• Title/Summary/Keyword: Critical Play

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"The Critical Entangled in the Creative": Modernist Credos and Female Egoism in Susan Glaspell's The Verge

  • Noh, Aegyung
    • Journal of English Language & Literature
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    • v.60 no.2
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    • pp.269-293
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    • 2014
  • Written as her last collaboration with the Provincetown Players, Susan Glaspell's The Verge is an exceptional play in that its formal experiment and modernist theme are clear of her general modernist ambivalence which combines a uniquely American and feminist expression of the modernist spirit with rather conventional forms. Following critics' brief and generalizing comments on the play's protagonist embodying modernist formalism and alienation, this paper offers a full and concrete survey detailing the tenets and the slogans of Modernism inlaid in the play. Its main argument is that Glaspell strategically deployed the metaphysics of egoism, anarchic hostility to the collectiveness of bourgeois society, and formalist preoccupation in Modernism in representing a female egoist's longing for a new order of society, illustrating an intersection between Modernism and feminism. It concludes that The Verge is an extremely rare case of modernist literature where a play, allegedly the least modernist genre of all according to Christopher Innes, exemplifies the "eloquent critical acts entangled in the creative work" which Michael Levenson lists as a distinct feature of modernist texts.

Mechanism of Permanent Death in Rogue-like Games (로그라이크 게임에 나타난 영속적 죽음의 매커니즘 연구)

  • Ahn, Jin-Kyoung
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.33-42
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    • 2016
  • The Purpose of this study is to analyze the mechanism of permanent death and playing aspects in Rogue-like games. The death in digital game is not only punishment of failure, but reward for player's growth. However the mechanism of permanent death which does not allow to resurrect is critical penalty for players and causes play-cycle with high anxiety. In the mechanism of permanent death, players do critical play to evade the death. But when they replay the game they modify their unethical choices to build alternative game world. Through the mechanism of permanent death which demands critical and alternative play, it could be possible to find the way to design games with serious choice.

On the study of role play using the strategic methodology: With respect to the communicative competence improvement in language acquisition period (전략적 방법을 활용한 역할극 연구: 언어습득시기의 의사소통능력 향상을 중심으로)

  • Choe, Sook-Hee;Kim, Sung-Hun
    • English Language & Literature Teaching
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    • v.11 no.1
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    • pp.203-224
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    • 2005
  • The purpose of this study is to justify the effects of role play with respect to speaking and listening functions and to provide the strategic methodology for improving English communicative competence of fifth grade primary school students. We can expand role play as a strategic teaching method to develop English learning models, so that English can be more easily acquired to the students who are in the critical language acquisition period. Strategic role play reflects the events and experiences of many kinds of people in everyday life. It is suggested that one of the best methods to improve English communicative competence in the primary classroom is through role play. Students can develop meaning for language patterns by portraying situations in which these instances in language would be used. This study proposes to facilitate English communicative ability using various student-centered role play strategies. It is concluded that the student-centered activities using strategic role play help the students to improve their English communicative competence. This is done by deriving their own creative dialogues and presenting the role play with their interests in learning English and with subsequently positive learning effects.

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Aesthetic Concept of Play and Architecture of Alvar Aalto (미학적 놀이 개념과 알바 알토의 건축)

  • Kim, Hyon-Sob
    • Journal of architectural history
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    • v.19 no.2
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    • pp.67-83
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    • 2010
  • The purpose of this research is to rethink Alvar Aalto's architecture on the basis of the aesthetic concept of play. This attempt is valid because he had asserted the importance of play in his design. But more fundamentally, his critical view of the instrumentalised rationalism implied the idea that a human being is "Man the Player" as well as "Man the Thinker", of which theory was elaborated in Johan Huizinga's Homo Ludens (1938). Premised on it, this paper investigated the evolution of the play idea in aesthetics and located Aalto's concept within the map. Summing up, his play was an intuitively grasped desire opposed to a rational requirement, which leads to a dialectical synthesis. This schema is similar to that of Schiller, in which Spiel reconciles the reason and the sense. However, Aalto's play could be differentiated into the "astonishingly rational" and "a jest", each of which roughly corresponds to the Spieltrieb (play impulse) and the sinnliche Trieb (sensuous impulse) in Schiller's thinking. On the other hand, Aalto's architecture illustrates play that could be interpreted as the overflow of surplus energy. This play is the very concept that can bridge the gap in the form-function formula of modern architecture. Aalto's play idea seemed to basically originate from his personality but its value must be confirmed by the Finnish litterateur Yrjo Hirn as Aalto mentioned in his statements (1953 & 1972). It appears that Aalto's play concept was materialised in architecture through his typical design language, such as the undulating wall, the aperspective space, the imitation of nature and the collage of heterogenous elements. However, we should be careful not to reductively analyse the application of play in practise. As Huizinga's comprehensive theory suggests, the play element exists in any cultural areas including any architectural activities. In conclusion, this paper argues that Alvar Aalto the Homo Ludens presented the possibility of critical rationalism in modern architecture by imbuing dry modernism with "the life enhancing charm" of "the art of play".

Oxidative Modification of Neurofilament-L by Copper-catalyzed Reaction

  • Kim, Nam-Hoon;Kang, Jung-Hoon
    • BMB Reports
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    • v.36 no.5
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    • pp.488-492
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    • 2003
  • Neurofilament-L (NF-L) is a major element of neuronal cytoskeletons and known to be important for neuronal survival in vivo. Since oxidative stress might play a critical role in the pathogenesis of neurodegenerative diseases, we investigated the role of copper and peroxide in the modification of NF-L. When disassembled NF-L was incubated with copper ion and hydrogen peroxide, then the aggregation of protein was proportional to copper and hydrogen peroxide concentrations. Dityrosine crosslink formation was obtained in copper-mediated NF-L aggregates. The copper-mediated modification of NF-L was significantly inhibited by thiol antioxidants, N-acetylcysteine, glutathione, and thiourea. A thioflavin-T binding assay was performed to determine whether the copper/$H_2O_2$ system-induced in vitro aggregation of NF-L displays amyloid-like characteristics. The aggregate of NF-L displayed thioflavin T reactivity, which was reminiscent of amyloid. This study suggests that copper-mediated NF-L modification might be closely related to oxidative reactions which may play a critical role in neurodegenerative diseases.

A study on the groupware as a critical tool for business reengineering (비즈니스 리엔지니어링의 핵심 도구로서 그룹웨어에 관한 연구)

  • 김효석;김창수
    • Korean Management Science Review
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    • v.13 no.2
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    • pp.95-126
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    • 1996
  • Information technology's potential for changing processes is widely acknowledged and various information technologies exist as a tool making business reengineering possible. Groupware is one of information technology that typically work in concert to bring out change in processes. This paper attempts to explain the importance of groupware as a critical information technology for business reengineering by developing a methodology of applying groupware to business reengineering. In order to understand the applicability of groupware to business reengineering, this paper has the following objectives. 1) Examines how the capability of groupware can play as a chang lever or enabler of process innovation explicitly. 2) Propose a integrated business reengineering methodology that incorporates process, process environment and information technologies specifically. A case study was used to provide the insight how groupware can play as a enabler of process innovation. The case was analyzed according to the reengineering methodology we proposed.

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Decision Criteria and Affecting Factors in Information Technology Adoption - Innovation Characteristics and Critical Mass Perspective - (정보기술 도입 결정기준 및 영향 요인 - 혁신특성과 핵심집단 관점 -)

  • Park, J.-Hun
    • Asia pacific journal of information systems
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    • v.9 no.4
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    • pp.125-142
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    • 1999
  • The increased investment in technological innovations makes the investigation of factors affecting technology adoption more interesting. Several perspectives have been proposed to explain the determinants of information technology adoption. While the traditional innovation diffusion research streams try to explain and predict adoption behavior with the adopter's perceptions about the characteristics of the innovation itself, critical mass theorists argue that adoption behavior as a collective action is based on what their business partners are doing and whether there exists enough critical mass to justify the investment. Drawing on theses two perspectives, this study investigates the decision criteria in the adoption of information technology as innovation and factors affecting the decision criteria. The survey results reveal that the adoption behavior is affected both by innovation characteristics and by critical mass's activity. Correlation analysis, t-test, and stepwise regression models also show that as the environmental uncertainty is getting higher, adoption decision is affected more by what others are doing, and that highly competitive organizations seem to play the role of critical mass.

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Two-Dimensional Spin-Up in a Rectangle (직사각형 내부에서의 2차원 스핀업)

  • Suh, Yong-Kweon
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.17 no.7 s.94
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    • pp.1805-1812
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    • 1993
  • Two-dimensional spin-up in a rectangular domain is analysed by the numerical computation of the Navier-Stokes equations. The cells are in most cases generated by the vorticity developed near the uper and lower surfaces. Moreover, the movement and interaction of those vortices play a key role in establishing the quasi-steady state. The critical phenomena observed in the previous experiment turns out to be caused by the critical movement of the vortices.

Effects of critical viscosity temperature and flux feeding ratio on the slag flow behavior on the wall of a coal gasifier (석탄 가스화시 회분의 임계점도온도 및 플럭스 비율 변화에 따른 벽면 슬래그 거동 특성 분석)

  • Ye, Insoo;Ryu, Changkook;Kim, Bongkeun
    • 한국연소학회:학술대회논문집
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    • 2014.11a
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    • pp.21-24
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    • 2014
  • In the entrained-flow coal gasifier, coal ash turns into a molten slag most of which deposits onto the wall to form liquid and solid layers. Critical viscosity refers to the viscosity at the interface of the two layers. The slag layers play an important role in protecting the wall from physical/chemical attack from the hot syngas and in continuously discharging the ash to the slag tap at the bottom of the gasifier. For coal with high ash melting point and slag viscosity, CaO-based flux is added to coal to lower the viscosity. This study evaulates the effect of critical viscosity temperature and ash/flux ratio on the slag behavior using numerical modelling in a commercial gasifier. The changes in the slag layer thickness, heat transfer rate, surface temperature and velocity profiles were analyzed to understand the underlying mechanism of slag flow and heat transfer.

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