EL ARTE COMO ARTIFICIO; Autor. Shklovski. INTEGRANTES: Antonieta Ontiveros Ruiz; Adriana López Núñez; Gabriela G. Agis Mendoza. Dra. Flor de María. 16; Louis Vax, Arte y literatura fantásticas (Buenos Aires: Eudeba, ), p. 6. 2. Victor Shklovski, “El arte como artificio” in Teoría de la literatura de los. Shklovski, Viktor (). El arte como artificio (). In Todorov, Tzvetan (Ed.), Teoría de la literatura de los formalistas rusos. Argentina: Siglo XXI, pp.

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If we start with the idea that nothingness does not exist, then evil e, not exist — since it is the absence of good. The first case has been used as an academic synonym for imitation or representation, while the second, according to the more or less pejorative rules of fictional discourse, has been likened to actions such as pretending, deceiving, imagining or simulating.

Non-narrative games are possible because not all games tell stories. In this way, we can establish and uphold a concrete meaning of each one of the concepts at hand. An example of this is the movie Run Lola Run Tykwer, in which the protagonist lives the same experience three times: But without a doubt, its main contribution remains its application to the principles of logic in metaphysics. One of the first attacks occurred in the cultural context of Ancient Greece with the opposition of the Socratic dialectic against traditional myth.

The preconfiguration phase Mimesis I in the fictional work responds to both the pragmatic framework of the creation and the extensional semantics within a specific cultural context.

This model reacts to certain stimuli input data, pushing buttons, joystick movementsaccording to a set of conditions. Non-actual possible worlds — circles with thin borders — are those which we believe could be possible: That being said, what does it mean that God has chosen the best of all possible worlds according to logical reason? This first distinction is very important, since narration or narrative text is commonly compared with fiction, as we recently saw with the transmedia issue.

Another interesting example is the film Mr.

Así la vida desaparece transformándose en nada. La – Sistemas de representación de la realidad

Finally, we should add an interesting reflection regarding inter- world relations. For the author, Onimusha poses a possible world organized by a multitude of labyrinths and populated by different characters, spaces and shklivski.

Will be grateful for any help! The player does not behave in relation to the game, just as in the real world he does not assume the same risks — for example, dying or being attacked by somebody — because he is aware that it is a fictional world mediated by an avatar. If —P were true, we would then have, on one side, a contradiction that P and —P are true at the same time — John is and is not a physician — and incompleteness — in world W there is the same physician and non-physician John.



On the other hand, the principle of non-contradiction establishes two general ideas. After this explanation, we shall proceed to establishing an artificil definition and the main levels of analysis for this semantic-pragmatic model.

As a result, major theorists in the study of fiction have dismissed the literal transfer of possible worlds in Philosophy, especially those originating from the Analytical school of thought, and have chosen a reinterpretation more appropriate to the cultural nature of fiction and better connected to literary textual semantics Dolezel,p. What happens if I let him live and I assume the consequences of my actions?

In the same way that this work distinguishes between hypertext and cybertext, it also distances itself from the approach of video games as artfiicio objects. This ludofictional world thus represents a large fictional framework that has different worlds with different functions. These are essential dilemmas in any medium, which, after years of experimentation, have resulted in specific languages of fiction, as with genres or stereotypes.

Dolezel — taking the example of Heintzp. In artifficio second subsection of the theoretical framework, and after the conceptual revision of the possible world in its philosophical origin, we will create an approach using one of its most peculiar derivations, the fictional world, from the theory of fiction.

We shall assume the following coom Thus, mimesis, far from a mere relation of similarity, becomes a transition of a artificoi fictional reality Mimesis II from a creative concept Mimesis I to a reconfiguration of the work during reception Mimesis III.

Therefore, it is useless to maintain the historical mistrust that fiction has suffered for centuries, as well as the indifference of schools of thought more interested in textual constructs than the semantic space of meaning. This deception climaxes with human language and our broad ability to adapt to different circumstances. The three remaining points are focused on the lack of anachronisms flashbacks and flash-forwards in the linear structure of the narrative and the impossibility of showing and influencing past events.

From then on, games, essentially popular and located in humble neighborhood stores, could not relate to the luxury movie theater located on the great avenues of the metropolis. Who could help me? Finally, it is possible to understand that the illusion furthered by this artiicio and shared pretense must be produced within the scope of a given semantic-pragmatic framework. El arte como procedimiento: Rectangle shape with one side measuring 1 and the other 4 2.


At the most complex level of deception, we find the behavioral disposition by which animals voluntarily perform a specific act to mislead a predator. Thus, independently dhklovski the debate on the narrator issue, it becomes artifocio convenient to think of narration not as an open concept that encompasses all forms of expression, but as a stated act in which, through a discourse or configuration dhklovski events in a given order, achieves a chronologically ordered story.

For this reason, the idea of possible worlds has been established, for this new school of philosophy, as a valid system for analyzing truth conditions in statements subject to modal operators in possible and alternative relational systems. This relational model between game design, game play arrificio play form the nucleus of the Theory of Ludofictional Worlds.

Thanks to these contributions, electronic entertainment has gradually started to build a theoretical basis that sheds light on this unexplored and complicated terrain. In this pair of modal statements, the problem of existence is twofold. The configuration of fiction uses the classic model of syklovski storytelling. In this sense, Leibniz is criticized for an excessive commitment srte a belief in the divine.

Thus, every world defines its contradiction according to its own norms, which differ from one world to another. This type of narrative constructed by the player with an open environment only subject to game rules is called Emergent Narrative p. In reality, narrative is a possible way of expanding a fictional world with the support of different mediums: For Lewis, these realities set forth their inter-world identities — previously referred to as accessibility relations — through the concept of counterpart Lewis, As we can see, this multifaceted concept presents some common elements in all its applications: The idea of worlds is one of the most complex and flexible concepts in the history of thought.

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The final category suggested by Schaeffer moves away from deception and learning to delve into the idea of simulation, i. However, issues arise with this approach when it confronts fictional entities without clear referents. From this new perspective, a possible world qrtificio conceptually reconstructed as a macrofictional structure that, based on pre- established se or false propositions, creates a world furnished — with characters, objects, states, actions — as a dynamic system of attribution and creation of valid meaning under the fulfillment of propositions by the enunciator and receiver.