National Repository of Grey Literature 20 records found  1 - 10next  jump to record: Search took 0.00 seconds. 
The Ironic Picture of the Society in the Work of Geoffrey Chaucer and Graham Greene
LINDUŠKA, František
This diploma thesis deals with the ironic concept of the society in the texts of two great and important, yet historically very different figures, Geoffrey Chaucer and Graham Greene. Despite this historical difference, the thesis aims at the discovery of similarities in the expression of their personal attitudes towards the society in the particular period. In Chaucer's case we discuss the late-medieval English society, which stands on the edge of a new historical era and is a part of a great social change in the history of humankind. Greene's social picture is more oriented on the individual human being fighting with the modern world of the 20th century and experiencing the existential crisis caused by the two world wars. We try to follow the ironic voice that is reflected in the work of both authors and thus creates a significant character of their texts. The aim of this thesis is to find a common topic, which would mirror their ironic voice in the context of social criticism.
Literary awards in France
Marková, Žaneta ; Kalfiřtová, Eva (advisor) ; Müllerová, Eva (referee)
Title of the thesis: Literary awards in France Keywords: Literary award, laureate, literary work, literary award jury, granting literary award, prose, poetry. Abstract: The thesis is focused on the most remarkable French literary awards. Discourse about particular literary awards is divided into two main chapters according to their correspondence to prose or poetry. Within these main chapters the referred awards are sorted in time consequence according to the date of origination. Furthermore the thesis deals with laureates of awards, whose pieces were translated into the Czech language and published thanks to the financial funding of Program for support of publishing activity "František Xaver Šalda" at French embassy at Prague. The aim of this project is to achieve the recherche and form the coherent text dealing with French literary awards which are one of the most important domains of French and in general of francophone culture.
Repetition and paradox of genre fiction
Sommerová, Zuzana ; Zuska, Vlastimil (advisor) ; Dadejík, Ondřej (referee)
The Bachelor thesis is concerned with the issue of the paradox of genre fiction which was presented by Deborah Knight. This paradox is based on the question why the readers and the viewers are spending their time by reading and watching stories they are already familiar with so they know what the stories will be about and how will they end. The author is proceeding from Noël Carroll's similar paradox of junk fiction. First part of the text is occupying with the characterization of the aesthetic experience, the principle of repetition in the works of art and the definition of the term of genre. After that in the second part the particular conditions of the paradox are verified.
Computer game - a peculiar literal creation?
Kovaříková, Šárka ; Klumparová, Štěpánka (advisor) ; Kubíček, Tomáš (referee)
The bachelor thesis with the topic "Computer game - a peculiar literal creation?" consists of two parts. The first part introduces computer games in general and takes up the RPG genre, which is the closest one to literature due to its large content of text. It shows that for playing computer games similar abilities are needed as for reading books (mainly reading and information literacy). The term "flow-experience while playing computer games" is mentioned as well. Further, different scientific approaches, which can be applied to research about computer games can be found. The last topic of the first part describes fictional worlds, where different stories can take place. These stories are created by the different narrative categories - narrator and tale, time, space and characters. The second part of the thesis is dedicated to analysis and interpretation of the computer game "The Elder Scrolls IV: Oblivion". This part verifies that for playing computer games it is necessary to know special types of literacy. Besides that, the game shows one type of fictional world, where all the narrative categories create a specific world with its own rules.
Antonie Hofman's life and work
Weisbauer, Martin ; Petráček, Tomáš (advisor) ; Šmíd, Marek (referee)
Antonie Hofman's life and work The thesis will deal with by a remarkable personality of the franciscan terciary Antonie Hofman, who, as an example of his life and his literary work, still has something to say today. Her life is a testimony of personal bravery, modesty, but also of christian joy and the endless human strength and will resulting of solid faith in God. The content of the thesis will be the chronological breakdown of the individual phases of her life, which is crucial for understanding not only her life mission, but also her literary work. In addition, the work will list the publications she has written, with a brief evaluation. Attention is also paid to the catholic movement jocism, which was promoted by Antonie Hofman The work will also note Antonie Hofman's franciscan spirituality, which has shaped her life and work and which she has been able to master in the practice of everyday, often hard life.
Enjoyment from reading
Přibylová, Kateřina ; Klumparová, Štěpánka (advisor) ; Peterka, Josef (referee)
Master's thesis was focused on enjoyment from reading. The aim of the thesis was to analyze and after that characterize, where the enjoyment from reading lies, which factors do affect it, which elements of titel do participate on iit, by different respondents based on qualitative survey. The first part of thesis was dedicated to theoretical treatise about enjoyment generally and enjoyment from art. Focus was placed on conception of reader and author, on reading and literary work from literry theory point of view. In practical part was at first introduced and commented set of questions, that was used as a tool for enjoyment study together with methodology of qualitative research. After that my answers on questions focused on immediate enjoyment and perception were submitted also with expected answers from respondents, following the elaboration of respondents reader's profiles nad their enjoyment from reading. The analyzes of answers related to respondent's enjoyment were part of annexes. Keywords Enjoyment, enjoyment chaining, reader, reading, readership, reader's biography, self- reflection, analysis, author, literary work, literature
The conception of a female protagonist in Arnošt Lustig' s literary work.
RŮŽIČKOVÁ, Pavla
The diploma thesis deals with the personality of Arnošt Lustig and his work. Apart from the biographical section, it focuses on the specific features of his literary work, including characteristics of the author's style of writing and linguistic means. In particular, it focuses on the analysis of several selected works where the central figures are women. It records how the Lustig's life is experience was reflected in the selection of these female figures. In the center of interest is the motive of the female heroine, the characteristics of the individual types, interpretation of their thinking, behavior and negotiation against the background of the historical context.
Comparison of fictional world of computer games and of their literary artworks
Kovaříková, Šárka ; Klumparová, Štěpánka (advisor) ; Kubíček, Tomáš (referee)
The main goal of this thesis is to explain the relationship of literature and computer games. The first part deals with the definition of computer RPG genre and literary fantasy genre. It considers aspects which leads players to play computer games and connect between the literary work and the computer game. It deals also with the experience: the experience of the game and reading while specifically dealing with the flow effect and concept of immersion. A central part of this work examines both media through narrative approach. Interpretation and literary analysis of The Witcher Saga by Andrzej Sapkowski and computer game The Witcher 3: Wild Hunt follows the specifics of the construction of the story in two different media through narrative figures (events, characters and space) and their possible modifications. Furthermore, it tracks purposes and methods for these variations and their impact on the recipient.

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