Detalhes bibliográficos
Ano de defesa: |
2007 |
Autor(a) principal: |
Bigareli, Maria Sílvia
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Orientador(a): |
Salles, Cecilia Almeida |
Banca de defesa: |
Não Informado pela instituição |
Tipo de documento: |
Tese
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Tipo de acesso: |
Acesso aberto |
Idioma: |
por |
Instituição de defesa: |
Pontifícia Universidade Católica de São Paulo
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Programa de Pós-Graduação: |
Programa de Estudos Pós-Graduados em Comunicação e Semiótica
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Departamento: |
Comunicação
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País: |
BR
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Palavras-chave em Português: |
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Palavras-chave em Inglês: |
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Área do conhecimento CNPq: |
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Link de acesso: |
https://tede2.pucsp.br/handle/handle/4995
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Resumo: |
This thesis has as its main objective to investigate Italo Calvino´s creative mechanism analyzing its process, giving emphasis to the procedures called combinatory games, presented as rules and ludic strategies which apply to other games with the reader's interpretation, allowing through semiosis that the communicational principles move in an unlimited and multiple way. The research wanted to understand if those combinatory operations had a very big influence in the author's Poetic Project and if those rules, used on purpose, were fundamental to his concepts about multiplicity. Denominated by the author hyperromances, the hypertextual procedures of these combinatory games are related to the new creative process in the medias, because the attributes used (non-linearity, virtual possibilities, mobility, multiplicity etc) find in the digital means´ features the appropriate support model to the translation of these procedures. The main objects of the research's corpus are: the author's reflexive texts about his own creative process and the books The Castle of Crossed Destinies, Invisible Cities, If on a Winter s Night a Traveler (in which the author metaliteralily talks about the reader's issue), and the short-story The Count of Montecristo. As for Calvino´s communicative process, our focus is on the variants´ ways, in the multiple paths possibilities. We were instigated by the rules of each combinatory game, we wanted to go through the diagrammatic draw implicit in each text, observe his choices, the selection among so many possible configurations and afterwards relate the similarities and the generalizations of his project as a whole (understanding whole as integrations and not completion. The research, with an analytical character, is based on the Process Critics, supported by the Peirce's Semiotics and it analyses the communicative phenomena studying the process of the artistic creation. In addition, we also used theoretical perspectives related to the studies about complexity, about the ludic and the potential space and about the new medias. According to the nature of the research, the methodology used includes mostly the bibliographical research and the use of objects taken as references by the author while creating his games, such as tarot cards, and it contemplates comparative analysis of the combinatory associations used and their possible interpretations |