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  1. The Knowledge of Human Marks in Jain Medieval Narratives
    Autor*in: Chojnacki, Ch
    Erschienen: [2019]

    Apart from exegetical texts and short edifying stories, Jain monks wrote several literary narratives in Sanskrit, Prakrit, or Apabhraṃśa, between the 8th and 12th centuries. While they aimed at creating works as sophisticated as Hindu kāvyas in their... mehr

    Index theologicus der Universitätsbibliothek Tübingen
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    Apart from exegetical texts and short edifying stories, Jain monks wrote several literary narratives in Sanskrit, Prakrit, or Apabhraṃśa, between the 8th and 12th centuries. While they aimed at creating works as sophisticated as Hindu kāvyas in their style and plot, they also included technical passages borrowed from various knowledge systems. One of them is the science of physiognomy, which deals with human marks and their interpretation. In the past decade, K. Zysk has studied this knowledge in various Hindu and Buddhist sources and proposed several hypotheses as regards the development of the science of physiognomy in India. Since passages included in the long Jain medieval narratives have not been taken into account so far, this paper aims at exploring to what extent these sources can throw further light on the gradual establishment of this knowledge system and on its channels of transmission in India.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Aufsatz aus einer Zeitschrift
    Format: Online
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    Übergeordneter Titel: Enthalten in: Indo-Iranian journal; Leiden [u.a.] : Brill, 1957; 62(2019), 1, Seite 62-87; Online-Ressource

    Schlagworte: Jain novels; human marks; medieval India; physiognomy
  2. Gamer trouble
    feminist confrontations in digital culture
    Erschienen: [2020]; © 2020
    Verlag:  New York University Press, New York, NY

    Complicating perspectives on diversity in video gamesGamers have been troublemakers as long as games have existed. As our popular understanding of "gamer" shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the... mehr

    Filmuniversität Babelsberg KONRAD WOLF, Universitätsbibliothek
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    Complicating perspectives on diversity in video gamesGamers have been troublemakers as long as games have existed. As our popular understanding of "gamer" shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. In Gamer Trouble, Amanda Phillips excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that difference gets baked into its technological, ludic, ideological, and social systems.By centering the insights of queer and women of color feminisms in readings of online harassment campaigns, industry animation practices, and popular video games like Portal and Mass Effect, Phillips adds essential analytical tools to our conversations about video games. She embraces the trouble that attends disciplinary crossroads, linking the violent hate speech of trolls and the representational practices marginalizing people of color, women, and queers in entertainment media to the dehumanizing logic undergirding computation and the optimization strategies of gameplay. From the microcosmic level of electricity and flicks of a thumb to the grand stages of identity politics and global capitalism, wherever gamers find themselves, gamer trouble follows. As reinvigorated forms of racism, sexism, and homophobia thrive in games and gaming communities, Phillips follows the lead of those who have been making good trouble all along, agitating for a better world

     

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  3. Gamer trouble
    feminist confrontations in digital culture
    Erschienen: [2020]; © 2020
    Verlag:  New York University Press, New York, NY

    Complicating perspectives on diversity in video gamesGamers have been troublemakers as long as games have existed. As our popular understanding of "gamer" shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the... mehr

    Bayerische Staatsbibliothek
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    Universitätsbibliothek der LMU München
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    Complicating perspectives on diversity in video gamesGamers have been troublemakers as long as games have existed. As our popular understanding of "gamer" shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. In Gamer Trouble, Amanda Phillips excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that difference gets baked into its technological, ludic, ideological, and social systems.By centering the insights of queer and women of color feminisms in readings of online harassment campaigns, industry animation practices, and popular video games like Portal and Mass Effect, Phillips adds essential analytical tools to our conversations about video games. She embraces the trouble that attends disciplinary crossroads, linking the violent hate speech of trolls and the representational practices marginalizing people of color, women, and queers in entertainment media to the dehumanizing logic undergirding computation and the optimization strategies of gameplay. From the microcosmic level of electricity and flicks of a thumb to the grand stages of identity politics and global capitalism, wherever gamers find themselves, gamer trouble follows. As reinvigorated forms of racism, sexism, and homophobia thrive in games and gaming communities, Phillips follows the lead of those who have been making good trouble all along, agitating for a better world

     

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  4. The Fortunes of Apuleius and the Golden Ass
    A Study in Transmission and Reception
    Erschienen: [2008]; ©2008
    Verlag:  Princeton University Press, Princeton, NJ ; Walter de Gruyter GmbH, Berlin

    This book traces the transmission and reception of one of the most influential novels in Western literature. The Golden Ass, the only ancient Roman novel to survive in its entirety, tells of a young man changed into an ass by magic and his bawdy... mehr

    Universitätsbibliothek Gießen
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    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
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    Universität Mainz, Zentralbibliothek
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    Universität Marburg, Universitätsbibliothek
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    This book traces the transmission and reception of one of the most influential novels in Western literature. The Golden Ass, the only ancient Roman novel to survive in its entirety, tells of a young man changed into an ass by magic and his bawdy adventures and narrow escapes before the goddess Isis changes him back again. Its centerpiece is the famous story of Cupid and Psyche. Julia Gaisser follows Apuleius' racy tale from antiquity through the sixteenth century, tracing its journey from roll to codex in fourth-century Rome, into the medieval library of Monte Cassino, into the hands of Italian humanists, into print, and, finally, over the Alps and into translation in Spanish, French, German, and English. She demonstrates that the novel's reception was linked with Apuleius' reputation as a philosopher and the persona he projected in his works. She relates Apuleius and the Golden Ass to a diverse cast of important literary and historical figures--including Augustine, Fulgentius, Petrarch, Boccaccio, Bessarion, Boiardo, and Beroaldo. Paying equal attention to the novel's transmission (how it survived) and its reception (how it was interpreted), she places the work in its many different historical contexts, examining its representation in art, literary imitation, allegory, scholarly commentary, and translation. The volume contains several appendixes, including an annotated list of the manuscripts of the Golden Ass. This book is based on the author's Martin Classical Lectures at Oberlin College in 2000.

     

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