Mehdi Latifi Shirejini; Mahmoud Afrouz
Abstract
In late 2019, Coronavirus emerged in China. The disease has severely affected social, economic and political conditions all around the world. Meanwhile, a situation was created for institutions, organizations and governments to seek political exploitation. Media was one of the tools that helped various ...
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In late 2019, Coronavirus emerged in China. The disease has severely affected social, economic and political conditions all around the world. Meanwhile, a situation was created for institutions, organizations and governments to seek political exploitation. Media was one of the tools that helped various political institutions to achieve their ideological goals. Consequently, this research drawing on Baker’s narrative theory try to explore translators’ ideological intervention in translation of news text as well as the effect of translation on political tensions by re-narration of coronavirus related events in Iran. To do so, 180 Persian news texts along with their English translations were collected from the websites of foreign news agencies. After analyzing the data by means of Baker's framing strategies, it became clear that translators’ role is very important at the time of crisis and the translator's performance can lead society toward social stability or instability. It was also found that the role of translators in creating or redefining political and social identity is very important. Moreover, the necessity to inform the audience about translators’ role in restructuring the narrative was another important finding of the study.
mohammad taghi karami; zahra mohamadzadeh
Abstract
The main object of the present thesis is to understand the representation of the "Second Wife" in Iranian cinema in the past two decades. To achieve this goal, we have overwied the theoretical concepts of representation and cinema as a medium of representation.We used qualitative analysis and semiology ...
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The main object of the present thesis is to understand the representation of the "Second Wife" in Iranian cinema in the past two decades. To achieve this goal, we have overwied the theoretical concepts of representation and cinema as a medium of representation.We used qualitative analysis and semiology technic in this thesis. Based on the pattern of Selby and Cowdory we have analyzed the technical codes. The refrences and implications in the movies have been found by Barthes narrative codes. By focusing on these patterns, which were tried in four films: "Shokaran", "Zan-e Dovom", "Pato zamin nazar" and "zandegi-e khosousi" that have been choosen on purpose; the second wife character has been analyzed. And the cinematic representation and the stereotypes of the second wife is revealed.By results of this study it can be said that the stereotypes like "find emotional support", "modern woman", "divorced woman", "seduction", " guiltless and innocence", "solitude", "motherhood", "religion", "secret relationship" and "dishonor" are the major stereotypes were raised in these films. In these film the second wife, though often initially appeared as a seductive and glamorous woman, gradually is seeking for being a real wife and start a family.Finally in representation of second wife in relationship we assumed that the second wife is guilless and innocent. In second marriage we blame the married man for starting the relationship.
Hadi khaniki; Mahya Barekat
Abstract
This article aims to study the representation of cultural values in computer games.We conducted a semiotic analysis on three computer games sponsored by three Iranian state organizations. The goal of the research was to investigate how Iranian game makers presented cultural values in the content of the ...
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This article aims to study the representation of cultural values in computer games.We conducted a semiotic analysis on three computer games sponsored by three Iranian state organizations. The goal of the research was to investigate how Iranian game makers presented cultural values in the content of the computer games. With a qualitative approach, we used Roland Barthes’ semiotic method to analyze cultural codes and Philip Tagg’s method to study media signs. The results indicate that the computer games did not use certain game capacities such as interactivity and player-made narrations. In terms of cultural values, the findings show that there is a close relationship between ideological content of the games and the cultural ideologies of the game producing organizations.