Abstract: The desire for unequivocal clarity is understandable, but this can make one forget that things of the soul are experiential processes, or transformations, which should never be designated unilaterally if it is not wanted to transform something that moves, a living thing, into something static. Among the so-called ‘things of the soul’ there are especially spontaneous fantasies, that emerge during the processes, as a result from the use of the active imagination technique, for when fantasy is not forced, violated, or subjugated by an illegitimate, intellectually preconceived idea, then it is a legitimate and authentic product of the unconscious mind. This is how one can gain access to unadulterated information about everything that transcends the conscious mind. However, it is vital to discern between ego and non-ego, because this principle will result in a release of energy and a renewal of life, which will come to have meaning. This study will deal with the active imagination as a knowledge that depends on the individual experience of the therapist because the patient will be taken just to reach where the unconscious of the therapist was assimilated to his own conscience. In this way, the therapist becomes the method itself, being his personality, a fundamental part of an effective factor.
Abstract: Kazuo Ishiguro’s challenging novel, The Buried Giant, embodies how contemporary writers and readers have to discover the voices buried in our history. By avoiding setting or connecting the modern and contemporary historical incidents such as World War II this time, Ishiguro ventures into retelling myth, transfiguring historical facts, and revealing what has been forgotten in a process of establishing history and creating mythology. As generally known, modernist writers in the twentieth century employed materials from authorized classical mythologies, especially Greek mythology. As an heir of this tradition, Ishiguro imposes his mission of criticizing the repeatedly occurring yet easily-forgotten history of dictatorship and a slaughter on mythology based on King Arthur and its related heroes and myths in Britain. On an open ground, Ishiguro can start his own mythical story and space.
Abstract: The paper shows that on transferring sense from the
SL to the TL, the translator’s reading against the grain determines the
creation of a faulty pattern of rendering the original meaning in the
receiving culture which reflects the use of misleading transformative
codes. In this case, the translator is a writer per se who decides what
goes in and out of the book, how the style is to be ciphered and what
elements of ideology are to be highlighted. The paper also proves that
figurative language must not be flattened for the sake of clarity or
naturalness. The missing figurative elements make the translated text
less interesting, less challenging and less vivid which reflects poorly
on the writer. There is a close connection between style and the
writer’s person. If the writer’s style is very much altered in a
translation, the translation is useless as the original writer and his /
her imaginative world can no longer be discovered. The purpose of the paper is to prove that adaptation is a dangerous
tool which leads to variants that sometimes reflect the original less
than the reader would wish to. It contradicts the very essence of the
process of translation which is that of making an original work
available in a foreign language. If the adaptive transformative codes
are so flexible that they encourage the translator to repeatedly leave
out parts of the original work, then a subversive pattern emerges
which changes the entire book. In conclusion, as a result of using adaptation, manipulative or
subversive effects are created in the translated work. This is generally
achieved by adding new words or connotations, creating new figures
of speech or using explicitations. The additional meanings of the
original work are neglected and the translator creates new meanings,
implications, emphases and contexts. Again s/he turns into a new
author who enjoys the freedom of expressing his / her own ideas
without the constraints of the original text. Reading against the grain
is unadvisable during the process of translation and consequently,
following personal common sense becomes essential in the field of
translation as well as everywhere else, so that translation should not
become a source of fantasy.
Abstract: Phenomenological analysis is not based on natural language, but ideal language which is able to be a carrier of ideal meanings – eidos representing typical structures or essences. For this purpose, it’s necessary to release from the spatio-temporal definiteness of a subject and then state its noetic essence (eidos) by means of free fantasy generation. Herewith, as if a totally new objectness is created - the universal, confirming the thesis that thinking process takes place in generalizations passing by numerous means through the specific to the general and from the general through the specific to the singular.
Abstract: Current technological advances pale in comparison to the changes in social behaviors and 'sense of place' that is being empowered since the Internet made it on the scene. Today-s students view the Internet as both a source of entertainment and an educational tool. The development of virtual environments is a conceptual framework that needs to be addressed by educators and it is important that they become familiar with who these virtual learners are and how they are motivated to learn. Massively multiplayer online role playing games (MMORPGs), if well designed, could become the vehicle of choice to deliver learning content. We suggest that these games, in order to accomplish these goals, must begin with well-established instructional design principles that are co-aligned with established principles of video game design. And have the opportunity to provide an instructional model of significant prescriptive power. The authors believe that game designers need to take advantage of the natural motivation player-learners have for playing games by developing them in such a way so as to promote, intrinsic motivation, content learning, transfer of knowledge, and naturalization.
Abstract: The genre of fantasy depicts a world of imagine that triggers popular interest from a created view of world, and a fantasy is defined as a story that illustrates a world of imagine where scientific or horror elements are stand in its center. This study is not focused on the narrative of the fantasy, i.e. not on the adventurous story, but is concentrated on the image of the fantasy to work on its relationship with intended themes and differences among cultures due to meanings of materials. As for films, we have selected some films in the 2000's that are internationally recognized as expressing unique images of fantasy containing the theme of love in them. The selected films are 5 pieces including two European films, Amelie from Montmartre (2001) and The Science of Sleep (2005) and three Asian films, Citizen Dog from Thailand (2004), Memories of Matsuko from Japan (2006), and I'm a Cyborg, but That's OK from Korea (2006). These films share some common characteristics to the effect that they give tiny lessons and feelings for life with expressions of fantasy images as if they were fairy tales for adults and that they lead the audience to reflect on their days and revive forgotten dreams of childhood. We analyze the images of fantasy in each of the films on the basis of the elements of Mise-en-Scène (setting and props, costume, hair and make-up, facial expressions and body language, lighting and color, positioning of characters, and objects within a frame).
Abstract: This research proposes an Interactive 3D Experience to
enhance customer value in the fantasy era. As products reach maturity,
they become more similar in the range of functions that they provide.
This leads to competition via reduced retail price and ultimately
reduced profitability. A competitive design method is therefore
needed that can produce higher value products. An Enhanced Value
Experience has been identified that can assist designers to provide
quality products and to give them a unique positioning. On the basis of
this value opportunity, the method of Interactive 3D Experience has
been formulated and applied to the domain of retail furniture. Through
this, customers can create their own personalized styling via the
interactive 3D platform.
Abstract: This research is to study the types of products and
services that employs 'ambient media and respective techniques in its
advertisement materials. Data collection has been done via analyses of a total of 62 advertisements that employed ambient media
approach in Thailand during the years 2004 to 2011. The 62 advertisement were qualifying advertisements of the Adman Awards
& Symposium under the category of Outdoor & Ambience. Analysis
results reveal that there is a total of 14 products and services that
chooses to utilize ambient media in its advertisement. Amongst all ambient media techniques, 'intrusion' uses the value of a medium in
its representation of content most often. Following intrusion is 'interaction', where consumers are invited to participate and interact
with the advertising materials. 'Illusion' ranks third in its ability to subject the viewers to distortions of reality that makes the division
between reality and fantasy less clear.