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Journal articles on the topic "French Creole Riddles"

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WOTLING, PATRICK. ""Ultimate Skepsis": Nietzsche on Truth as a Regime of Interpretation." PhaenEx 11, no. 2 (2016): 70–87. http://dx.doi.org/10.22329/p.v11i2.4782.

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PresentationThis article is the first English translation of French scholar Patrick Wotling’s extensive research on Nietzsche. In order to understand Nietzsche’s work, Patrick Wotling follows closely Nietzsche’s well-known injunction to his readers: “learn to read me well!” Hence, he seeks to do a close reading of Nietzsche’s texts, which often resemble a seemingly random juxtaposition of ideas, looking for signs that allow the reader to follow Nietzsche’s thought and weave together a correct interpretation. In so doing it is imperative to reject any reading based on an interpretive framework that is not found in the text itself. This approach is tied to the specificity of Nietzsche’s work in that unlike philosophers before him, he does not hold the pursuit of truth to be the genuine goal of philosophy, and therefore does not write traditional systematic treatises. It is thus necessary to use this close reading approach to reveal the new patterns of thought that Nietzsche uses in place of traditional logical frameworks. Using this method, P. Wotling contends that Nietzsche’s thinking is organized along two tightly bound lines: on the one hand there is a genealogical inquiry, which consists of identifying and evaluating the value of values, and on the other hand there is a concern for the cultivation, or breeding (Züchtung) of human life, which aims at putting in place certain values with the goal of elevating humanity and creating human flourishing. The second goal implies the first, meaning that before knowing what values should be instituted, it is necessary to establish the hierarchy of values, in order to identify which ones are the most useful for the cultivation and enrichment of humanity. AbstractWhat are Nietzsche’s reasons for criticizing truth? How far does such criticism extend, and how does Nietzsche understand the consequences of his position as regards the philosophical praxis? The discovery of a radical opposition between truth and thought shows that being irrefutable cannot be assimilated to being true, and, at the same time, that truth is interpretation. On closer scrutiny, it appears to be not an essence, but a value, that is to say a type of error that has become essential for the continuation of our life, linked to a long process of physical-psychological absorption, and now productive of a deceptive feeling of necessity. As a consequence, philosophy cannot be equated with the pursuit of truth any longer: first, because, as a free spirit, the genuine philosopher is to be thought of as a lover of riddles, shaped on Epicurus’ pattern rather than on Plato’s; and more importantly, because the philosopher’s real aim is to investigate the value of all particular values (including “truth”) for the development of human life, and, in accordance, to create and impose new “truths.”
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Kolff, Louise Moana. "New Nordic Mythologies." M/C Journal 20, no. 6 (2017). http://dx.doi.org/10.5204/mcj.1328.

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IntroductionNordic mythology, also known as Norse mythology, is a term used to describe Medieval creation myths and tales of Gods and otherworldly realms, told and retold by Northern Germanic and Scandinavian tribes of the ninth century AD (see for example Gaiman).I discuss a new type of Nordic mythology that is being created through popular culture, social media, books, and television shows. I am interested in how contemporary portrayals of the Nordic countries has created a kind of mythological place called Scandinavia, where things, people, and ideas are better than in other places.Whereas the old myths portray a fierce warrior race, the new myths create a utopian Scandinavia as a place that is inherently good; a place that is progressive and harmonious. In the creation of these new myths the underbelly of the North is often neglected, producing a homogenised representation of a group of countries that are in actuality diverse and inevitably imperfect.ScandimaniaGenerally the term Scandinavia always refers to Denmark, Norway, and Sweden. When including Finland and Iceland, it is more accurate to refer to the five as the Nordic countries. I was born and grew up in Denmark. My observations are skewed towards a focus on Denmark, rather than Scandinavia as a whole. Though I will use the term Nordic and Scandinavia throughout the article, it is worth noting that these definitions describe a group of countries that despite some commonalities are also quite different in geography, and culture.Whether we are speaking strictly of Scandinavia or of the Nordic countries as a whole, one thing is certain: in recent years there has been a surge of popularity in all things Nordic. Scandinavian design has been popular since the 1950s, known for its functionality and simplistic beauty, and globalised through the Swedish furniture chain IKEA. Consequently, Nordic interior design has become a style widely praised and emulated, as has Nordic fashion, architecture, and innovation.The fact that Scandinavian people are often represented as being intelligent and beautiful adds to the notion of stylish and aesthetically pleasing ideals. This is partly why sperm from Danish sperm donors is the most sought after and widely distributed in the world: perhaps prospective parents find the idea of having a baby of Viking stock appealing (Kale). Nordic countries are also known for their egalitarian societies, which are described as “the holy grail of a healthy economy and society” (Cleary). These are countries where the collective good is cherished. Tax rates are high (in Denmark between 55 per cent and 60 per cent of income), which leads to excellent welfare systems.In recent years other terms have entered the collective Western vocabulary. New Nordic Cuisine describes a trend that has taken the culinary world by storm. This term refers to food that is created with seasonal, local, and foraged ingredients. The emphasis being a renewed connection to nature and old ways. In 2016 the Danish word hygge was shortlisted by the Oxford Dictionary as word of the year. A word, which has no direct English translation, it means “a quality of cosiness and comfortable conviviality that engenders a feeling of contentment or well-being (regarded as a defining characteristic of Danish culture)”. Countless books were published in the United Kingdom, and elsewhere, explaining the art of hygge. Other Scandinavian words are now becoming popular, such as the Swedish lagom, meaning “just enough”.In the past two years, the United Nations’ World Happiness Report listed Denmark and Norway as the happiest places on earth. Other surveys similarly put the Nordic countries on top as the most prosperous places on earth (Anderson).Mythologies and Discursive FormationsThe standard definition of myth is a “traditional story, especially one concerning the early history of a people or explaining a natural or social phenomenon, and typically involving supernatural beings or events.” Or “A widely held but false belief or idea” (Oxford Dictionaries, Myth).During what became known as the “discursive turn”, both Barthes and Foucault expanded the conception of myth by placing it within a wider socio-political and historical contexts of power and truth. “Discursive formations” became a commonly accepted way of describing a cluster of ideas, images, and practices that define particular “truths” within a given cultural context (Hall 6). In other words, myths serve specific purposes within given socio-cultural constructions.I argue that the current idolisation of Scandinavia is creating a common global narrative of a superior society. A mythical place that has “figured it out”, and found the key to happiness. The mythologised North is based on an array of media stories, statistics, reports, articles, advertising, political rhetoric, books, films, TV series, exhibitions, and social media activity. These perpetuate a “truth” of the Nordic countries as being especially benign, cultured, and distinguished. The Smiling PolicemanIn his well-known essay Myth Today, Barthes analyses an image of a North African boy in uniform saluting the French flag on the front cover of a magazine. Barthes argues that by analysing the semiotic meaning of the image in two stages, one can identify the “myth”.The first level is the signifiers (what we see), a dark skinned boy, a uniform, a raised arm, a flag. The signified is our recognition of these as a North African boy raising his arm to the French flag. The second level of interpretation is the wider context in which we understand what we see: the greatness of France is signified in the depiction of one of her colonial subjects submitting to and glorifying the flag. That is to say, the myth generated by the image is the story of France as a great colonial and military nation.Now take a look at this image, which was distributed the world over in newspapers, online media, and in turn social media (Warren; Kolff). This image is interesting because it epitomises much of what is believed about Scandinavia (the new myths). If we approach the image through the semiotic lens of Barthes, we firstly describe what is seen in the picture (signifiers): a blonde policeman, a girl of dark complexion, a road in the countryside, a van in the distance, and some other people with backpacks on the side of the road. When we put these elements together in context, we understand that the image to be depicting a Danish policeman, blonde, smiling and handsome, playing with a Syrian refugee girl on an empty Danish highway, with her fellow refugees behind her.The second level of interpretation (the myth) is created by combining the elements into a story: A friendly police officer is playing with a refugee girl, which is unusual because policemen are commonly seen as authoritarian and unfriendly to illegal immigrants. This policeman is smiling. He is happy in his job. He is healthy, good-looking, and compassionate.This fits the image of Scandinavian men as good fathers (they have paternity leave, and often help equally with child rearing). The image confirms that the happiest people on earth would of course also have happy, friendly policemen. The belief that the Scandinavian social model is one to admire would appear to be endorsed.The fact that this is in a rural setting with green landscapes adds further to the notion of Nordic freshness, naturalness, environmentalism, and food that comes from the wild. The fact that the policeman is well-groomed, stylish, well-built, and handsome reinforces the notion that Scandinavia is a place of style and taste, where the good Viking gene pool produces fit and beautiful people.It makes sense that in a place with a focus on togetherness and the common good, refugees are also treated well. Just as the French image of a dark-skinned boy saluting the French flag sent out messages of French superiority, this image sends out messages of inherent Nordic goodness in a time where positive images of the European refugee crisis are few and far between.In a discursive discussion, one asks not only what meanings does this image convey, but why is this image chosen, distributed, shared, tweeted, and promoted over other images? What purpose does its proliferation serve? What is the historical context in which it is popularised? What is the cultural imagination/narrative that is served? In the current often depressing socio-political situation in Europe, people like to know that there is a place where compassion and play exists.Among other news stories of death, despair, and border protection, depictions of an idealised North can help calm anxieties by implying the existence of a place that is free of conflict. Jakob Stougaard-Nielsen writes:The flood of journalistic and popular ethnographic explorations of the Nordic region in the UK is an expression, perhaps, of a search for a lost sense of identity, a nostalgic longing for an imagined past society more in tune with pre-Thatcherite welfarist values, by way of consuming, appropriating and exoticising proximate cultural identities such as the now much hyped Danish or Nordic utopias. (Nordic Noir, 6)In The Almost Nearly Perfect People, British writer Michael Booth wonders: “one thing in particular about this new-found love of all things Scandinavian … which struck me as particularly odd: considering all this positive PR, and with awareness of the so-called Nordic miracle at an all-time high, why wasn’t everyone flocking to live here [in Denmark]?” (7).In actuality not many people in the West are interested in living in the Nordic countries. Rather, as Barbara Goodwin writes: “utopias hold up a mirror to the fears and aspirations of the time in which they were written” (2). In other words, in an age of anxiety, where traditional norms and stabilities are shifting, to believe that there is a place where contemporary societies have found a way of living in happiness and togetherness provides a sense of hope. People are not flocking to live in Scandinavia because it is not in their interests to have their utopian ideals shattered by the reality that, though the North has a lot to offer, it is inevitably not a utopia (Sougaard-Nielsen, The Truth Is).UnderbellyParadoxically, in recent years, Scandinavia has become well known for its “Nordic Noir” crime fiction and television. In the documentary TV series Scandimania, British TV personality Hugh Fearnley-Whittingstall travels through Denmark, Sweden, and Norway, exploring the culture, scenery, and food. He finds it curious that Denmark has become so famous for its sombre crime series, such as The Killing and The Bridge, because it seems so far removed from the Denmark he experiences riding around the streets of Copenhagen on his bike.Fearnley-Whittingstall ponders that one has to look hard to find the dark side of Denmark, and that perhaps it does not actually exist at all. This observation points to something essential. Even though millions of viewers worldwide have seen shows such as The Killing, which are known for their dark story lines, bleak urban settings, complex but realistic characters, progressive gender equality, and social commentary, the positive mythologising of Scandinavia remains so strong that it engenders a belief that the underbelly shown in Nordic Noir is perhaps entirely fictional.Stougaard-Nielsen (see also Pitcher, Consuming Race) argues that perhaps the British obsession with Nordic Noir (and this could be applied to other western countries) can be attributed to “a more appropriate white cosmopolitan desire to imagine rooted identities in an age of globalisation steeped in complex identity politics” (Nordic Noir, 8). That is to say that, for a segment of society which feels overwhelmed by contemporary multiculturalism, there may be a pleasure in watching a show that is predominantly populated by white Nordic protagonists, where the homes and people are stylish, and where the Nordic model of welfare and progressive thinking provides a rich identity source for white people as a symbolic point of origin.The watching/reading of Nordic Noir, as well as other preoccupations with all things Nordic, help build upon a mythological sense of whiteness that sets itself apart from our usual notions of race politics, by being an accepted form of longing for the North of bygone ages: a place that is progressive, moral, stylish, and imbued with aspirational ways of living, thinking, and being (Pitcher, Racial Politics).The image of the Danish police officer and the refugee girl fits this ideal of a progressive society where race relations are uncomplicated. The policeman who epitomises the Nordic ideal is in a position of power, but this is an authority which is benevolent. The girl is non-threatening in her otherness, because she is a child and female, and therefore does not fit the culturally dreaded Muslim/terrorist stereotype. In this constellation the two can meet beautifully.The reality, of course, is that the race relations and issues surrounding immigration in Denmark, and in other Nordic countries, are as complicated and often messy and hateful as they are in other countries. In Sweden, as Fearnley-Whittingstall touches upon in Scandimania, there are escalating problems with integration of the many new Swedes and growing inequalities in wealth. In Norway, the underlying race tensions became acutely topical in the aftermath of the 2011 massacre, where right-wing extremist Anders Breivik killed 77 people. Denmark has one of the harshest anti-immigration laws in Europe, laws that are continuously being tightened (Boserup); and whenever visiting Denmark I have been surprised to see how much space and time discussions about immigration and integration take up in the news and current affairs.If we contrast the previous image with the image above, taken within a similar timeframe on the same Danish highway, we can see the reality of Danish immigration policies. Here we are exposed to a different story. The scene and the location is the same, but the power dynamics have shifted from benign, peaceful, and playful to aggressive, authoritarian, and conflict ridden. A desperate father carries his daughter, determined to march on towards their destination of Sweden. The policeman is pulling his arm, attempting to detain the refugees so that they cannot go further, the goal being to deport the Syrians back to their previous place of detention, just over the border in Germany (Harticollis). While the previous image reflects the humanity of the refugee crisis, this image reflects the politics, policies, and to a large extent public opinion in Denmark, which is not refugee-friendly. This image, however, was not widely distributed, partly because it feeds into the same depressing narrative of an unsolvable refugee crisis seen so often elsewhere, and partly because it does not fit into the narrative of the infallible North. It could not be tweeted with the hashtag #Humanity, nor shared on Facebook with a smiley face and liked with an emoji heart.Another image from Denmark, in the form of a politically funded billboard, shows that there are deep-seated tendencies within Danish society that want to promote and retain a Denmark which adheres to its traditional values and ethnic whiteness. The image was displayed all over the country, at train stations, bus stops, and other public spaces when I visited in 2016. It was issued by Dansk Folkeparti (the Danish People’s Party); a party which is anti-immigration and which was until recently the country’s second largest party. The title says “Our Denmark”, while the byline cleverly plays with the double meaning of passe på: it can mean “there is so much we need to take care of”, but also “there is so much we need to beware of.” In other words, the white working-class family needs to take care of their Denmark, and beware of anyone who does not fit into this norm. Though hugely contested and criticised (Cremer; see a counter-reaction designed by opponents below), the fact that thinly veiled anti-immigration propaganda can be so readily distributed speaks of an underbelly in Danish society that is not made of the dark murder mysteries in The Killing, but rather of a quietly brewing distain for the foreigner that reigns within stylishly designed living rooms. ConclusionMyths are stories cultures tell and retell until they form a belief system that becomes a natural part of our collective narrative. For Barthes, these stories were intrinsically connected to our understanding of language and our ability to read images, films, artifacts, and popular culture more generally. To later cultural theorists, the notion of discursive formations expands this understanding, to see myth within a broader network of socio-political discourses placed within a certain place and time in history. When connected, small narratives (images, advertising, film, music, news stories, social media sharing, scientific evidence, etc.) come together to form a common narrative (the myth) about how things are and should be in relation to a particular topic. The culminating popularity of numerous Nordic themes (Nordic television/film, interior design, fashion, cuisine, architecture, lifestyle, sustainability, welfare system, school system, gender equality, etc.) has created a grand narrative of the Nordic countries as a type of utopia: one that shows the rest of the world that an egalitarian society of togetherness and progressive innovation is possible. This mythologisation serves to quell anxieties about the flux and uncertainty of contemporary times, and may also serve to legitimise a yearning for a simple, benign, and progressive whiteness, where we imagine Nordic families sitting peacefully at their beechwood dining tables, candles lit, playing board games. This is a projected yearning which is otherwise largely disallowed in today’s multicultural societies.ReferencesAnderson, Elizabeth. “The Most Prosperous Countries in the World, Based on Happiness and Financial Health.” The Telegraph, 2 Nov. 2015. <http://www.telegraph.co.uk/finance/economics/11966461/The-most-prosperous-countries-in-the-world-based-on-happiness-and-financial-health.html>.Barthes, Roland. Mythologies. London: Vintage, 2000 [1957].———. “Myth Today.” Mythologies. London: Vintage, 2000 [1957].Booth, Michael. The Almost Nearly Perfect People. London: Jonathan Cape, 2014.Boserup, Rasmus Alenius. “Denmark’s Harsh New Immigration Law Will End Badly for Everyone.” Huffington Post. <https://www.huffingtonpost.com/rasmus-alenius-boserup/denmark-immigration-law_b_9112148.html>.Bridge, The. (Danish: Broen.) Created by Hans Rosenfeldt. Sveriges Television and DR, 2013-present.Cleary, Paul. “Norway Is Proof That You Can Have It All.” The Australian, 15 July 2013. <http://www.theaustralian.com.au/life/norway-is-proof-that-you-can-have-it-all/news-story/3d2895adbace87431410e7b033ec84bf>.Colson, Thomas. “7 Reasons Denmark Is the Happiest Country in the World.” The Independent, 26 Sep. 2016. <http://www.independent.co.uk/news/world/europe/7-reasons-denmark-is-the-happiest-country-in-the-world-a7331146.html>.Cremer, Justin. “The Strangest Political Story in Denmark Just Got Stranger.” The Local, 19 May 2016. <https://www.thelocal.dk/20160519/strangest-political-story-in-denmark-just-got-stranger>.Dregni, Eric. “Why Is Norway the Happiest Place on Earth?” Star Tribune, 11 June 2017. <http://www.startribune.com/the-height-of-happy/427321393/#1>.Foucault, Michel. The History of Sexuality: The Will to Knowledge. London: Penguin Books, 1998 [1976]. Gaiman, Neil. “Neil Gaiman Retells Classic Norse Mythology.” Conversations. Radio National 30 Mar. 2017.Goodwin, Barbara, ed. The Philosophy of Utopia. London: Frank Cass, 2001.Hall, Stuart, ed. Representation: Cultural Representations and Signifying Practices. London: Sage, 1997.Hartocollis, Anemona. “Traveling in Europe’s River of Migrants.” New York Times, 9 Sep. 2015. <https://www.nytimes.com/interactive/projects/cp/reporters-notebook/migrants/denmark-refugees-migrants>.Helliwell, J., R. Layard, and J. Sachs. World Happiness Report 2017. New York: Sustainable Development Solutions Network, 2017.Kale, Sirin. “Women Are Now Pillaging Sperm Banks for Viking Babies.” Vice, 2 Oct. 2015. <https://broadly.vice.com/en_us/article/3dx9nj/women-are-now-pillaging-sperm-banks-for-viking-babies>.Killing, The. (Danish: Forbrydelsen.) Created by Søren Sveistrup. DR, 2007-2012.Kolff, Louise. “Part III: The Hunk & the Refugee.” Perspectra, 3 Dec. 2015. <https://perspectra.org/2015/12/03/danish-police-and-refugee-girl/>.Oxford Dictionaries. “Hygge.” <https://en.oxforddictionaries.com/definition/hygge>.Oxford Dictionaries. “Myth.” <https://en.oxforddictionaries.com/definition/myth>.Pitcher, Ben. Consuming Race. London: Routledge, 2014.———. “The Racial Politics of Nordic Noir.” Mecetes, 9 April 2014. <http://mecetes.co.uk/racial-politics-nordic-noir/>.Scandimania. Featuring H. Fearnley-Whittingstall. Channel 4, 2014.Sougaard-Nielsen, Jacob. “Nordic Noir in the UK: The Allure of Accessible Difference.” Journal of Aesthetics & Culture 8.1 (2016). 1 Oct. 2017 <http://www.tandfonline.com/doi/full/10.3402/jac.v8.32704>.———. “The Truth Is, Scandinavia Is Neither Heaven nor Hell.” The Conversation, 19 Aug. 2014. <https://theconversation.com/the-truth-is-scandinavia-is-neither-heaven-nor-hell-30641>.Warren, Rossalyn. “The Touching Moment a Policeman Sat Down to Play with a Syrian Refugee.” BuzzFeed News, 15 Sep. 2015. <https://www.buzzfeed.com/rossalynwarren/the-adorable-moment-a-policeman-sat-down-to-play-with-a-syri?utm_term=.qjzl2WEk7#.kgZXOp76M>.
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Flynn, Bernadette. "Towards an Aesthetics of Navigation." M/C Journal 3, no. 5 (2000). http://dx.doi.org/10.5204/mcj.1875.

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Introduction Explorations of the multimedia game format within cultural studies have been broadly approached from two perspectives: one -- the impact of technologies on user interaction particularly with regard to social implications, and the other -- human computer interactions within the framework of cybercultures. Another approach to understanding or speaking about games within cultural studies is to focus on the game experience as cultural practice -- as an activity or an event. In this article I wish to initiate an exploration of the aesthetics of player space as a distinctive element of the gameplay experience. In doing so I propose that an understanding of aesthetic spatial issues as an element of player interactivity and engagement is important for understanding the cultural practice of adventure gameplay. In approaching these questions, I am focussing on the single-player exploration adventure game in particular Myst and The Crystal Key. In describing these games as adventures I am drawing on Chris Crawford's The Art of Computer Game Design, which although a little dated, focusses on game design as a distinct activity. He brings together a theoretical approach with extensive experience as a game designer himself (Excalibur, Legionnaire, Gossip). Whilst at Atari he also worked with Brenda Laurel, a key theorist in the area of computer design and dramatic structure. Adventure games such as Myst and The Crystal Key might form a sub-genre in Chris Crawford's taxonomy of computer game design. Although they use the main conventions of the adventure game -- essentially a puzzle to be solved with characters within a story context -- the main focus and source of pleasure for the player is exploration, particularly the exploration of worlds or cosmologies. The main gameplay of both games is to travel through worlds solving clues, picking up objects, and interacting with other characters. In Myst the player has to solve the riddle of the world they have entered -- as the CD-ROM insert states "Now you're here, wherever here is, with no option but to explore." The goal, as the player must work out, is to release the father Atrus from prison by bringing magic pages of a book to different locations in the worlds. Hints are offered by broken-up, disrupted video clips shown throughout the game. In The Crystal Key, the player as test pilot has to save a civilisation by finding clues, picking up objects, mending ships and defeating an opponent. The questions foregrounded by a focus on the aesthetics of navigation are: What types of representational context are being set up? What choices have designers made about representational context? How are the players positioned within these spaces? What are the implications for the player's sense of orientation and navigation? Architectural Fabrication For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. The creation of a digital architecture in adventure games mimics the Pompeii wall paintings with their interplay of extruded and painted features. In visualising the space of a cosmology, the environment starts to be coded like the urban or built environment with underlying geometry and textured surface or dressing. In The Making of Myst (packaged with the CD-ROM) Chuck Carter, the artist on Myst, outlines the process of creating Myst Island through painting the terrain in grey scale then extruding the features and adding textural render -- a methodology that lends itself to a hybrid of architectural and painted geometry. Examples of external architecture and of internal room design can be viewed online. In the spatial organisation of the murals of Pompeii and later Rome, orthogonals converged towards several vertical axes showing multiple points of view simultaneously. During the high Renaissance, notions of perspective developed into a more formal system known as the construzione legittima or legitimate construction. This assumed a singular position of the on-looker standing in the same place as that occupied by the artist when the painting was constructed. In Myst there is an exaggeration of the underlying structuring technique of the construzione legittima with its emphasis on geometry and mathematics. The player looks down at a slight angle onto the screen from a fixed vantage point and is signified as being within the cosmological expanse, either in off-screen space or as the cursor. Within the cosmology, the island as built environment appears as though viewed through an enlarging lens, creating the precision and coldness of a Piero della Francesca painting. Myst mixes flat and three-dimensional forms of imagery on the same screen -- the flat, sketchy portrayal of the trees of Myst Island exists side-by-side with the monumental architectural buildings and landscape design structures created in Macromodel. This image shows the flat, almost expressionistic trees of Myst Island juxtaposed with a fountain rendered in high detail. This recalls the work of Giotto in the Arena chapel. In Joachim's Dream, objects and buildings have depth, but trees, plants and sky -- the space in-between objects -- is flat. Myst Island conjures up the realm of a magic, realist space with obsolete artefacts, classic architectural styles (the Albert Hall as the domed launch pad, the British Museum as the library, the vernacular cottage in the wood), mechanical wonders, miniature ships, fountains, wells, macabre torture instruments, ziggurat-like towers, symbols and odd numerological codes. Adam Mates describes it as "that beautiful piece of brain-deadening sticky-sweet eye-candy" but more than mere eye-candy or graphic verisimilitude, it is the mix of cultural ingredients and signs that makes Myst an intriguing place to play. The buildings in The Crystal Key, an exploratory adventure game in a similar genre to Myst, celebrate the machine aesthetic and modernism with Buckminster Fuller style geodesic structures, the bombe shape, exposed ducting, glass and steel, interiors with movable room partitions and abstract expressionist decorations. An image of one of these modernist structures is available online. The Crystal Key uses QuickTime VR panoramas to construct the exterior and interior spaces. Different from the sharp detail of Myst's structures, the focus changes from sharp in wide shot to soft focus in close up, with hot-spot objects rendered in trompe l'oeil detail. The Tactility of Objects "The aim of trompe l'oeil -- using the term in its widest sense and applying it to both painting and objects -- is primarily to puzzle and to mystify" (Battersby 19). In the 15th century, Brunelleschi invented a screen with central apparatus in order to obtain exact perspective -- the monocular vision of the camera obscura. During the 17th century, there was a renewed interest in optics by the Dutch artists of the Rembrandt school (inspired by instruments developed for Dutch seafaring ventures), in particular Vermeer, Hoogstraten, de Hooch and Dou. Gerard Dou's painting of a woman chopping onions shows this. These artists were experimenting with interior perspective and trompe l'oeil in order to depict the minutia of the middle-class, domestic interior. Within these luminous interiors, with their receding tiles and domestic furniture, is an elevation of the significance of rhyparography. In the Girl Chopping Onions of 1646 by Gerard Dou the small things are emphasised -- the group of onions, candlestick holder, dead fowl, metal pitcher, and bird cage. Trompe l'oeil as an illusionist strategy is taken up in the worlds of Myst, The Crystal Key and others in the adventure game genre. Traditionally, the fascination of trompe l'oeil rests upon the tension between the actual painting and the scam; the physical structures and the faux painted structures call for the viewer to step closer to wave at a fly or test if the glass had actually broken in the frame. Mirian Milman describes trompe l'oeil painting in the following manner: "the repertory of trompe-l'oeil painting is made up of obsessive elements, it represents a reality immobilised by nails, held in the grip of death, corroded by time, glimpsed through half-open doors or curtains, containing messages that are sometimes unreadable, allusions that are often misunderstood, and a disorder of seemingly familiar and yet remote objects" (105). Her description could be a scene from Myst with in its suggestion of theatricality, rich texture and illusionistic play of riddle or puzzle. In the trompe l'oeil painterly device known as cartellino, niches and recesses in the wall are represented with projecting elements and mock bas-relief. This architectural trickery is simulated in the digital imaging of extruded and painting elements to give depth to an interior or an object. Other techniques common to trompe l'oeil -- doors, shadowy depths and staircases, half opened cupboard, and paintings often with drapes and curtains to suggest a layering of planes -- are used throughout Myst as transition points. In the trompe l'oeil paintings, these transition points were often framed with curtains or drapes that appeared to be from the spectator space -- creating a painting of a painting effect. Myst is rich in this suggestion of worlds within worlds through the framing gesture afforded by windows, doors, picture frames, bookcases and fireplaces. Views from a window -- a distant landscape or a domestic view, a common device for trompe l'oeil -- are used in Myst to represent passageways and transitions onto different levels. Vertical space is critical for extending navigation beyond the horizontal through the terraced landscape -- the tower, antechamber, dungeon, cellars and lifts of the fictional world. Screen shots show the use of the curve, light diffusion and terracing to invite the player. In The Crystal Key vertical space is limited to the extent of the QTVR tilt making navigation more of a horizontal experience. Out-Stilling the Still Dutch and Flemish miniatures of the 17th century give the impression of being viewed from above and through a focussing lens. As Mastai notes: "trompe l'oeil, therefore is not merely a certain kind of still life painting, it should in fact 'out-still' the stillest of still lifes" (156). The intricate detailing of objects rendered in higher resolution than the background elements creates a type of hyper-reality that is used in Myst to emphasise the physicality and actuality of objects. This ultimately enlarges the sense of space between objects and codes them as elements of significance within the gameplay. The obsessive, almost fetishistic, detailed displays of material artefacts recall the curiosity cabinets of Fabritius and Hoogstraten. The mechanical world of Myst replicates the Dutch 17th century fascination with the optical devices of the telescope, the convex mirror and the prism, by coding them as key signifiers/icons in the frame. In his peepshow of 1660, Hoogstraten plays with an enigma and optical illusion of a Dutch domestic interior seen as though through the wrong end of a telescope. Using the anamorphic effect, the image only makes sense from one vantage point -- an effect which has a contemporary counterpart in the digital morphing widely used in adventure games. The use of crumbled or folded paper standing out from the plane surface of the canvas was a recurring motif of the Vanitas trompe l'oeil paintings. The highly detailed representation and organisation of objects in the Vanitas pictures contained the narrative or symbology of a religious or moral tale. (As in this example by Hoogstraten.) In the cosmology of Myst and The Crystal Key, paper contains the narrative of the back-story lovingly represented in scrolls, books and curled paper messages. The entry into Myst is through the pages of an open book, and throughout the game, books occupy a privileged position as holders of stories and secrets that are used to unlock the puzzles of the game. Myst can be read as a Dantesque, labyrinthine journey with its rich tapestry of images, its multi-level historical associations and battle of good and evil. Indeed the developers, brothers Robyn and Rand Miller, had a fertile background to draw on, from a childhood spent travelling to Bible churches with their nondenominational preacher father. The Diorama as System Event The diorama (story in the round) or mechanical exhibit invented by Daguerre in the 19th century created a mini-cosmology with player anticipation, action and narrative. It functioned as a mini-theatre (with the spectator forming the fourth wall), offering a peek into mini-episodes from foreign worlds of experience. The Musée Mechanique in San Francisco has dioramas of the Chinese opium den, party on the captain's boat, French execution scenes and ghostly graveyard episodes amongst its many offerings, including a still showing an upper class dancing party called A Message from the Sea. These function in tandem with other forbidden pleasures of the late 19th century -- public displays of the dead, waxwork museums and kinetescope flip cards with their voyeuristic "What the Butler Saw", and "What the Maid Did on Her Day Off" tropes. Myst, along with The 7th Guest, Doom and Tomb Raider show a similar taste for verisimilitude and the macabre. However, the pre-rendered scenes of Myst and The Crystal Key allow for more diorama like elaborate and embellished details compared to the emphasis on speed in the real-time-rendered graphics of the shoot-'em-ups. In the gameplay of adventure games, animated moments function as rewards or responsive system events: allowing the player to navigate through the seemingly solid wall; enabling curtains to be swung back, passageways to appear, doors to open, bookcases to disappear. These short sequences resemble the techniques used in mechanical dioramas where a coin placed in the slot enables a curtain or doorway to open revealing a miniature narrative or tableau -- the closure of the narrative resulting in the doorway shutting or the curtain being pulled over again. These repeating cycles of contemplation-action-closure offer the player one of the rewards of the puzzle solution. The sense of verisimilitude and immersion in these scenes is underscored by the addition of sound effects (doors slamming, lifts creaking, room atmosphere) and music. Geographic Locomotion Static imagery is the standard backdrop of the navigable space of the cosmology game landscape. Myst used a virtual camera around a virtual set to create a sequence of still camera shots for each point of view. The use of the still image lends itself to a sense of the tableauesque -- the moment frozen in time. These tableauesque moments tend towards the clean and anaesthetic, lacking any evidence of the player's visceral presence or of other human habitation. The player's navigation from one tableau screen to the next takes the form of a 'cyber-leap' or visual jump cut. These jumps -- forward, backwards, up, down, west, east -- follow on from the geographic orientation of the early text-based adventure games. In their graphic form, they reveal a new framing angle or point of view on the scene whilst ignoring the rules of classical continuity editing. Games such as The Crystal Key show the player's movement through space (from one QTVR node to another) by employing a disorientating fast zoom, as though from the perspective of a supercharged wheelchair. Rather than reconciling the player to the state of movement, this technique tends to draw attention to the technologies of the programming apparatus. The Crystal Key sets up a meticulous screen language similar to filmic dramatic conventions then breaks its own conventions by allowing the player to jump out of the crashed spaceship through the still intact window. The landscape in adventure games is always partial, cropped and fragmented. The player has to try and map the geographical relationship of the environment in order to understand where they are and how to proceed (or go back). Examples include selecting the number of marker switches on the island to receive Atrus's message and the orientation of Myst's tower in the library map to obtain key clues. A screenshot shows the arrival point in Myst from the dock. In comprehending the landscape, which has no centre, the player has to create a mental map of the environment by sorting significant connecting elements into chunks of spatial elements similar to a Guy Debord Situationist map. Playing the Flaneur The player in Myst can afford to saunter through the landscape, meandering at a more leisurely pace that would be possible in a competitive shoot-'em-up, behaving as a type of flaneur. The image of the flaneur as described by Baudelaire motions towards fin de siècle decadence, the image of the socially marginal, the dispossessed aristocrat wandering the urban landscape ready for adventure and unusual exploits. This develops into the idea of the artist as observer meandering through city spaces and using the power of memory in evoking what is observed for translation into paintings, writing or poetry. In Myst, the player as flaneur, rather than creating paintings or writing, is scanning the landscape for clues, witnessing objects, possible hints and pick-ups. The numbers in the keypad in the antechamber, the notes from Atrus, the handles on the island marker, the tower in the forest and the miniature ship in the fountain all form part of a mnemomic trompe l'oeil. A screenshot shows the path to the library with one of the island markers and the note from Atrus. In the world of Myst, the player has no avatar presence and wanders around a seemingly unpeopled landscape -- strolling as a tourist venturing into the unknown -- creating and storing a mental map of objects and places. In places these become items for collection -- cultural icons with an emphasised materiality. In The Crystal Key iconography they appear at the bottom of the screen pulsing with relevance when active. A screenshot shows a view to a distant forest with the "pick-ups" at the bottom of the screen. This process of accumulation and synthesis suggests a Surrealist version of Joseph Cornell's strolls around Manhattan -- collecting, shifting and organising objects into significance. In his 1982 taxonomy of game design, Chris Crawford argues that without competition these worlds are not really games at all. That was before the existence of the Myst adventure sub-genre where the pleasures of the flaneur are a particular aspect of the gameplay pleasures outside of the rules of win/loose, combat and dominance. By turning the landscape itself into a pathway of significance signs and symbols, Myst, The Crystal Key and other games in the sub-genre offer different types of pleasures from combat or sport -- the pleasures of the stroll -- the player as observer and cultural explorer. References Battersby, M. Trompe L'Oeil: The Eye Deceived. New York: St. Martin's, 1974. Crawford, C. The Art of Computer Game Design. Original publication 1982, book out of print. 15 Oct. 2000 <http://members.nbci.com/kalid/art/art.php>. Darley Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000. Lunenfeld, P. Digital Dialectic: New Essays on New Media. Cambridge, Mass.: MIT P 1999. Mates, A. Effective Illusory Worlds: A Comparative Analysis of Interfaces in Contemporary Interactive Fiction. 1998. 15 Oct. 2000 <http://www.wwa.com/~mathes/stuff/writings>. Mastai, M. L. d'Orange. Illusion in Art, Trompe L'Oeil: A History of Pictorial Illusion. New York: Abaris, 1975. Miller, Robyn and Rand. "The Making of Myst." Myst. Cyan and Broderbund, 1993. Milman, M. Trompe-L'Oeil: The Illusion of Reality. New York: Skira Rizzoli, 1982. Murray, J. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Simon and Schuster, 1997. Wertheim, M. The Pearly Gates of Cyberspace: A History of Cyberspace from Dante to the Internet. Sydney: Doubleday, 1999. Game References 7th Guest. Trilobyte, Inc., distributed by Virgin Games, 1993. Doom. Id Software, 1992. Excalibur. Chris Crawford, 1982. Myst. Cyan and Broderbund, 1993. Tomb Raider. Core Design and Eidos Interactive, 1996. The Crystal Key. Dreamcatcher Interactive, 1999. Citation reference for this article MLA style: Bernadette Flynn. "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/navigation.php>. Chicago style: Bernadette Flynn, "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]). APA style: Bernadette Flynn. (2000) Towards an aesthetics of navigation -- spatial organisation in the cosmology of the adventure game. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]).
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Books on the topic "French Creole Riddles"

1

Honoré, Daniel. Devinettes créoles: (z̆ëdmo yér èk z̆ordï) : (933 devinettes créoles de La Réunion). Editions Udir, 2004.

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Mauritius. Ministry of Arts & Culture, ed. Proverb ek sirandann Repiblik Moris. Ministry of Arts and Culture, Creole Speaking Union, 2013.

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Honoré, Daniel. Devinettes créoles en langue française. Editions Udir, 2004.

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Zedmo Sesel: Devinettes et jeux de mots des Seychelles = Riddles and conumdrums of Seychelles. Culture Division, Ministry of Local Government, Sports and Culture (National Heritage), 2001.

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Confiant, Raphaël. Dictionnaire des titim et sirandanes. Ibis Rouge, 1998.

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Khan, Bilal Ahmad. Jammu & Kashmir. Oxford University Press, 2022. http://dx.doi.org/10.1093/oso/9780192849656.001.0001.

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This book to interested in gaining an insight into the issues pertaining to the prospect for employment generation in Jammu and Kashmir in present times. The book is original in content. We get here a fresh perspective that boldly shifts the focus from the past demographic and developmental dimensions to the present dynamics of the state, or, rather, the Union Territories. In spelling this out the author, Dr. Bilal Khan, explains in great detail the varied and diversified geographic, agro-climatic and topographic features of the region that pose peculiar and unique problems of development. The author dwells on how the state has been subverted from time to time. The work draws attention to the trends and issues concerning the work force. The policy implications of this work are immense. The book is focused on finding innovative methods to enable the young youth to exercise as well as realize their full potential. The author shows with corroborating evidence that the Central Government not only deployed security forces in large numbers but also spent huge sums of money on building infrastructure and providing economic assistance to Jammu and Kashmir. Instead of addressing the problems of the peasantry and the common people and expanding the employment of the restive youth, this led to the creation of neo-rich strata within the state. Dr. Bilal presents the much neglected dimensions of the economy of Kashmir by showing how the widening gulf over decades has generated mass discontent against the Indian government and created the social basis of separatism and militancy in the 1990s. He points out with much evidence that a radical shift in its policies, especially in the education sector, is an absolute prerequisite for the birth of a capable workforce. The remedy lies in revamping the education sector by crafting appropriate policies for suitable skills in line with the socio-economic requirements of the society. Underdevelopment and unemployment in Jammu and Kashmir is the manifestation of a mismatch between physical and human resources, technically known as structural unemployment. This exists when a large segment of the working age population does not possess the appropriate skills and knowledge to be gainfully employed. Kashmir faced a serious unemployment problem, made me realize that there was an immediate need of a book on Jammu & Kashmir: Levels, Issues, & Prospects of Employment Generation which could educate the young youth about the various aspects and challenges in a simple and lucid manner. The book presents a comprehensive treatment of unemployment and economic problems. It takes care of recent data of workforce wherever it is required. Kashmir being a conflict ridden zone has far less opportunities for employment than rest of the other states. With an underdeveloped industrial sector and the inability of government to create enough jobs, there seems to be no immediate solution. Lack of avenues to engage youth in meaningful ways drives youth towards the miscreants in this society. Young populations across the world are generally seen as drivers of socio-economic growth, but in Kashmir, the youth bulge is a problem. Unemployed youths are betrayed by the anti-social elements and for destabilizing economy by using them as tools for creating mayhem. Underdevelopment and unemployment in Jammu and Kashmir is the manifestation of a mismatch between physical and human resources. This exists when a large segment of the working age population does not possess the appropriate skills and knowledge to be gainfully employed. In addition, lackadascial and imprudent policies pursued by subsequent governments are the major challenge. The book is with much evidence that a radical shift in its policies, especially in the education sector, is an absolute prerequisite for the birth of a capable workforce. The remedy lies in revamping the education sector by crafting appropriate policies for suitable skills in line with the socio-economic requirements of the society. The government adroitly must think about a long-term plan for unemployed youth and devise a policy to channelize youth bulge constructively.
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Book chapters on the topic "French Creole Riddles"

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Bonner, Thomas Neville. "Science and Medical Study: Early Nineteenth Century." In Becoming a Physician. Oxford University Press, 1996. http://dx.doi.org/10.1093/oso/9780195062984.003.0009.

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The strong utilitarian impulse to make medical training more practical— the subject of the last chapter—coincided in time with a growing understanding of the human body. Indeed, the remarkable advances in anatomical knowledge of the eighteenth century were crucial to the adoption of the surgical model of teaching students in the nineteenth century. Medical educators now accepted without question the anatomical basis of disease and put increasing emphasis on anatomical studies and personal experience in dissecting the human body in their teaching. Whether in a university course, a hospital clinic, a school for practical physicians, a program for midwives, or private classes, by the early nineteenth century the study of anatomy, both theoretical and practical, was seen as the cornerstone of all medical teaching. It was by means of the study of anatomy and the routine performance of autopsy, the famed French clinicians taught, that a real understanding of disease could be ultimately gained. In their zeal to discover new means of diagnosing illness in the living body, they searched for ways to determine the presence of telltale lesions or faulty functioning in the body that were not visible to the human eye. To “see” inside the body, to “feel” the presence of disease, to hear the sounds of irregular function would enable the physician to understand the course of the disease before it was found at autopsy. If disease were local and lodged in the organs and tissues, as Morgagni and Bichat had demonstrated, then the new French technology of measurement, percussion, and auscultation would enable the physician to locate it and, conceivably, to arrest or extirpate it. The practical impulse in teaching and the new anatomical science of pathology thus worked together to create a new, more hopeful approach to the ancient riddle of how illness began, spread, and worked its mischief. The French achievement in creating a science of pathological anatomy out of the study of diseased tissue, declared the German clinician Karl Pfeufer, brought to medicine a “hitherto unknown sharpness of diagnosis.”
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Bat, Jean-Pierre. "Jacques Foccart, Eminence grise for African affairs." In Francophone Africa at fifty. Manchester University Press, 2013. http://dx.doi.org/10.7228/manchester/9780719089305.003.0010.

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Jean-Pierre Bat proceeds to the heart of Franco-African networking after the independences of the former colonies, and evaluates the influence of a particular individual who held a major part of the responsibilities for the scandal-ridden realities of French influence in various African countries during the 1960s and 1970s: Jacques Foccart. Charles de Gaulle’s ‘Mr Africa’ did everything possible to create his own legend, and he was the object of attacks and a source of astonishment in his own ranks. Called “Rasputin” and the “grey eminence – éminence grise - of the General”, amongst other nicknames, it is challenging to carve the role of Foccart out of the legend surrounding him. Essential for an understanding of Foccart’s influence is the analysis of his effective control over France’s African policies, combined with his role in, the intelligence services, from the SAC to the SDECE. Bat’s study will thus give a new account of a system largely dominated by one great player, and investigate Foccart’s impact on the Franco-African networks beyond his time as Secretary for African and Malagasy Affairs.
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Fagan, Brian. "Individualists." In From Stonehenge to Samarkand. Oxford University Press, 2006. http://dx.doi.org/10.1093/oso/9780195160918.003.0015.

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The French-speaking Swiss traveler Ella Maillart (1903–1997) was a remarkable personality. By age thirty, she had taught French in a Welsh school, sailed in the Olympics for the Swiss team, acted on the Parisian stage, captained the Swiss women’s field hockey team, assisted on an excavation in Crete, studied film production in Moscow, published a book about a north-south walk through the Caucasus, and ridden a camel across the Kizil Kum Desert in present-day Kazakhstan and Uzbekistan, southeast of the Aral Sea—in midwinter. No one knows why she had such a penchant for adventure and variety: perhaps she was rebelling against the staid and thoroughly conventional family life of her childhood. The freedom and self-assertion taken for granted by many women today could then be achieved only by being unconventional and heading off into the unknown. At the age of twenty-eight, Maillart gazed on China for the first time. “In 1932, having gone east from Moscow, I climbed a mountain nearly 17,000 feet high on foot, and succeeded in reaching the eastern frontier of Russian Turkestan. There, at least, from the heights of the Celestial Mountains I could decry, on a plain far away and still further to the east, the yellow dust of the Takla Makan desert. It was China, the fabulous country of which, since my childhood, I had dreamed. There the caravan trails that were as old as the world, still wound. Long ago, Marco Polo followed them as far as Peking.”1 But she was unable to obtain a visa to enter Chinese Turkestan, which, like Outer Mongolia, was virtually isolated from the world by political turmoil. “Sadly,” she wrote, “I retraced my steps, turning my back on the limitless unknown that beckoned.” Maillart traveled in romantic lands whose very names evoke adventure— Pingliang, Yarkand, Kashgar. For centuries, the Silk Road was synonymous with danger, mystery, and high adventure beyond the frontiers of the Western world. The men and women who explored this remote and unfamiliar realm had no illusions about the dangers and political disorder that awaited them, but they would have been quietly horrified to hear their travels described as adventures.
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