Sökning: "monster i litteratur"

Hittade 4 avhandlingar innehållade orden monster i litteratur.

  1. 1. De mörka labyrinterna : Gotiken i litteratur, film, musik och rollspel

    Författare :Mattias Fyhr; Jönköping University; []
    Nyckelord :HUMANIORA; HUMANITIES; Gotik; gotisk roman; gotisk litteratur; skräckromantik; skräck; Inger Edelfeldt; Mare Kandre; Per Hagman; Alexander Ahndoril; Nikanor Teratologen; Magnus Dahlström; Bruno K Öijer; Åsa Grennvall; Horace Walpole; Ann Radcliffe; Matthew Gregory Lewis; Mary Shelley; Charles Maturin; Edgar Allan Poe; Lovecraft; Bret Easton Ellis; Neil Gaiman; Lovecraft; The Cure; Cortex; The Damned; Emperor; Fields of the Nephilim; Freddie Wadling; Joy Division; Sisters of Mercy; Lucio Fulci goth; vampyrer; monster; Literature; Litteraturvetenskap;

    Sammanfattning : .... LÄS MER

  2. 2. Den ensamma sjöjungfrun : Om Carina Rydbergs jagberättande ur ett genreperspektiv

    Författare :Tamara Andersson; Maria Jönsson; Elisabeth Hästbacka; Annelie Bränström Öhman; Anna Forssberg; Umeå universitet; []
    Nyckelord :HUMANIORA; HUMANITIES; Carina Rydberg; autofiction; autobiography; identity narrative; the Gothic; female Gothic; genre; Swedish literature; identity; gender; sex; femininity; monstrosity; female authors; transgression; the uncanny; intelligibility; Carina Rydberg; autofiktion; självbiografi; jagberättande; gotik; genre; svensk litteratur; identitet; genus; kön; femininitet; monster; kvinnliga författare; författarroll; transgression; det kusliga; das Unheimliche; begriplighet; Literature; litteraturvetenskap; gender studies; genusvetenskap;

    Sammanfattning : The focus of this study is the two autobiographical novels Den högsta kasten (1997) and Djävulsformeln (2000) by Swedish author Carina Rydberg. Both novels generated lively public debate regarding how they ought to be read and understood, what genre they belonged to, and the ontological status of the narrating “I”. LÄS MER

  3. 3. The Gothic in contemporary interactive fictions

    Författare :Van Leavenworth; Heidi Hansson; Catherine Spooner; Umeå universitet; []
    Nyckelord :HUMANIORA; HUMANITIES; Gothic; interactive fiction; subjectivity; posthuman; unspeakable; live burial; labyrinth; uncanny; grotesque; vampire; historiographic metafiction; cybergothic; Literature; Litteraturvetenskap; Literature; litteraturvetenskap;

    Sammanfattning : This study examines how themes, conventions and concepts in Gothic discourses are remediated or developed in selected works of contemporary interactive fiction. These works, which are wholly text-based and proceed via command line input from a player, include Nevermore, by Nate Cull (2000), Anchorhead, by Michael S. LÄS MER

  4. 4. Designing Monstrous Experiences Through Soma Design

    Författare :Pavel Karpashevich; Kristina Höök; Pedro Sanches; Jordi Solsona; Mark Blythe; KTH; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; soma design; first-person perspective; monster; monstrous experiences; shape-changing; restrictions; uncomfortable experiences; wearable technologies; soma design; förstapersonsperspektiv; monster; monstruösa upplevelser; formförändrande; begränsningar; obekväma upplevelser; kroppsnära teknik; Människa-datorinteraktion; Human-computer Interaction;

    Sammanfattning : There is currently a wave of research and development of novel on-body technologies and materials, including shape-changing technologies to be worn on or used close to the body. Traditional interaction design methods and interface models are not always a good fit for designing meaningful interactions with these technologies as they primarily interact with our somatic selves—not our language-oriented, symbol-processing ways of being in the world. LÄS MER