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2021 ◽  
Vol 13 (1) ◽  
pp. 35-50
Author(s):  
Primož Vitez

The system of French accentuation is a relevant case of a language change, observable in a relatively short period of time in a stable synchrony. Since the mid-twentieth century, the formation of linguistic norms has largely depended on a specific type of utterance, media discourse, continually available in spoken audio-visual media. The impact of spoken media on the development of linguistic expression in the last few decades is unprecedented in language history. It is based on a communicational model in which speech is produced by a single speaker and instantly perceived by a multitude of receivers who have no possibility of intervening in the communicational process. Thus the receivers are passively exposed to an exclusive speaker and to language strategies conceived by the media and its linguistic authority. The analysis of two professional spoken interventions, uttered on French television, shows an important modification of the traditional accentual system: conserving the final accent (FA), the speakers systematically introduce an initial accent (IA), a landmark in the evolution of the French language and its normative features. The IA affects the first syllable of a stressed lexeme or the first syllable of an extended accentual unit, regardless of the syntactic function of the stressed morpheme. The FA is operated by the intonational action, while the IA seems to be realized by an accentual augmentation of vocal intensity. The automatism of lexical stressing is generating a systematic accentuation of the first syllable of the accentual unit. The IA mostly affects lexemes that speakers insist on because of their informative value (numerals, adverbs, proper names), but an important part of IA concerns different proclytics, such as deictic elements, articles and determinants. Accentual limitation of the unit on both sides is a specific feature of the speech in French audio-visual media. In recent decades it has found its echo in the normative speech of French linguistic communities.


Author(s):  
Olena Matyushenko

The article is devoted to the study of the peculiarities of translation of hate speech by means of the Ukrainian language. Particular attention is paid to the identification of the most frequent methods of translation of hate speech, which allows the preservation of its linguo pragmatic and socio-cultural features. The linguo pragmatic and sociocultural aspects are also considered. The article presents the results of the quantitative analysis of the use of translation transformations in the reproduction of hate speech for foreign linguaculture. The presented study demonstrated the results of a quantitative analysis based on nearly 400 English-language utterances, which were recorded in different uses and in different forms of manifestation. The most prominent examples were analyzed in detail, justifying one or another choice of mode of translation. The analysis of translation was presented according to the following structure: hate speech in modern social networks; manifestations of hate speech recorded in modern advertising campaigns and vintage advertisements; manifestations of hate speech caused by COVID-19; hate speech recorded in television shows, TV shows, and movies; manifestations of hate speech in Internet memes The phenomenon of "hate speech" is also seen as an actual interdisciplinary phenomenon, which requires thorough scientific and linguistic research, to prevent its dangerous consequences.


2021 ◽  
Vol 6 (4(17)) ◽  
pp. 325-334
Author(s):  
Filduza Prušević-Sadović

We live in a time of intense social change. Technology is advancing every day and is leading to new ways of solving problems, ways of working, as well as the way of coming to knowledge. Digital games as part of modern technology, in addition to being fun, offer the possibility of a different learning concept. Playing digital games, if properly implemented in the teaching process, can have multiple positive effects. If we want to see the teaching of the future, we cannot do that by looking at the teaching of what it is now. We have to watch the children during they play video games. We will see that they are engaged, excited, active as they learn by crossing one level of the game after another. The digital environment has led to the phenomenon that today's children adopt information in a different way than their parents did. Instead of receiving information passively from beginning to end, which was made possible by previous learning technologies such as books, printed materials, television shows, today's children are in an interactive relationship with learning technologies. The application of digital games in teaching enables the encouragement of creativity in children, which is in contrast to the current way of working in schools in which students are mostly offered ready-made solutions. Learning through play is a controlled process of the personal activity of students through which solutions are found and answers to certain questions. The aim of this paper is to point out the influence of digital games on the effects of learning, on the motivation of students, as well as the ways in which they can be implemented in the teaching process. In this way, students' everyday experience in playing digital games, acquired outside of school, could be used for the purpose of transferring and acquiring new knowledge.


2021 ◽  
Vol 5 (1) ◽  
pp. 143-154
Author(s):  
Renée Pastel

Abstract As the “War on Terror” continues, the national myth of veteran-as-hero has given way to a narrative shorthand of veteran-as-villain. Films and television shows depicting the reintegration of veterans tend to focus on the struggle and alienation from the homefront that veterans feel upon their return. In contrast, comedy television portrayals such as One Day at a Time and You’re the Worst, both of which slowly but successfully reintegrate their central veteran characters, do so narratively by shifting their characters’ veteran status from their defining feature to one aspect of their past. Ultimately, I argue that the process of reintegration is one paralleled in the rehumanization that these comedy television portrayals permit, ultimately offering hope that reintegration, while not easy, is possible.


2021 ◽  
pp. 19-40
Author(s):  
Cecilia Sayad

This chapter examines the use of audiovisual and other indexical technology to capture evidence of supernatural phenomena in ghost-hunting reality television shows like Most Haunted, Ghost Hunters, and Paranormal State, among many others. It explores these programs’ connections with early practices such as spirit photography and phantasmagoria. The chapter also examines the ways in which the shows invite interaction with viewers through web forum discussions and live broadcasts. At the basis of this investigation is the question of how photography and film are seen to reveal hidden aspects of the material world and our expectations about the evidential power of images.


2021 ◽  
Vol 5 (4) ◽  
pp. 588
Author(s):  
Atiqa Sabardila ◽  
Markhamah Markhamah ◽  
Zainal Arifin ◽  
Hari Kusmanto ◽  
Lathifah Nurul Hidayah ◽  
...  

The various television shows can now be easily accessed by children for 24 hours without the need for parental controls. Television shows that are presented are of various types, ranging from educational shows, cartoons to soap operas. This article aims to map out television shows that are of favored by elementary school students. The approach of this research is qualitative descriptive. The subjects of this study were elementary school students from grade I to grade VI. The data of this study were collected by using interview and observation methods. The data analysis of this study used an interactive method. The results of this study shows that television shows that are of favored by elementary school students are: Spongebob, Upin & Ipin, Kamen Rider Ex-Aid, Doraemon, Munki and Trunk, Si Bolang, On The Spot, Anak Langit, Tukang Ojek Pengkolan. It can be concluded that television shows that are favored by elementary school students are cartoon shows that have the power of imagination and creativity. There is a need for parental control when children watch television, especially on television shows in which the are elements of violence and bullying.


2021 ◽  
Vol 57 (4) ◽  
pp. 402-423
Author(s):  
Vanessa D. Plumly

The various types of detective work that Black individuals and communities undertake enables them to collect evidence and knowledge and disseminate tactics for resistance. I first contextualize the advent of Black German detection in real life and then turn to fictional Black German detectives in literature and on television. In doing so, I explore the interconnectedness of Black German belonging—both real and imagined—through the act and art of detection. The earliest official, fictional Black German female detectives within these media, Anäis Schmitz and Fatou Fall, allow for an exploration of the intersectionality of race, cisgender, and heteronormative reproduction. Their introduction to this genre overlaps in the timing of their debut appearances (2019), but the characters contrast in terms of representation, due in part to the medium employed and to the racial positionality of their creators. Thus, I investigate how crime novels and crime television shows shift the representation and recognition of Black Germans but remain attuned to how institutional and historically anchored racist structures “frame” Black German belonging.


2021 ◽  
Vol 5 (2) ◽  
pp. 167-182
Author(s):  
Rahman Fadil ◽  
◽  
Diyah Iis Andriani ◽  

The study of language in society is known as sociolinguistics. People have varied communication techniques in society since they come from different origins and ethnicities. Because of these distinctions, they are able to blend their languages during an interaction, a process known as code-mixing. Nowadays, code-mixing has become a craze, with people using it all around the world, including on television shows. One of the television shows where the speakers conduct code-mixing throughout their discussion is MasterChef Indonesia season 5. The goal of this study was to identify the different types of code-mixing and to investigate the elements that influence people's decision to code mix throughout their contact with that television show. The study's data consisted of Indonesian-English code-mixing during discussions. The authors employed a descriptive method in their work, and they analyzed the different types of code-mixing using Muysken's (2000) theory. Beardsmore's idea (1982) was also utilized to investigate the causes that led to people mixing codes. Based on the data analysis, the insertion kind of code-mixing was found to be the most common in this program, and vocabulary was shown to be the most influential factor in persons who code mixed.


2021 ◽  
pp. 000276422110422
Author(s):  
Ysabel Gerrard

The purpose of this special issue is to offer new perspectives on fan cultures which respond to changes and controversies that have happened since the last American Behavioral Scientist special issue on fandom was published, in 2005. But the aim of my contribution is to argue that, sadly, derisive-gendered discourses like ‘fangirls’, ‘groupies’ and ‘shippers’ are still alive and well. Returning to the kind of research conducted in the 1980s – when women’s experiences of feminized popular cultures began to be taken seriously – reminds us that their pleasures are no less derided or controversial four decades on. My findings also suggest that the enduring presence of older stereotypes within teen drama fandoms – particularly the ‘groupie’ – signals the agility of sexism, as the term can now be understood as more of a generational designation rather than a medium-specific one. This article is the product of three years of qualitative empirical research with ‘teen girl’ fandoms of three popular television shows: Pretty Little Liars, Revenge and The Vampire Diaries. The data it discusses includes Skype audio and video interviews, written interviews conducted via email and Facebook Messenger, along with overt social media observations.


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