a comparative study of big data analytics tools based on different aspects such as their functionality, pros, and cons based on characteristics that can be used to determine the best and most efficient among them. Through the comparative study, people are capable of using such tools in a more efficient way.


Author(s):  
Laura E. Tanner

By locating the reader uncomfortably within its circumscribed fictional world, Home highlights the confining cultural and narrative structures through which the everyday dynamics of family are often experienced and represented. In its refusal to provide mechanisms of imaginative transcendence that would transport the reader out of the Boughtons’ oppressive dwelling or make it more hospitable, the novel renders domestic and narrative space equally uncomfortable. Using narrative theory, cultural studies explorations of family and memory, and feminist theories of gender and space, this chapter explores how Home unsettles the culturally sanctioned idea of home as an escape from the contesting ideologies of the larger world even as it reveals the force of our investment in a domestic ideal that legislates, sanctions, and naturalizes scripted performances of the ordinary.


2022 ◽  
pp. 622-631
Author(s):  
Mohd Imran ◽  
Mohd Vasim Ahamad ◽  
Misbahul Haque ◽  
Mohd Shoaib

The term big data analytics refers to mining and analyzing of the voluminous amount of data in big data by using various tools and platforms. Some of the popular tools are Apache Hadoop, Apache Spark, HBase, Storm, Grid Gain, HPCC, Casandra, Pig, Hive, and No SQL, etc. These tools are used depending on the parameter taken for big data analysis. So, we need a comparative analysis of such analytical tools to choose best and simpler way of analysis to gain more optimal throughput and efficient mining. This chapter contributes to a comparative study of big data analytics tools based on different aspects such as their functionality, pros, and cons based on characteristics that can be used to determine the best and most efficient among them. Through the comparative study, people are capable of using such tools in a more efficient way.


Author(s):  
Clara Fernandez-Vara

The video game adaptation of Blade Runner (1997) exemplifies the challenges of adapting narrative from traditional media into digital games. The key to the process of adaptation is the fictional world, which it borrows both from Philip K. Dick's novel Do Androids Dream of Electric Sheep? (1968) and Ridley Scott's film Blade Runner (1982). Each of these works provides different access points to the world, creating an intertextual relationship that can be qualified as transmedia storytelling, as defined by Jenkins (2006). The game utilizes the properties of digital environments (Murray, 2001) in order to create a world that the player can explore and participate in; for this world to have the sort of complexity and richness that gives way to engaging interactions, the game resorts to the film to create a visual representation, and to the themes of the novel. Thus the game is inescapably intertextual, since it needs of both source materials in order to make the best of the medium of the video game.


Babel ◽  
2019 ◽  
Vol 65 (4) ◽  
pp. 538-561
Author(s):  
Mahsa Ala ◽  
Farzad Salahshoor

Abstract This study aims to identify and compare the strategies applied by native Farsi Translators, Parviz Dariyush (1975) and Soroush Habibi (2009), in rendering the vernacular dialect (Chicano English) of John Steinbeck’s Of Mice and Men (1965) as a sociolect into Farsi. One hundred samples which contained seven unique characteristics of vernacular dialect limited to the two main characters of the novel, George and Lennie, were extracted from the novel with their Farsi equivalents. Sienkiewicz (1984, as cited in Berezowski 1997: 35) proposed strategies for the translation of dialects are taken as the model for this study to investigate the way dialectal features are dealt with in the selected parts and to check whether the procedure proposed by Sienkiewicz is sufficient and adequate for their translation. Analysing these samples, the results showed that one-to-one transference of dialectal elements is not practically possible into Farsi. However, both translators used phonological, syntactical, and morphological irregularities of Colloquial Farsi to show that the language of the novel is not standard language. Approximate Variety Substitution is the most frequent strategy used by Habibi and Dariyush. The aim of this strategy is to select a colloquial variety that has some dialectal features such as lexical, phonological, and morphological specifics and at the same time does not present an obvious recognizable TL dialect.


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