Facultatea de Litere / Faculty of Letters

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    METAMORFOZELE POETICE ALE ORAŞULUI CHIŞINĂU
    (2023) Gotca, Rodica
    Articolul dat studiază evoluția imaginarului poetic al oraşului Chişinău în cadrul secolelor XIX, XX şi XXI, care reprezintă o suprapunere de imagini, de structuri arhetipale, pe care le-am integrat drept suport teoretic în interpretarea textelor poetice urbane. Pornind de la cele opt ansambluri sau structuri arhetipale ale imaginarului aplicat evoluției istorice, prezentate de Lucian Boia in Pentru o istorie a imaginarului, am sistematizat imaginile artistice din lirica cercetată in opt forme, atribuite fiecărui segment de timp, demonstrând astfel complexitatea imaginarului urban şi facilitând observarea metamorfozei imaginii oraşului Chişinău în decursul secolelor XIX, XX şi XXI. Prin acest sistem de structuri arhetipale am interpretat creațiile lirice care valorifică imaginarul urban chişinăuian, identificând.schimbarea perspectivei atât asupra imaginii oraşului, în percepția poeților, cât şi a oraşului în sine, la nivel istoric, politic, social, economic şi cultural. Distanțat pană la uitare (sec. XIX), apoi ridicat pe postamentul admirației (sec. XX), Chişinăul devine mediu familiar (sec. XXI), obiect al culturii şi nu al cultului, spațiu arhitectural concrescut cu generația de după 2000.
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    THE LITERARY SPECIFICITY OF THE TEXTUAL ADVENTURE GAME AS A FORM OF ERGODIC LITERATURE
    (2022) Gotca, Rodica
    n this article we present the textual adventure game, analyzing its literary specificity and the way in which the playful and the narrative interact in its structures. Marked by cybertextuality, the game can be seen as a narrative and analyzed semantically, semiotically and emotionally. The narrative experience offered by it is accessible only in the digital space, in wich the character becomes the player, and the concept of homo ludens represents a hybrid of the reader and the writer. Based on the theoretical visions of J. Derrida, K. Veale, B. Kuhn, H. Jenkins, O. Laas, J. Gogging etc., this article presents the textual adventure game as a literary form, with narrative functions, able to generate alterbiographies and represent a varied narrative architecture. The spatiality of the textual adventure game is defined by the four types of narrative architecture: evoc- ative spaces, enacted stories, embedded narratives, and emergent narratives, which take this form of ergodic literature beyond what a traditional narrative entails. This study analyzes both pre-digital works, in which the game was just a strategy, such as G. Boccaccio’s “Decameron”, “Composition No. 1” by Marc Saporta as well as adventure text games such as Bethesda’s Elder Scrolls V: Skyrim (2011), World of Warcraft etc. The evolution of the game from narrative technique to the form of ergodic literature is a premise of the initiation of an individualized theoretical approach.
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    JOCUL TEXTUAL DE AVENTURĂ CA FORMĂ A LITERATURII ERGODICE
    (2022) Gotca, Rodica
    In this article we present the textual adventure game as a form of digital ergodic literature, outlining a series of definitions for it and analyzing, from the perspective of the study of literature, the structure of texts in different types of games. We present the adventure text games of programmers W. Crowter and D. Woods, as an inno- vative form of hypermedia capable of providing subjective experiences, as do traditional narrative structures called literature. The studies of E. Aarseth, K. Veale, O. Laas, etc., analyze the structural patterns of adventure text games and present them stratified (in 4 levels) or systematized (core and shells), emphasizing the literary character of this ergodic form. The games analyzed in this article, DOOM, Quake, ARGs, harmoniously combine playfulness and literature. Is outlined the idea that the study of the adventure text game is possible according to the grids applied to literary texts, to which an adaptation is necessary according to its ergodic character.
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    COMPUTATIONAL LITERATURE – CREATION UNDER THE AUSPICES OF AI AND GPT MODELS
    (2023) Gotca, Rodica
    In this article is presented the impact of GPT natural language processing models and the evolu- tion of AI on the computational literature. Analyzing the structuring and functioning of these neural networks based on observation, learning (pre-training) and NLP mechanisms, we present the features of GPT models, the range of tasks they can perform, the advantages and risks of their implementation in literary creation. By processing enormous amounts of text to learn how the relationships between natural language words are structured, GPT models can generate both scientific and literary texts. An example of this is the work generated by GPT-3: 1 the Road by Ross Goodwin and Sunspring by Oscar Sharp and Ross Goodwin, presented in this study. The implementation of GPT models in the creative process is also manifested through a set of tools such as: Talk to Transformer, GPT-3 Creative Fiction, Copy.ai, AI Dungeon, etc. Researchers such as Thomas Hornigold, Mark Riedl and others warn that GPT models, although well-versed in various fields, cannot simulate human emotional intelligence, creativity and narrative intelligence, remaining creative tools but not perfect creators.
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    MUD-UL CA FORMĂ A LITERATURII ERGODICE
    (Academia de Ştiinţe a Moldovei, 2022-09-27) Gotca, Rodica
    This article presents the MUD as a form of ergodic literature from the perspective of literariness, outlining the features that allow us to distinguish a new literary aesthetic in this textual form. Starting from the works of E. Aarseth, Abbott H. Porter, David Golumbia, Esko Lius, Garry Crawford et al, we structure, in this study, the evolutionary deck of MUD forms, starting with the first MUD (by R. Trubshaw and R. Bartle) and continuing with the analysis of games such as: AberMUD, TinyMUD, OnLive Traveller, Diablo, Ultima Online, Myst, Riven: The Sequel to Myst, Second Life etc. The literariness of these MUDs is demonstrated by the narrative character of the in-game text, by the fact that the player evolves into the status of co-author and character, breaking traditional narrative conventions. The MUD produces a text-artifact, which gives the user both the pleasure of writing and the pleasure of reading, being the context for literature.