Dissertations / Theses on the topic 'Philosophie du jeu'
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Duflo, Colas. "Le jeu : une approche philosophique." Besançon, 1995. http://www.theses.fr/1995BESA1025.
Full textBertin, Pascal. "Jeu d'espace, espace de jeu : Philosophie et genèse hausdorffienne des espaces topologiques." Thesis, Sorbonne Paris Cité, 2019. http://www.theses.fr/2019USPCC073.
Full textOur research project questions the issue of the link between philosophy and mathematics. Such an issue is of course very general and runs throughout the history of these two processes, but it started to acquire new meaning ever since the so-called “foundational crisis of mathematics” (end of the 19th century and first half of the 20th century). More specifically, this project aims at assessing the role of philosophical speculations in the elaboration of topology. If we decided to focus on the latter theory, it is not only because of its intrinsic value (which is to be found significantly in the light it sheds on extremely rich philosophical questions, and namely that of “continuity”), but also because it is dependent, in a way that needs to be clarified, on the fact that the complete works of its founders are defined by a prolific philosophical output. We refer here namely to Hausdorff, who initiated the axiomatization of the theory, of the very notion of “topological space”, and whose “Kanto-nietzschean” epistemology can be a source of perplexity. If we have otherwise mentioned the foundational crisis in mathematics, it’s because the elaboration of topology, albeit largely contemporary and depending on the latter (inasmuch as the Cantorian works on point-sets and order types opened a research area covered by some of the first topologists) is nevertheless different in its particular orientations. More than pertaining to the foundationalist frame, the early works on topology are more of a reappropriation, on their own terms, of a certain “technical luggage” given by or causing the crisis.The genesis of topology thus sheds an original light on the question of the types of dialogue between philosophy and mathematics. And in this respect, the case of Hausdorff, who, under the name of Paul Mongré, had created a “literary double” (philosopher, poet, playwright and essayist), plays a major role –and is properly the subject of our study. This double identity, which partly explains the separation line traced in the general works between the purely mathematical production and philosophical speculations (both unpublished in French and having very distinct posterities) is at the starting point of an intriguing one-voice dialogue between a name famous in the field of mathematics and its philosophical “moniker”. The thematics they both deal with are often “connected”: the reflexions, related to the notion of “continuity”, on time and space, as well as the conception (quite original at that time since “logical empiricism” was yet to be created) of a formalism as element of true empiricism, obviously play a positive role- to be defined as such- for the elaboration of general topology. On the other side, a conception of mathematics as a critical tool applied to philosophy begins to take shape. More specifically, certain texts such as the Raumproblem and the conferences of 1903-1904 (unpublished), are true junction points between the two “sections” of the works. Finally, Hausdorff’s original stance on the first set-theoretic questionings has -downstream- manifest roots in philosophy and accounts for –upstream- how the mathematician could have led the Cantorian theory on new research fields
Morisset, Thomas. "Du beau jeu. Pour une esthétique des jeux vidéo." Thesis, Sorbonne université, 2020. http://www.theses.fr/2020SORUL006.
Full textThis PhD thesis approaches videogames through the lense of player experience and aims to build a theoretical model that draws on two distinct philosophical traditions : aesthetics and philosophy of technology. It aims to prove both the existence of different regimes for experiencing games (namely closed play, open play and beautiful play) and that from each of these regimes stems a specific kind of sensible pleasure, expressed by an appreciative sensible judgement. Among these experiences, some are particularily defined by their ludic aspect. They lead the player to develop technical skills and henceforth require attentional dynamics which differ greatly from those implied by aesthetic experience. Relying on a technical definition of both game and play, this work shows that a technical regime of feeling and judging beauty exists which is close to the aesthetic regime and yet remains distinct from it. This thesis thus considers video games as a privileged means to reach this technical beauty and as one that develops aesthetic properties of their own
Dior, Julie. "Visage, masque et jeu." Paris 3, 1994. http://www.theses.fr/1994PA030185.
Full textThis thesis begins with the idea of a certain reciprocity between the face and the masque. This idea is contained in the greek word prosopon, which designates the face as well as the mask and thus indicates that the two are in an inseparable couple-relationship. By introducing a separate word for "face", the romans fatally altered this concept. Topology, the science of variations and invariables, confirms ancient greek thought on the mask : the mask is simply the most exagger ated example of the transformations of a face which is itself in a perpetual state of change or becoming. More profondly , all subjects for lacan, and all languages for jakobson, are a construction of or a play between metaphore and metonymy. The subject is a pure signifier, deprived of essence-- a series of masks-- which lacan illustrated by means of topolog ical figures and the mask itself. Deleuze, serres and badiou have, each in their own manner, incorporated this concept in discourses that are, however, very different one from the other. After its initial exposition, this theory of masks i s articulated in several contexts : baroque court festivities using arcimboldo's paintings as a point of departure, pira ndello and the calling into question of identity, the image in the mirror and the double in theatre, the cinematographic c lose-up as mask, as well as a selection of contemporary mises en scene. The final chapter introduces the category of r eal, or that which resists all attempts at formalization and which is thus radically distinct from symbolical (metaphorical) and imaginary (metonymical). A reflection follows on what the topological concept of identity signifies f or the mask and the face in theatre
Akanokabia, Akanis Maxime. "Le jeu comme procédé d'élaboration philosophique." Paris 1, 2009. http://www.theses.fr/2009PA010569.
Full textMorin-Lacroix, Geneviève. "Le jeu et l'amour de la sagesse." Doctoral thesis, Université Laval, 2016. http://hdl.handle.net/20.500.11794/27222.
Full textCharfi, Fatma. "L'Eau, élément de jeu pour l'enfant : propositions de jeux d'eau associée à la couleur et à l'argile." Paris 1, 1985. http://www.theses.fr/1985PA01A009.
Full textJouët-Pastré, Emmanuelle. "Le jeu et le sérieux dans les Lois de Platon." Rouen, 1998. http://www.theses.fr/1998ROUEL289.
Full textButhaud, Martin. "La simulatiοn du mοnde : le jeu vidéο cοmme principe et οutil d'explicatiοn du réel." Electronic Thesis or Diss., Normandie, 2024. http://www.theses.fr/2024NORMR069.
Full textThe idea that new technologies and digital artifacts constitute virtual worlds or universes is pervasive in most academic and media debates. Video games particularly illustrate this perspective by offering players a genuine sense of "immersion" in these worlds. However, the concept of a "world" remains vaguely defined, despite its central role in philosophy, making it even more challenging to establish a clear boundary between the "real world" and the "game world." To clarify the notion of the "videogame world," this dissertation intertwines fundamental philosophical inquiries with the more recent field of game studies and seeks to revitalize certain reflections initiated by the game philosopher Jacques Henriot on the "ludic metaphor" and its reversibility.Specifically, we demonstrate the extent to which metaphorically conceiving games as worlds has led us to consider the world itself as a video game. To develop this argument, our analysis examines various processes, including the recent "simulation hypothesis" proposed by Nick Bostrom and David Chalmers. While such a reversal of the ludic metaphor is not new, it assumes an unprecedented scale today due to a dynamic—which we call "videogame emersion"—wherein the game reciprocally influences the world and the representations we construct of it. Building upon this observation, this thesis proposes to conceptualize these discursive elements as a "techno-cosmic metaphor." By this concept, we denote the way in which we "confuse" the world with the technical artifacts that enable us to comprehend and represent it, with video games being just one of its most recent manifestations
Kislov, Valéry. "Jeu et contraintes dans la création contemporaine." Paris 8, 2005. http://www.theses.fr/2005PA082677.
Full textThe dissertation is devoted to 'writing under restrictions' in fiction in general and in the French literature of the 20th century in particular. This mode of writing dates back several centuries and is defined as a number of specific formal rules, or restrictions, that an author adds to the existing linguistic and cultural norms, and deliberately and systematically follows in his/her writing of a work of fiction. These restrictions are analysed in a number of aspects – from specific rhetorical devices to global artistic concepts, – and within the context of various disciplines and cultures, which allows to treat these limitations as a formalist aesthetics in its own right. The dissertation studies various approaches to interpretation of restricted writing, defining the status of the text, the author and the reader, as well as the place and the role that is given to this kind of literature in the contemporary creation. Restricted writing, as it appears, is both a source of inspiration and a word game, moreover, it also turns out to be an instrument of dissent and subversion, a tool for liberation and a way of spiritual quest
Ortega, Manez Maria. "Mimèsis en jeu. Une analyse de la relation entre théâtre et philosophie." Thesis, Paris 4, 2013. http://www.theses.fr/2013PA040170.
Full textTheatre and philosophy present diverse modes of interaction throughout their history. In order to interrogate their relationship, this investigation will focus on the analysis of the quarrel which, in the fifth century B.C. in Greece, opposes two of their representatives, Aristophanes and Plato. An analysis of the works that launch their respective attacks will enable us to reveal the stakes of this confrontation, as well as to evaluate their impact. From this perspective, the notion of mimèsis appears at stake but also « at play » – hence, it is en jeu: term of theatrical origins which essentially contains the meaning of the actor’s « play », mimèsis comprises not only the central argument of Plato’s critique of poetry, but furthermore, the articulation point between the two worlds of his ontology. The second part of our research is dedicated to the study of Plato’s elaboration of this concept in the Republic. This synthesis is also operated on a literal level by the dialogue as a writing form at a crossroads between philosophy and theatre, which we will approach through the examination of Plato’s dialogues from this double point of view. Taken together the different elements of our analysis reveal that, at the heart of their opposition, lies a deep bound whose contradictory nature has not ceased to manifest itself in the philosophical problem and the theatrical paradigm of representation
Grellier, Delphine. "Les pratiques ludiques de simulation de rôles : reflet et trajet de l'esprit du temps : jeux de rôles, jeux vidéo de rôles et d'aventures, jeux de rôles en ligne massivement multijoueurs." Montpellier 3, 2008. http://www.theses.fr/2008MON30052.
Full textThis research presents an analysis of our times spirit, through the way of a contemporary illustration of the universal game practice. The sociological relevance of the study of the playful and its association with the principle of simulation is easily demonstrable, insofar as not only the playful and the simulation occupy a growing importance in the daily life of contemporary societies, but, besides, the association of these two principles knows an enhanced development, as the perpetual increase of the simulation games players population gives evidence of it. In this context, role simulation game practices – role-playing games, role and adventure videogames, and massively multiplayer online role playing games – appear as a favourable ground to the study of contemporary sociality through several aspects : playful practices, social representations, ways of socialization and contemporary imagination
Viangalli, Pierre. "Le sérieux et le jeu dans les dialogues de Platon." Paris 1, 2005. http://www.theses.fr/2005PA010711.
Full textMerieux, Antonin. "Le Jeu et l'Homme : une approche épistémologique." Thesis, Paris 4, 2016. http://www.theses.fr/2016PA040117.
Full textThe ambiguity of the question of Play is now well-known. The concept includes such various phenomena as child development, animal play, gambling, board and video games, sports, acting, etc. The object of the present work is to attempt a disambiguation of what is at work when Play is in cause, avoiding the « epistemological obstacles » that have constantlty muddled the question. This implies a strict methodology that we find in Jean Gagnepain epistemological theory of General Anthropology.We can then procede to a deconstruction of Play, revealing two majors process at work in the situations of play. « Autocinesis of the living » deals with the inherent spontaneity of the living beings while « choral play » referes to a rational form of social aesthetics. The identification of these two process allows us to establish an original pattern of Play and games, thus bringing new lights to the scientifical, technical, historical and critical approaches of the question, and a new way of analysing games
Normandeau, Geneviève. "Le philosophe et ses jeux : étude sur la notion de jeu appliqué aux discours chez Platon." Paris 1, 2008. http://www.theses.fr/2008PA010590.
Full textMermet, Laurent. "La Nature, jeu de société : une analyse stratégique pour la gestion de l'environnement." Paris 9, 1989. https://portail.bu.dauphine.fr/fileviewer/index.php?doc=1989PA090026.
Full textThe dissertation proposes to practitioners of and researchers in environmental management a methodology to analyze and to synthetize information on the "non-technical" components of environmental problems. It is based on a number of previous case studies, on which the metaphor of environmental management situations as games has been systematically applied. The main themes addressed are the diversity and common structures of environmental problems, a method for diagnosis, and a method for the strategic preparation of environmental management actions
Bourdeaux-Maurin, Isadora. "Manoeuvres : jeux d'ombres." Paris 1, 2007. http://www.theses.fr/2007PA010620.
Full textCourt, Jürgen. "Kants Beitrag zur Theorie und Praxis von Spiel und Sport : Untersuchungen am Verhältnis von Freiheit und Notwendigkeit /." Sankt Augustin : Academia Verlag Richarz, 1989. http://catalogue.bnf.fr/ark:/12148/cb355637700.
Full textBelden, David. "Deux paradigmes de l'activité humaine : travail et jeu." Besançon, 2001. http://www.theses.fr/2001BESA1018.
Full textPérez-Gonzalez, Ximena. "La violence et le pouvoir : l'ordre symbolique en jeu." Paris, EHESS, 2005. http://www.theses.fr/2005EHES0088.
Full textHow is the relationship between violence and power perceived in Western societies? This reflexion aims to clarify constitutive ambiguities in the way in which violence is perceived. Defined as the negative of all that is civilized humanity, expelled out of the political, the social and the individual fields, it is however what underlies the existence of the power that monopolise it. However, this dialectical contradiction, which articulates the symbolic order of society, put in prospect a real loss of meaning - in particular within the Western model - analyzed by a double off-centering. Initially of the Western sphere, by the study of the bond between violence and identity in primitive societies; and then from the political sphere, by a recognition of the violence in the image which Western society has of itself, in this new place of production of the Western man which is television, that constitutes a reflection of its own identity
Delorme, Richard. "L'improvisation comme fondement de la pratique en sculpture." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape17/PQDD_0005/MQ33611.pdf.
Full textRoy, Brice. "Penser le jeu à l’ère du numérique : une approche à la croisée de la phénoménologie et de la théorie des supports." Thesis, Compiègne, 2019. http://www.theses.fr/2019COMP2493.
Full textThinking about game or play (in French ‘jeu’) often leads to the following question: does it constitute a free activity or, on the contrary, a system determined by rules? This way of approaching the question is symptomatic of an intellectual tradition that finds its roots in Antiquity and rests on an opposition between man and technology. Based on the precepts provided by the thesis of technology as anthropologically constitutive and constituent, this work proposes a new approach to the question of ‘jeu’, understood here as the singular relationship of man to technique. More precisely, it puts forward the idea of ‘jeu’ as a relationship with technology that disorients and destabilises, in short, as a means for man to question the certainty of his established relationships. Of particular interest are digital games, with the author grounding his analysis in his own artistic works
Roesner, Martina. "La notion de jeu dans l'économie de la pensée de Martin Heidegger." Paris 4, 2001. http://www.theses.fr/2001PA040092.
Full textThe present thesis attempts to examine both use and significance of the notion of play in Heidegger's criticism of rationality with regard to the "overcoming of metaphysics". Our claim is that it is possible to interpret the whole of Heidegger's thought from the viewpoint of play provided this notion is not considered a simple lexical element but a multidimensional structure that makes the different main topics of heideggerian philosophy appear in their conceptual unity. While the young Heidegger still has a tendency to oppose traditional metaphysics to his own phenomenology based on play, the mature Heidegger eventually comes to consider metaphysics itself a phenomenon within the play of the history of being. During the last period of his development, however, this fusion of worldly phenomena and the history of thought within the same free space is again broken up by assigning them to two different forms of play, i. E. The play of the fourfold and the musical play respectively
Perget-Amblard, Elisabeth. "Le caprice et son dessein." Paris 1, 2006. http://www.theses.fr/2006PA010656.
Full textSchneider, Ulrich Johannes. "Patrice Vermeren, Victor Cousin. Le jeu de la philosophie et de l'État, Editions L'Harmattan, Paris 1995 (Rezension)." Universitätsbibliothek Leipzig, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:15-qucosa-157692.
Full textSchneider, Ulrich Johannes. "Patrice Vermeren, Victor Cousin. Le jeu de la philosophie et de l'État, Editions L'Harmattan, Paris 1995 (Rezension)." Leipziger Universitätsverlag, 1997. https://ul.qucosa.de/id/qucosa%3A13041.
Full textChrist, Julia. "Jeu et critique. Objet, méthode et théorie de la société dans la philosophie de Th. W. Adorno." Thesis, Paris 4, 2013. http://www.theses.fr/2013PA040014.
Full textThis work reexamines the social critical philosophy of Adorno, starting form the concepts of rule and of game. It aims to expose the social theory of Adorno and to question its foundations. These foundations can be conceptualized in a language specific to the sociology of action if they are rephrased in terms of rules, rule-following and game; concepts which Adorno himself uses to describe the social, spe-cifically the capitalist society in which he lived. The famous all "non-true" which society is according to Adorno, can be understood as a game working in itself, regardless of the intentionality of the actors. This rephrasing of the social philosophy of Adorno allows us to dialogue with the other approaches of the social (Weber, Habermas, Descombes, Searle and the structuralism) and to show how the object of Adorno differs from that of Weber, Habermas and Searle, how it is commensurable with that of structuralism. The Method to seize the object, i.e. the rules that structure the unintentional social game, is the method of Freud (interpretation, symptomatic reading). Adorno, however, differs from structuralism and also from Freud’s conception of the social because he thinks that he can establish a link between capitalist society and the social regulated as a game inaccessible to players: for Adorno this game is not only the object of research but also the object of his criticism. Our work goes on to justify the possibility of such criticism that targets nothing less than the conditions of possibility of common living. What was established by structur-alist social philosophy as well as by Freud is the subject of criticism of Adorno: rules whose effects are unconscious, which ensure that all players do not realize or do not say the same meanings. To criticize these rules implies showing that the critique of vertical instituted subjects is possible without destroying subjec-tivity nor positing it as absolute. This criticism becomes possible from the moment you look at the prac-tice included in the blind following of the rule which is the "wrong" practice - Adorno calls this practice of identification ; the right practice included in practice of identification challenges the blind submission to
Massot, Olivier Pierre Joseph. "Un jeu de construction : de l'homme droit à l'homme normalisé." Montpellier 1, 2008. http://www.theses.fr/2008MON1A033.
Full textPris, François-Igor. "Le fossé explicatif dans la philosophie de l’esprit du point de vue de la deuxième philosophie de Wittgenstein vue comme un naturalisme normatif." Paris 4, 2008. http://www.theses.fr/2008PA040046.
Full textWe argue that every mental property, Q, is identical to (is) a certain physical property, P, (1) Q is P, so that an ontological “gap” between Q and P doesn’t exist. We argue that the identity (1) can be explained. Hence the so-called “explanatory gap” (EG) (an epistemic gap) is also absent. Moreover, from our point of view, the difference between the ontological and epistemic levels is relative. The naturalism/physicalism is true, but if and only if it is what we call a “normative naturalism/physicalism”. We find this kind of naturalism/physicalism in the second philosophy of Wittgenstein (W). The language games are natural (physical) and at the same time spontaneous (normative). In particular, the normative physicalism allows resolving the Hard Problem - the problem of identity between a state of phenomenal consciousness and a physical state. We defend a version of phenomenal realism
Micheal, Antony Selvan Charles Alexius. "La différance comme déconstruction de la violence : des jeux, des traces et des silences." Thesis, Paris 8, 2017. http://www.theses.fr/2017PA080049/document.
Full textThis thesis entitled "Difference as deconstruction of violence : plays, traces and silences" reveals the sterile play, the fertile trace and the ironical silence of postmodern thinking.The inquiry on differance with an "a", a derridien singularity, is a linguistic play and, at the same time, a metaphysical challenge between disappearing and appearing. Jacques Derrida writes : « En toute exposition elle (la différance) serait exposée à disparaître comme disparition. Elle risquerait d’apparaître : de disparaître » (Jacques Derrida. Marges de la Philosophie. Paris : Les Éditions de Minuit, 1972, p. 6.) In 1968, he delivered his famous lecture, "Differance", to the philosophical community. Differance is launched into philosophy with a disappearance and with an appearance. The "e" has disappeared but the "a" has appeared. This "differance" with it’s game between the "e" and the "a" is apparently disturbing and violent. The absence of "e" is violence and the presence of "a" is violence.In this particular thesis, Differance is violent towards violence. This new term originates from the deconstruction by its displacement and by its change of meaning. Derrida misspelled willingly “difference” in order to bring out a deeper dimension of presence and absence in the semantic economy. He attaches certain categories to differance such as play, silence, escape, rupture, violence, erasure, negativity, non-space, non-name, etc. Differance is a concept of concept, a meta-concept and a non-concept - a concept of difference, a concept out of difference, a concept of non-difference. It is a writing on writing, a non-writing, a violence on violence, a non-violence.Overall, this research on differance is therefore oriented in the perspective of “violence of presence to absence” ; It gives three readings to the violence of differance : a playful reading, a traced reading and a silent reading.The first reading is "play". It presents the plays of differance. As usual Derrida plays metaphysical games in the court of differance. Differance wants to remain playful because it does not want to propose anything ; and, to propose nothing is « jouer à jouir » (Jacques Derrida. Glas. Paris : Éditions Galilée, 1974, p. 77), play continuously (Cf. Sarah Kofman, Lectures de Derrida. Paris, Éditions Galilée, 1984, p. 39.). Differance as play obliges its readers to make a deconstruction of all propositions. It swims among and across the contradictory positions. Derrida writes : « Le concept de jeu se tient au-delà de cette opposition » (Derrida. Marges. op.cit. p. 4.).The second reading on differance is trace. Are we not already traced? Could we be totally free from the traces of others? Everything is in the circle of trace. Derrida writes in Glas : « C’est pourquoi il n’y a ici que des traces, des traces de traces sans tracé, ou si vous voulez des tracés qui ne traquent et ne retracent que d’autres textes, (…) » (Derrida. Glas. op.cit. pp. 92-93). Derrida, even openly accepts to have been influenced by several thinkers. (Cf. « La Déconstruction et l’Autre : entretien par Richard Kearney avec Derrida » in Les Temps Modernes : Derrida L’événement déconstruction, N°669 /670, 67° année juillet/octobre 2012, p. 10. Derrida says : « Ma formation philosophique doit beaucoup à la pensée de Hegel, Husserl et Heidegger. Heidegger est probablement l’influence la plus constante, en particulier son projet de ‘dépassement’ de la métaphysique grecque. ») Here, we point out just five important traces in differance - Rousseau, Hegel, Nietzsche, Heidegger and Levinas -; Certainly, there are many more. The third reading is silence. This research indicates a silent loss in the differance between "e" and "a". Differance is a political project, a textual politic against the sovereignty of speech so that speech realizes its weakness and its absence. That which interests us in this politic is that there is a political silence is expressed in differance. Through his differance,[...]
Wocke, Brendon [Verfasser], and Dorothee [Akademischer Betreuer] Kimmich. "DE LA JOUISSANCE AU "JOUIS-SENS" - Le jeu de mots dans l'œvre de Jacques Derrida / Brendon Wocke ; Betreuer: Dorothee Kimmich." Tübingen : Universitätsbibliothek Tübingen, 2017. http://d-nb.info/1168011450/34.
Full textPignarre, Florence. "La place du réel dans l’incarnation imaginaire de l’acteur de théâtre : Approches phénoménologiques du jeu d’acteur chez Husserl, Sartre et Merleau-Ponty." Rouen, 2013. http://www.theses.fr/2013ROUEL020.
Full textThis research aims at highlighting the fact that the actor’s performance can be understood as an imaginary embodiment: the actor creates an image – the image of the part played – with his body. The expression “imaginary embodiment” describes the act in which the body of the actor becomes an image, takes leave of his or her reality in the part he or she plays. The flesh of the part, which is an imaginary flesh, is also a real flesh because it can only appears thanks to the real and positive contribution of the actor’s body. That it why it can be thought of as a “mixed version” of both fiction and reality. That is why it can be thought of as a “mixed version” of both fiction and reality. This research presents the phenomenological descriptions of the actor’s roleplaying as proposed by Edmund Husserl, Jean-Paul Sartre and Maurice Merleau-Ponty. It also exposes the philosophical context of the descriptions and examines the place (the importance ceded to) that they give to imagination, body and perception in this experience. The study of plays allow to give depth and precision to some of the descriptions of these authors
Huang, Yuanfan. "Conceptual tuning : a philosophical method." Thesis, Lyon, 2017. http://www.theses.fr/2017LYSEN100/document.
Full textDifferent human practices require various methods to carry them out successfully. Philosophy, an activity with 2500 years of history, must also have its own method, which demarcates a philosopher from a lay person. This thesis embarks on a project of philosophical method—conceptual tuning. How to do philosophy belongs to the category of metaphilosophy or philosophy of philosophy. Boxers usually do not care about the conceptual question ‘What is boxing?’ and biologists barely ask ‘What is Biology?’. For them, this kind of question is a higher order question which concerns the nature of the thing in itself. It is an external question for most disciplines. But for philosophy, the question concerning the nature of philosophy is an internal question. Self-awareness is a sine qua non of doing philosophy.With such a long history and so many traditions, the method of doing philosophy must be miscellaneous. My thesis attempts to contribute to the discussion of philosophical methodology by proposing a method I shall call conceptual tuning. Conceptual tuning is grounded in the philosophical method of conceptual engineering, advocates of which endeavor to improve our concepts. According to the method of conceptual engineering, philosophical problems stem from defects in our understanding of concepts, and it is the philosopher’s task to fix them. While most conceptual engineering approaches only narrowly focus on the perspective of ‘repairing’ or ‘fixing’, conceptual tuning calls for attention to the ‘expressive’ perspective. In other words, we should put this method in the broad framework of the practice of asking for and giving reasons. In this thesis, I also attempt to explain some previous conceptual methods under the title of conceptual tuning, such as Brandomian method, ordinary language philosophy, and the traditional conceptual analyses
Benmansour, Ridha. "Le violon dans la musique arabe : techniques de jeu, pratique des modalités et apport pédagogique." Lyon 2, 2004. http://theses.univ-lyon2.fr/documents/lyon2/2004/benmansour_r.
Full textBozzi, Frédéric. "Jouer le jeu - Une approche compréhensive de l'efficience éthique." Phd thesis, Université Rennes 2, 2009. http://tel.archives-ouvertes.fr/tel-00416381.
Full textBodart, Céline. "Architecture et déconstruction, remises en jeu d'une rencontre : raconter, traduire, hériter." Electronic Thesis or Diss., Paris 8, 2018. http://www.theses.fr/2018PA080112.
Full textThis thesis addresses a field of research named "architecture and philosophy". The specificity of this field is related to the question of a possible coordination between these two disciplines. In order to better understand what this "and" holds, we propose to return to a singular episode in its history: the encounter between the Derridean deconstruction and the Anglo-American architectural culture of the second half of the 20th century. The restitution of this research is composed of three parts. First, we study how this encounter is recounted trough different institutional and intellectual contexts (Anglo-American and French speaking contexts), in order to highlight how various cultural receptions and appropriations condition specific theoretical pursuits. From one context to another, between versions of a same story, there is a gap. The main purpose of the thesis is to invest such a gap between these versions by putting in translation some traces of its history (Wigley 1993, Kipnis 1997). The second part proposes to experiment how to translate today into French what the Derridean years of architecture produced. Finally, it is a question of reconsidering the inheritance of this encounter as a problem to build, in order to put into play the long and oscillating history of the hospitality of architectural discourses. This thesis is a focal point built on an episode of recent history. By proposing to experiment with new modes of recounting, we support the hypothesis that these specific modes make it possible to transform
Gandelman-Terekhov, Vera. "Echecs et mondes possibles." Limoges, 2003. http://www.theses.fr/2003LIMO2007.
Full textFaydel, Josette. "Les jeux du vrai et du faux "je" : une photobiographie." Paris 1, 1992. http://www.theses.fr/1992PA010573.
Full textOnly short fragments of photobiographies existed before. The author presents herself as the Marcel Duchamp's adopted grand-daughter, a ready-made one. M. D. Would be a harbinger of the style, with a conference given in the U. S. A. : apropos of myself. This peculiar kind of self-biography plays with the eye of a theater photographer, turned towards what can be seen, avoidind therefore the III celebration, that duchamp rejected. The sequences of images take other biographies, of writters and artists, on which the exjournalist inquieres. The multiple "I" is looking for a lost completude, white king on a black square of a starting chess game. One of the two east-west poles is Japan, other sort of the elsewhere otherwise. The journey is incribed in an eight squares french window, reminding duchamp's fresh widow, which blindness is a repeated theme for the apprentice absolute voyeur. The one whose name is partly fay, in other terms : beech, can see, throughout her real window, a red beech, carrying all the written pages like new leaves. There is a ninth added part, that offers four photographic possible ways to end the game. Nine being the number of the cosmical tree, announces a new cycle
Tiano, Camille. "Les fauteurs d’imaginaire : construction d’un imaginaire et jeu d’acteurs dans les opérations de requalification urbaine : Euralille, Euroméditerranée et Neptune." Paris 8, 2007. http://octaviana.fr/document/133381390#?c=0&m=0&s=0&cv=0.
Full textThe present work focuses on the imaginary aspect of a city and urban action. If urban regeneration operations such as Euralille (Lille), Euroméditerranée (Marseilles) and Neptune (Dunkerque) imply renewing buildings and urban public spaces, redeveloping local economic fabrics and socially revitalising territories, they also generate imaginaries. Imaginary is to be read as the collectively acknowledged set of representations, symbols, narratives, values, figures and forms that all prove specific to a given place and time. For this phenomenon to be tackled within an operational framework, we brought the notions of imaginary and interplay of actors together. Analysing these operations and the speeches held by their main actors led us to a double series of results: - Producing an imaginary rests upon key processes: turning the operation into a narrative, combining the project’s temporalities and choosing specific and innovating strategic lines. So that making up an imaginary works as a mirror and as an instrument of the interplay of actors. - Producing and circulating an imaginary both hinge upon how the interplay of actors is set. They are also more closely related to how long spatial planners and elected representatives stay in office as well as to the political support of the project and the combination and polarisation of all partners involved around emblematic figureheads
Renauld, Marion. "Vous avez dit fiction ? Analyse contextualiste du jugement de fictionalité et approche pragmatiste des oeuvres romanesques." Thesis, Université de Lorraine, 2013. http://www.theses.fr/2013LORR0103/document.
Full textThe goal of this thesis is to clarify the concept of “fiction” as it appears in its ordinary and technical uses, by making explicit its presuppositions and effects. First, we study several theories of fiction given by analytical philosophers, from Frege to Walton; these analyses lead to a mentalist definition in terms of necessary and sufficient conditions, as a prescribed attitude of make-believe, a characterization for which we appreciate the merits and limits. Then, against an essentialist approach, we offer a contextualist analysis of the judgment of fictionality, its patterns and motivations. So we introduce a semi-formal apparatus which articulates the seven rules of judgment, their meta-rules and standards that make variable our attributions of fictionality, depending on external ontological, epistemical and ethical issues. Finally, in order to avoid the risk of excessive relativism, we focus on the acts of invention which are at play in the genesis and reception of so-called works of fiction, especially, novels. A pragmatist approach, together with a ternary conceptual framework (Information, Interpretation, Invention) and a study of some literary theories of fiction, allow us to sketch coherent answers to central questions about these expressions coming from our imagination and human creativity
Durez, Clément. "La règle du jeu et le droit : contribution à l'élaboration d'une théorie juridique du jeu organisé." Thesis, Lyon 3, 2011. http://www.theses.fr/2011LYO30034.
Full textGaming regulations appear to have become obsolete as articles 1965 to 1967 of the Civil Code which has not been modified since1804 demonstrate. However, the successive arrival of television, computer software and internet has metamorphosed recreational activities, including gaming. Lawyers, long disinterested by gaming issues, are now surprised to see these reemerging throughout their profession. At a time when sports games still escape the “obsessive rectification” the rights of civil responsibility grant, where principles of free competition have removed the state monopoly concerning the games of chance and where televised games redefine the characteristics of work contracts, it seems to be appropriate to elaborate a global discussion on the judicial aspect of gaming. Within a framework of a general approach gaming will be studied but from the point of view of its rules in order to lay aside unregulated amusement activities to favor regulated gaming. The latter, whenever it takes place under an agreement between an organizer presenting an offer to participate and one or several players who accept, raises similar juridical questions for all types of gaming activities. Is the organizer responsible for the equipment he provides? Should he regulate access to his game? Does he have an obligation to offer a prize to the winner of a game? What are the consequences concerning the various violations of the game? Is the licitly of the established target a valid condition of the game? By seeking to elaborate on these questions, this dissertation aims to pave the way for a more appropriate judicial framework for gaming
Schmitt, Florent. "L'art comme jeu : pratiques et utopies." Thesis, Strasbourg, 2015. http://www.theses.fr/2015STRAC019/document.
Full textArt as play is not only a metaphor. It is the particular form of many works of art, especially contemporary models and miniatures. Play itself is nowadays represented or staged in numerous exhibitions. However, the artist is not a player like any other but a professional player in contrast to the figure of the non-artist or amateur artist defended by avant-garde artists who had raised play to the level of art. While the consumption of art takes the form of large-scale entertainment and we witness a Disneylandisation of museums, contemporary art as play no longer seems as subversive as it did in the sixties. Yet art as play as model and tool for social change endures. It is an art of attitude, heir to the last avant-gardes, standing outside the usual boundaries of art and an art that achieves the desired by Allan Kaprow and the Situationists
Schneider, Ulrich Johannes. "Eclecticism rediscovered: [Rezension zu: ]Michael Albrecht, Eklektik. Eine Begriffsgeschichte mit Hinweisen auf die Philosophie- und Wissenschaftsgeschichte, Stuttgart 1994 und Patrice Vermeren, Victor Cousin. Le Jeu de La Philosophie et de l''Etat, Paris 1995." Johns Hopkins Univ. Press, 1998. https://ul.qucosa.de/id/qucosa%3A13180.
Full textBélanger-Gagnon, Jean-François. "La conjonction de la narrativité et de la performativité dans le jeu vidéo." Thesis, Université Laval, 2010. http://www.theses.ulaval.ca/2010/26894/26894.pdf.
Full textFouillet, Aurélien. "L'esprit du jeu dans les sociétés postmodernes : Anomies et socialités : Bovarysme, mémoire et aventure." Phd thesis, Université René Descartes - Paris V, 2012. http://tel.archives-ouvertes.fr/tel-00801205.
Full textHong, Jing-Li. "Le jeu de Foucault : le problème épistémologique et éthique de la "fiction"." Thesis, Bordeaux 3, 2015. http://www.theses.fr/2015BOR30012/document.
Full textA book for Foucault has its value as an experience. Through a book, the author and his reader are transformed. As regards Foucault, each of his works would cause a typical transformation: we can observe these phenomena of transformation in his three works: the History of madness, Surveillance and punish, the History of sexuality. Nevertheless, the work of The order of things is not an experience as that of madness, prison or sex. It is rather about an exercise than an experience. Hence, the movement of thinking appears. We want to point out here in The order of things where a paradox exists. This paradox is about the existence of Foucault’s thinking. In this work, Foucault’s thinking appears in the juxtaposition between the picture and the archeology of human science. However, out of this book and its disposition, where can we recognize Foucault’s thinking? This difficulty brings us towards the "Introduction" of the History of sexuality II. The "modification" in "Introduction" is implicitly ambiguous. Firstly, if this modification marks precisely the character of Foucault’s thinking, it is like a foreseeable point in the sequence of his thinking, this modification couldn’t consequently be a real modification. Secondly, if this modification points out a break in his thinking, it is undoubtedly a typical modification of Foucault, but it would not be a true break. In other words, if I state that I am no more myself, how do we understand this subject who is speaking. Here, it is similar to the paradox in the sentence « I lie ». It is the same way what we can acknowledge in Velázquez’s picture where the painter stands. The difficulty of auto-reference drives us to question our philosopher. The development of this thesis is therefore based on this paradox of auto-reference by the following question: What is Foucault’s thinking? This question does not aim to identify Foucault’s thinking, but to situate our experience in it. And this is already a philosophical step in the method which Foucault drives himself. Since we ask this question, we are thrown into Foucault’s works; however, his thinking could exist only in the head of the reader. It is a permanent movement between Foucault’s works and the reader’s reading
Quintin, Jacques. "Du jugement en éthique appliquée : étude sur la co-appartenance de la subjectivité, de la santé et de l'éthique dans le jeu auto-référential de la créativité." Doctoral thesis, Université Laval, 2003. http://hdl.handle.net/20.500.11794/44243.
Full textDu jugement en éthique appliquée. Étude sur la co-appartenance de la subjectivité, de la santé et de l’éthique dans le jeu auto-référential de la créativité. Comment pouvons-nous penser un événement singulier caractérisé par la temporalité qui concerne notre existence? Pour y parvenir, nous dégagerons une anthropologie tirée d’une lecture de l’histoire de la philosophie qui nous permettra de penser l’être humain com m e un être créatif, plus particulièrement un être créatif de soi. Cette création de soi, cette autopoièse, nous la nommerons 1 ’ auto-référentialité (avec un a) pour marquer l’ouverture, un changement enraciné dans la totalité. Ainsi la totalité ou l’identité sera une reprise de soi en intégrant le changement. Le sujet n’est jamais ainsi le même quoiqu’il demeure toujours identique, c’est-à-dire un soi créateur en faisant l’exercice du jugement auto-réfléchissant qui est un jugement sans concept s’exerçant à partir du réel singulier. Pour mieux cerner le travail de la créativité dans le jugement, nous procéderons par variations eidétiques autour de la subjectivité et de chacun de ses modes (le corps, l’agir, le sentir et le dire), de l’épistémologie, de la métaphore, de l’herméneutique, de la dialectique, de l’intersubjectivité, de la santé et de l’éthique. Cette variation eidétique nous permettra de montrer que les lois de la subjectivité, de la santé et de l’éthique sont les mêmes. Elles sont celles de la créativité où quelque chose de nouveau émerge à partir du jugement auto-réfléchissant. C’est pourquoi, au cœur de la créativité, ce qui se joue, est un processus herméneutique qui relance constamment la créativité du jugement auto-réfléchissant. C’est le caractère auto-référential de la créativité et du jugement auto-réfléchissant. Devant les événements singuliers, nous devons exercer davantage un jugement auto-réfléchissant qu’un jugement déterminant. Si un tel jugement pose du nouveau, c’est également un jugement qui exerce une libération envers nos anciens jugements dans lesquels nous sommes empêtrés en raison de leurs succès antérieurs. Alors ces questions que l’éthique met de l’avant sont des portes d’entrée pour ressaisir notre existence créatrice; notre subjectivité. Alors le jugement en éthique appliquée apparaît comme un acte de création de soi, de santé et de valeur.
Vaz-Romero, Trueba Oriol. "El artista y el juguete : viajes al imaginario occidental desde la antigüedad al romanticismo." Paris 13, 2011. http://scbd-sto.univ-paris13.fr/secure/ederasme_th_2011_vaz_romero.pdf.
Full textPrat, Sébastien. "Le « jeu de la constance » et le plus « apparent vice de nostre nature » : constance et inconstance dans les Essais de Michel de Montaigne." Thesis, Paris 4, 2010. http://www.theses.fr/2010PA040076.
Full textThis thesis aims to emphasize in Montaigne’s Essays a little known aspect concerning the debate of constancy towards the end of the 16th. c. While the virtue of constancy becomes a philosophical issue of importance, favouring at the same time the stoic, Christian and civil ideals, we observe in Montaigne’s Essays, an insistence to underline a contradictory phenomenon; inconstancy. First, it is essential to demonstrate the dialogue that builds Montaigne’s work concerning the virtue of constancy, to finally establish the proper argumentation on inconstancy. With the intent to situate this debate concerning the virtue of constancy, we will refer primarily to the Hellenistic philosophies plundered by the Essays. We will present in the first part the origin and in the second part, the transfer of the debate. Montaigne’s scepticism happens to be destabilized, his stoicism is at the same time debated and rejected, his Epicureanism becoming a tool determining their truth. The second section of the thesis demonstrates that methodology of the Essays takes over the notion of inconstancy, notably through the “Distingo”, and its effects on the historical knowledge relating to prudential activities. We claim that the nature of the essay is to correct this error and thus give the right place to human inconstancy. We acknowledge the fact that inconstancy has a status of a pre-ethic condition which pushes the Essays to disrepute any human enterprise in the public sphere. However, this denial cast upon the public sphere does not lead us to reject any kind of ethical reflection. In the private sphere, the Essays construct ethical regulations: non repentance, diversion, vanity, experience...These aspects are all grounded in the ethical mode of the possible, (« Selon qu’on peut ») and at the same time contribute in redefining the magnitude of the soul by presenting a new order or a new conformity of action. We name the project ethic of inconstancy or ethic of indirection
Ho, Ai-Cheng. "Application du Taiji quan au jeu de l’acteur : conception et mise en pratique d’un training créatif." Electronic Thesis or Diss., Bourgogne Franche-Comté, 2022. http://www.theses.fr/2022UBFCC033.
Full textMy PhD research explores how Taiji quan can be applied as a valued tool to enhance the actor’s “creative self-awareness” and integrate it into the actor’s training. Taiji quan, a prominent practice in Chinese culture that fuses external exercise and internal technique, aims to coordinate and unify body and mind. Specially, I examine how the psychophysical technique of Taiji quan allows the actor to transfer his body-and-mind status to a higher level to increase his “scenic presence”, to maintain a “gap” between himself and his role to create universal emotions, and develop his perception with the outer world. In this way, I present how the actor elevates his consciousness to superior levels during the acting process and how the corporeal training of Taiji quan facilitates this transformation.The study aims to explore the diverse technique of Taiji quan in cultivating the actor’s consciousness through in-depth interviews, analysis of performances, the researcher’s practical experiences in theatre and Taiji quan, and experimental research with actors and theatre students. The study also endeavors to introduce this traditional practice into the domain of modern psychophysical acting, to develop a method that fuses Eastern and Western performance methodologies and enables actors to apply the technique to improve acting