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Representation Model of Hyperreal Fantasy World: Phraseological Dimension
Author(s) -
Olesia BARBANIUK
Publication year - 2019
Publication title -
naukovij časopis nacìonalʹnogo pedagogìčnogo unìversitetu ìmenì m.p. dragomanova. serìâ 09. sučasnì tendencìï rozvitku mov
Language(s) - English
Resource type - Journals
eISSN - 2523-4242
pISSN - 2414-4797
DOI - 10.31392/npu-nc.series9.2018.18.01
Subject(s) - fantasy , fictional universe , possible world , magic (telescope) , literature , representation (politics) , aesthetics , art , linguistics , philosophy , epistemology , narrative , physics , quantum mechanics , politics , political science , law
The article focuses on the most traditional model of knowledge representation – frame, which is the key to discover the mechanisms for conceptualizing the phenomena of surrounding or text reality. Possible worlds, as text reality, are mental structures that need appropriate interpretation, in particular fictional worlds of the fantasy genre. Such worlds are posited as hyperreal, as they demonstrate the simulation of reality, replacing real by means of the signs of the objective reality – simulacra. The hyperreal world in the fantasy novels of the Earthsea cycle by an outstanding American novelist Ursula Le Guin is objectivized at lexical and phraseological levels, thus, by lexical units-simulacra and phraseological units-simulacra. Such expressive units are to be classified according to their semantics, denoting a person, a place, time and a separate notion. The prevailing number of magic component testified the founding and leading role of this phenomenon for the hyperreal world under investigation. It has been ascertained that phraseological units-simulacra, explicating the slots of the Thing, Action and Comparison Frames, enable to decode the information about the hyperreal world in general, enriching it with attributive and activity characteristics of characters in opposition – a person and a dragon. The proposed representation model of hyperreal fictional world ascertained the results and allowed to reveal the plane of the contents of the author's construct. Thus, phraseological units-simulacra are decoded in the slots of: 1) the Thing Frame (SB/STH is SUCH, SB/STH is (exists) SO, SB/STH is THERE), disclosing information about features and locations of characters; 2) the Action Frame (SB/STH acts UPON, SB/STH acts FOR, SB/STH acts BY MEANS OF), exposing their activity peculiarities; 3) the Comparison Frame (SB/STH is AS (LIKE)), enriching the hyperreal world under investigation with expressive-emotional characteristics.

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