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Discursively, beginnings are always retroactive. They are just backward projections from an everflowing present that has been stopped by an arbitrary decision, which lays it as some kind of milestone. Nowhere more than in the incipit of a novel can such a backward narrative surge be observed. After briefly looking at Céline's Voyage au bout de la nuit, and Robbe-Grillet's Le Voyeur, this article analyzes Diderot's most famous incipit, the one present in Le Neveu de Rameau, showing for instance how the character of Rameau's nephew literally comes from this initial vortex as from a semiotic ground.
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This article analyzes the reform of supplemental insurance in France in the 1980s. Before the Évin Law was enacted, in 1989, three types of actors (nonprofit mutual insurance companies known as mutuelles, provident institutions, and insurance companies) had near-monopolies in separate markets. Although the purpose of the law was to regulate the operation of the sector, it upset a delicate balance by hastening the emergence of market behavior. This is a public policy paradox.
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This article addresses the game technique of dark humor in films by Anders Thomas Jensen, Quentin Tarantino, Jean-Pierre Jeunet, the Coen brothers and Olias Barco. We start from the Freudian conception of humor as psychic economy of affects and enrich it by offering the analysis of the formal characteristics of a game between the director and the audience. The films concerned by this study offer violent deaths treated in an offhand manner. Even if such violence generates a visual shock, pleasure at work provides the humorous game with a positive ethos. Our approach sees Death as tragic more than sorrowful. This distinction places Death in the domain of an unsolvable tension. The films studied deal with a necessary and cruel death on a mode of simulacrum allowing a subjective multiplicity to express itself as a source of composition of meaning and joy.
Keywords: Mort, humour noir, meurtre, jeu, film, simulacre, Death, dark humor, murder, game, film, simulacrum
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Cette thèse présente une étude théorique et épistémologique du concept de jeu -étude qui, tout en prenant ancrage dans la tradition sociologique, se fonde sur l'herméneutique de H.G. Gadamer ainsi que sur la dialectique hégélienne. Divisée en deux parties -respectivement intitulées Sociologie(s) du jeu et Herméneutique et dialectique du jeu -la thèse examine, dans un premier temps, les principaux textes fondateurs de la pensée sociologique sur le jeu, en suivant l'exigence formulée par l'herméneutique de Gadamer d'un dialogue avec autrui et d'une appropriation et d'une reconnaissance de la légitimité de son propos. Au travers de ce dialogue; les concepts et les représentations qui ont tissé la pensée sociologique du jeu sont identifiés et ressaisis. La première partie de la thèse compte trois chapitres correspondant chacun …
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In recent years, attention to metaphor has grown in translation studies. However, research mostly focusses on the interlingual translation of metaphors or on recurring metaphors for translational activity at a given moment in history. This article, in contrast, seeks to provide a detailed analysis of one single metaphorical extension (the one that links translation with the concept of game, or play) and its occurrence in contemporary theories of translation. After a discussion of the concepts of “metaphor” and “analogy,” this contribution presents a selection of theoretical works that, in the context of so-called “scientific” translation studies, have linked games and translation. These works have been divided into three categories: translation as play/game, translation as a specific type of game, “playful” translation of “playful” texts and wordplay. After presenting these data, we will attempt to analyse them in order to answer the following question: how can visions that are very different from each other co-exist under the same basic formulation, i.e., the predicative metaphor “translation is a (type of) play/game”?
Keywords: métaphore, analogie, jeu, traductologie, metaphor, analogy, game, play, translation theory