Graduate Theses & Dissertations

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Using the Same Language, but Meaning Different Things
Two dominant narratives emerging throughout the war were the national narrative––that is, the narrative of the war as articulated by the British nation via texts such as political speeches, recruitment posters, and popular music–– and the poetic narrative––that is, the narrative of the war emerging from poets, specifically battlefront poets for the sake of this thesis. One hundred years since World War One, these two narratives are often conceptualized as mutually exclusive, even antithetical to one another. This thesis brings these diverse narratives into conversation with one another by investigating how they both draw on the same rhetorics and yet use these rhetorics to differing ends. Interestingly, the rhetorics employed by both narratives throughout the war endure in contemporary remembrance practices in Britain today. By investigating how each narrative draws on and employs the same rhetorics, this thesis both contextualizes and complexifies contemporary interpretations of contemporary remembrance practices. Author Keywords: Battlefront Poetry , Britain, Narrative, Remembrance, Rhetoric, World War One
Desire to be Zine
This thesis explores access to feminist zine culture and community, specifically if, and how, access has been altered in the age of digital technologies and increased access to digital spaces. Results from a questionnaire completed by 8 young feminist zine-makers and readers of marginalized genders indicated that though the modern boundaries of what a zine is has been expanded to include e-zines, there remains a preference toward print zines in zine-making and reading practices. Results also revealed that while there is a preference toward accessing feminist zine culture and community in-person in theory, participants were more likely to access feminist zine culture and community online in reality. This project found that digital technologies and the Internet have affected feminist zine culture in multiple ways, ranging from the Internet creating a new access points to community, to the Internet making it easier to find, purchase, and distribute zines. Author Keywords: Digital Media, Feminism, Feminist Zine Culture, Feminist Zines, Materiality, Print Media
Hibernian Imagination
Artistic expressions such as writing, theatrical productions, music, and film arguably contribute to a culture’s representation of itself to the outside world. Most cultures have been either read or misread through their artistic outputs over the course of history, although the Irish culture stands as a particularly misunderstood one. Through years of colonization and rebel warfare, the country’s culture has acquired a particularly imagined depiction; violent, which through centuries has resulted in a flawed cultural imaginary today. This thesis presents this issue and proposes a means to better understand the Irish culture through a deeper understanding of the factors that have led the country’s cultural imaginary to its current misrepresentative state. Through an exploration of texts, theatre, music, and film, this thesis uncovers the factors which have led to Ireland’s current cultural depiction in hopes of creating a better understanding of the Irish culture. Author Keywords: cultural imaginary, Ireland, Irish culture, Irish stereotypes, public image, stereotypes
Nineteenth-Century Aesthetics of Murder
This dissertation examines how sex crime and serial killing became a legitimate subject of aesthetic representation and mass consumption in the nineteenth century. It also probes into the ethical implications of deriving pleasure from consuming such graphic representations of violence. Taking off from Jack the Ripper and the iconic Whitechapel murders of 1888, it argues that a new cultural paradigm – the aesthetics of murder – was invented in England and France. To study the ‘aesthetics of murder’ as countless influential critics have done is not to question whether an act of murder itself possesses beautiful or sublime qualities. Rather, it is to determine precisely how a topic as evil and abject as murder is made beautiful in a work of art. It also questions what is at stake ethically for the reader or spectator who bears witness to such incommensurable violence. In three chapters, this dissertation delves into three important tropes – the murderer, corpse, and witness – through which this aesthetics of murder is analyzed. By examining a wide intersection of visual, literary, and cultural texts from the English and French tradition, it ultimately seeks to effect a rapprochement between nineteenth-century ethics and aesthetics. The primary artists and writers under investigation are Charles Baudelaire, Thomas De Quincey, Oscar Wilde, and Walter Sickert. In bringing together their distinctive styles and aesthetic philosophies, the dissertation opts for an interdisciplinary and comparative approach. It also aims to absolve these writers and artists from a longstanding charge of immorality and degeneracy, by firmly maintaining that the aesthetics of murder does not necessarily glorify or justify the act of murder. The third chapter on the ‘witness’ in fact, elucidates how writers like De Quincey and Wilde transferred the ethical imperative from the writer to the reader. The reader is appointed in the role of a murder witness who accidentally discovered the corpse on the crime scene. As a traumatized subject, the reader thus develops an ethical obligation for justice and censorship. Author Keywords: Censorship, Jack the Ripper, Murder, Trauma, Victorian, Wilde
Ludic Fictions, Lucid Games
This thesis elucidates the role of play and games—the ludic—in Julio Cortázar’s novel Hopscotch (1966; translation of Rayuela, 1963) through a range of resonant theories. Literary gameplay dominates the formal, linguistic, affective, reflexive, and thematic dimensions of Hopscotch, which are analyzed through concepts borrowed from play theorist Roger Caillois, among others, and literary theorists including Mikhail Bakhtin and Wolfgang Iser, whose ludic theories of fiction begin to map the field of ludic fiction. The analysis positions Hopscotch as an exemplar of the ludic counter-tradition within the novel, a perennial tendency from Don Quixote to postmodernism and beyond. Hopscotch, like other ludic fictions, enacts a complex convergence of the ludic and the lucid. It provokes active reading over passive consumption, diminishes the hegemonic function of serious mimesis to elevate other forms of gameplay, notably chance, competition, vertigo, and enigma, to dominant positions, and ultimately demonstrates a profound affinity between play and critical consciousness. Author Keywords: Bakhtin, Cortazar, Iser, Ludic, Novel, Play
Visions of the Sedantary “I”/eye
This thesis explores the seemingly innocuous call to “grow up,” which is never simply a biological imperative. It is also a moral one. Demanding that one should “grow up” is not demanding that one grow older, but that one transform into a specific kind of subject – the “grown up.” In the reading advanced here, The Little Prince thermalizes the suppleness of the figure of the grown up through a series of fantastic encounters. In particular, perception and corporeality will be taken up as the two interlocking ways we are often pushed towards an understanding of adulthood that is coextensive with an Enlightenment conception of subjectivity. Perception, having emerged from a sedimented economy of looking, produces norms and practices of attentiveness where much of our perceptual field is consigned to infrastructural obliviousness. This intensification of attention, in turn, coincides with a broader project of corporeal discipline that began with the body’s sedation through the chair. The chair is itself an element of the disciplinary machine that regulates attention, where the pedagogical injunction to “pay attention” is often accompanied by the postural injunction to “settle down” and “sit up straight.” The chair, then, not only individuates and renders those individuated bodies docile, but also readies them for an entry into the world of grown-ups. Author Keywords: Attention, Enlightenment, Maturation, Saint-Exupery, Sedantariness, Subjectivation
On Tilt
On Tilt: The Inheritance and Inheritors of Digital Games accepts and extends Eric Zimmerman’s contention that literacies currently being developed during video-game play will be more broadly applicable (outside games) in the next hundred years as Western work, education, entertainment, and citizenship spaces become ever more shaped like video games. To the end of better understanding both video games and the players and literacies contiguous with them, this dissertation interrogates comparisons between video games and... non-digital games, film and other fictional texts and worlds, blogs, casinos’ games of chance, and the strategies employed by face-to-face criminals, always asking about the roles and responsibilities the human participants in these systems take; that is, this dissertation investigates what video games inherit from other forms of art, including non-digital games, and what the gamers and audience of today and tomorrow inherit through their contact with video games. The dissertation examines in detail works by Jodi Dean, Bernard Suits, Bruce Sterling, T. L. Taylor, Walter Benjamin, Gavin de Becker, N. Katherine Hayles and Nicholas Gessler, and Katie Salen and Eric Zimmerman, considering their work, the video game, and gamers, in terms of power gaming, genre, fiction and suspension of disbelief, audience, motivations, fungibility, the zombie vs. the robot, value vs. meaning, agency, slipstream, capitalism, and ontology. Ultimately, the dissertation suggests that there are two disparate strains of gamification building Zimmerman’s future, arguing first that the penetration of video games into culture is changing the way we behave and exist as audience and more generally, and, second, that what is at stake, in terms of the attitudes, labels, and gameplay that we accept in terms of games and gamification is significant to what it means to be human, especially within systems that are only partly human, in the next hundred years. Author Keywords: digital, gamification, genre, literacy, new media, videogame
Shaman Detective
This thesis examines a specific figure that appears throughout contemporary Japanese detective fiction (across different media), which I have termed the Shaman detective. A liminal figure that combines Japanese folk cosmologies with contemporary detective work, the Shaman detective is at once similar to, yet separate from, western postmodernist detective fiction. Invested in narratives of enchantment the Shaman detective is marked by his rejection of the epistemological ties of the modern and classical detectives that cause his counterparts to fail in the face of postmodern subjectivism. Committed to il-logic, dreaming, play, and intuition, the Shaman detective exists in the realm of the Fantastic, bridging the gap between mundane and marvellous realities. This thesis reads Shaman detective texts using western postmodernist theory with Todorov’s theory of the Fantastic and Jane Bennett’s New Materialism. This is synthesized with Japanese thought traditions, cosmologies and philosophies, in order to draw out the Shaman detective. Author Keywords: Enchantment, Japanese Fiction, New Materialism, Postmodern Fiction, Shamanism, the Fantastic
Technology of Consent
The 1980s in the United States have come into focus as years of extensive ideological and socioeconomic fracture. A conservative movement arose to counter the progressive gains of previous decades, neoliberalism became the nation’s economic mantra, and détente was jettisoned in favour of military build-up. Such developments materialized out of a multitude of conflicts, a cultural crisis of ideas, perspectives, and words competing to maintain or rework the nation’s core structures. In this dissertation I argue that alongside these conflicts, a crisis over technology and its ramifications played a crucial role as well, with the American public grasping for ways to comprehend a nascent technoculture. Borrowing from Andrew Feenberg, I define three broad categories of popular conceptualization used to comprehend a decade of mass technical and social transformations: the instrumental view, construing technology as a range of efficient tools; the substantive view, insisting technology is an environment that determines its subjects; and a critical approach, which recognizes the capacity for technology to shape subjects, but also its potential to aid new social agendas. Using Feenberg’s categories as interpretive lenses, I foreground these epistemologies in three of the decade’s most popular formations of literary science fiction (sf), and describe the broader discourses they participated in: military sf is connected to military strategy and weapons development (instrumental), cyberpunk to postmodernism and posthumanism (substantive), and feminist sf to feminist theory and politics (critical). These were not just discursive trajectories, I claim, but vital contributors to the material construction of what Antonio Gramsci would call hegemonic and counterhegemonic formations. While the instrumental paradigm was part of the decade’s prevailing hegemonic make-up, substantive and critical discourses offered an alternative to the reality of cowboy militarism and unchecked technological expansion. By engaging with the decade’s texts—from There Will Be War to RoboCop to “A Cyborg Manifesto”—I hope to illuminate what I call the technology of consent, the significance of technological worldviews for modern technocultures, where such views are consented to by subaltern groups, and at the same time the existence of consent itself as a kind of complex social technology in the first place. Author Keywords: American History, Discourse, Hegemony, Science Fiction, Technoculture, Technology
Punk as Public, Punks as Texts
This thesis is an attempt to explore the role that musical texts played in the development of a public by writing a work of fiction and then applying to it a critical exegesis. Part One, the literary text Some Of This Is True, (re-)creates and remembers punk in its iteration in Regina, Saskatchewan, in the late 1970s. Part two, the critical exegesis, examines how the theories of public formation outlined in Michael Warner's Publics and Counterpublics can partially explain the creation and behaviour of publics, but not entirely. Similarly Mikhail Bahktin's theory of carnival helps explain punk, but not entirely. Some gaps can be filled partly with theory borrowed from art history that reveals useful links between punk and Continental art movements; Michel Foucault's concept of heterotopia fills other gaps. Literature fills the rest. Author Keywords: Creative Writing, Heterotopia, Michael Warner, Michel Foucault, Mikhail Bakhtin, Punk & Punks
Pausing Encounters with Autism and Its Unruly Representation
This dissertation seeks to explore and understand how autism, asperger and the autistic spectrum is represented in Canadian culture. Acknowledging the role of films, television, literature and print media in the construction of autism in the consciousness of the Canadian public, this project seeks to critique representations of autism on the grounds that these representations have an ethical responsibility to autistic individuals and those who share their lives. This project raises questions about how autism is constructed in formal and popular texts; explores retrospective diagnosis and labelling in biography and fiction; questions the use of autism and Asperger's as metaphor for contemporary technology culture; examines autistic characterization in fiction; and argues that representations of autism need to be hospitable to autistic culture and difference. In carrying out this critique this project proposes and enacts a new interdisciplinary methodology for academic disability study that brings the academic researcher in contact with the perspectives of non-academic audiences working in the same subject area, and practices this approach through an unconventional focus group collaboration. Acknowledging the contribution of disability studies approaches to representation, this project will also challenge these methodologies on the grounds that the diverse voices of audiences are, at times, absent from discourse focused research. Chapter One offers an explanation of disability studies scholarship and the history of autism as a category of disability and difference. Chapter Two looks at how disability and specifically autistic representations have been understood academically and introduces the rationale and experiences of the focus group project. Chapter Three explores retrospective, biographical diagnosis, the role of autism as technological metaphor, and contemporary biography. Chapter Four looks at the construction of autistic characters in Canadian literature and film. Chapter Five interrogates documentary and news media responses to autism and the construction of autism as Canadian health crisis, and also explores how discourses that surround autism are implicated in interventions and therapeutic approaches to autistic individuals. Key Terms Autism; Autistic Spectrum; Asperger; Disability; Representation; Media; Interdisciplinary Research; Focus Group; Retrospective Diagnosis; Biography; Academic Method; Academic and Representational Responsibility; Literature; Film; Diagnosis; Disability Studies; Therapy Author Keywords: Academic Method, Autism Spectrum, Biography, Disability, Interdisciplinary Research, Representation
"Learning to Be Mad, In a Dream"
The Beat Generation shaped, and was shaped by, the post-WWII containment culture that arose in 1950s America. This so-called cultural containment reflected the social, political, and economic factors that were unique to the post-WWII period and are often considered concurrent to post-war McCarthyism, which promoted a national ideology of exclusionism that was foremost opposed to the threat of Communism. I propose in my thesis that containment was a major influence in the rhetoric of resistance that is found within the most prominent works of the Generation. My thesis also looks at the how Beat literature shifted from the counterculture to the mainstream and the impact that celebrity had on the Generation. When the Beats achieved literary fame their counterculture represented the forefront of the New Left and was synonymous with succeeding protest cultures of the 1960s. Author Keywords: Beat Generation, Cold War, Containment Culture, McCarthyism, Postmodernism, Second Wave Feminism

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Format: 2024/04/28