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Analiza govora sodelujočih v igri Activity
ID Baškovec, Erazem (Avtor), ID Smolej, Mojca (Mentor) Več o mentorju... Povezava se odpre v novem oknu

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Izvleček
V diplomski nalogi sem predstavil_a govor sodelujočih v igri Activity z vidika konverzacijske analize in analize besedilne zgradbe. V prvem delu diplomske naloge sem predstavil_a temeljne pojme in koncepte konverzacijske analize. Slednja govor preučuje na relaciji med jezikovnim sistemom in socialno funkcijo izrekov. Jezikovne interakcije preučuje v okviru sociolingvističnega in pragmatičnega konteksta, kjer razumevanje stavka nadomesti pojem diskurz. Menjavanje vlog je pri govorjenem diskurzu bistvenega pomena, zanj pa so značilne osnovne strategije pridobivanja, vzdrževanja in odstopanja vloge. Pri menjavanju vlog pogosto pride do molka, ki ga imenujemo vrzel, če ga ne moremo pripisati nobeni_emu od udeleženk_cev, gladke prehode med vlogami pa omogoča prekrivanje. Izreki ali replike govorjenega diskurza se lahko razvrščajo v različne vzorce izmenjav. V drugem delu diplomske naloge sem apliciral_a konverzacijsko analizo na gradivo, ki sem ga pridobil_a z ortografsko transkripcijo zvočno-slikovnega posnetka, in opisal_a njegovo besedilno zgrado. Gradivo sem razdelil_a na dva sklopa – strnjeno besedilo oziroma igro in klepet. Igra je besedilo, ki sestoji iz razlage in ugibanja. Za razlago je značilna določena struktura, del strategije posredovanja pojma pa so določeni kohezivni elementi, kot sta elipsa in paralelizem členov. Zaporedje izmenjav lahko prikažemo z bolj ali manj jasnim vzorcem, njena struktura pa je delno odraz časovne zamejenosti te vrste besedil, kar je določeno s pravili igre. Klepet je manj strukturiran, zanj je značilno tekmovalno prekrivanje in naključno zaporedje izmenjav. Tako vsebinsko kot strukturno je močno povezan z igro, saj ga ta oklepa z obeh strani in tako neposredno vpliva na to, kdaj se klepet začne in konča. Pogoste so prekinitve linearne osi. V zadnjem delu diplomske naloge sem se posebej posvetil_a govornim signalom, kjer sem ugotovil_a, da so nekatere funkcije govornih signalov pri igri izražene kontekstualno, saj so vsebovane v kodu igre oziroma njenih pravilih. Predstavil_a sem eliptične in nedokončane strukture ter prekinitve linearne osi, pri čemer sem upošteval_a izhodiščno delitev gradiva na igro in klepet. Na koncu sem na kratko predstavil_a leksiko, kjer sem se osredotočil_a na anglizme in opredelil_a njihove funkcije, ter se opredelil_a do manka pokrajinsko zaznamovanih izrazov.

Jezik:Slovenski jezik
Ključne besede:Activity, konverzacijska analiza, analiza besedilne zgradbe, igra, klepet, ortografska transkripcija
Vrsta gradiva:Diplomsko delo/naloga
Organizacija:FF - Filozofska fakulteta
Leto izida:2024
Datum objave v RUL:04.09.2024
Število ogledov:25
Število prenosov:2
Metapodatki:XML RDF-CHPDL DC-XML DC-RDF
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Sekundarni jezik

Jezik:Angleški jezik
Naslov:Analyzing spoken language of people participating in a game of Activity
Izvleček:
In my thesis I presented the spoken language of the participants in the Activity game from the standpoint of conversational analysis and text structure analysis. In the first part of the thesis I introduced the basic notions and concepts of conversational analysis. The latter studies spoken language in relation to the linguistic system and the social function of utterances, where the understanding of the sentence is replaced by the notion of discourse. Role reversal is essential in spoken discourse and is characterised by basic strategies of role acquisition, role maintenance and role reversal. Role reversal often results in silence, which is called a gap if it cannot be attributed to any of the participants, while smooth transitions between roles are made possible through overlapping. Utterances or replicas of spoken discourse can be classified into different patterns of exchange. In the second part of my thesis, I applied conversational analysis to the material I obtained from the orthographic transcription of an audio-visual recording and described its textual structure. I divided the material into two sets - a condensed text or game and a chat. The game is a text consisting of an explanation and guessing. The explanation is characterised by a certain structure, and the strategy of conveying the concept is characterised by certain cohesive elements, such as ellipsis and parallelis. The sequence of exchanges can be represented by a more or less clear pattern, and its structure is partly a reflection of the temporal limitation of this type of text, which is determined by the rules of the game. Chat is less structured, characterised by competitive overlapping and random sequences of exchanges. It is strongly linked to the game in terms of both content and structure, as the game encapsulates it from both sides and thus directly influences when the chat starts and ends. Linear axis breaks are also common in chat. In the last part of my thesis, I specifically focused on speech signals, where I found that some of the functions of speech signals in a game are expressed contextually, as they are contained in the game's code or rules. I presented elliptic, incomplete structures and linear axis breaks, taking into account the initial division of the material into game and chat. Finally, I gave a brief presentation of the lexicon, focusing on anglicisms and defining their functions, and commenting on the lack of landscape-specific terms.

Ključne besede:Activity, conversational analysis, text structure analysis, game, chat, orthographic transcription

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