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Series «Modern Linguistic and Methodical-and-Didactic Researches» Issue № 4 (15), 2016

8.Shahovskij V. I. Lingvisticheskaja teorija jemocij: Monografija. — M.: Gnozis, 2008.

416 s.

9.Fomina, Sinaida. Emotionskonzepte und ihre sprachliche Darstellung in deutschsprachigen und russischen literarischen Texten. - Am Beispiel der deutschen, österreichischen, schweizerischen und russischen Literatur //In: Hrsg. Rudolf Muhr. Frankfurt am Main, Berlin,

Bern u.a.: Peter Lang. Europäischer Verlag der Wissenschaften, Band 4, 2006. - S. 375-403

10.Fomina Z.Ye. Jemocional'nye koncepty i ih verbal'naja reprezentacija v hudozhestvennoj kartine mira [na primere russkih, nemeckih, avstrijskih i shvejcarskih literaturnyh proizvedenij) // Nauchnyj vestnik Voronezh.gos.arh.-stroit. Un-ta. Sovre-mennye lingvisticheskie i metodiko-didakticheskie issledovanija. – 2004. – vyp. 1. – S. 46-64.

11.Fomina Z.Ye. Jemocional'nye koncepty v russkoj, nemeckoj, avstrijskoj i shvejcarskoj hudozhestvennoj kartine mira [kollektivnaja monografija) // Lingvokonceptologija: perspektivnye napravlenija « Luganskij nacional'nyj universitet imeni Tarasa Shevchenko,

Lugansk, Ukraina, 2013 g. –S. 247-274 [soavtory: A.Je. Levickij, O.P.Vorob'eva, V.K. Shherbin i dr.).

12.Fomina S.E. Emotional wertende Lexik der deutschen Gegenwartssprache. W.: Istoki, 1999. – 208 S.

13.Muhr R. Die österreichische Literatursprache – wie entstehen die Normen einer plurizentrischen Standartsprache? // Österreichisches Deutsch / hrsg. Von R.Muhr. Wien,

1997– S.88-118.

14.Paier G. Menschen im Übergang : Österreichbilder und nationale Identität von Exund NeuösterreicherInnen. Graz, Univ., Dipl.-Arb., 1996.

15.Fomina Z.Ye., Lavrinenko I.Ju. Jemocional'nyj koncept happiness [schast'e) v filosofskoj kartine mira F.Bjekona [na materiale povesti F.Bjekona «novaja Atlanti-da»). Vestnik

Nizhegorodskogo gosudarstvennogo lingvisticheskogo universiteta im. N.A. Dobroljubova. – 2011. – vyp. 16. – S.45-58.

16.Fomina Z.Ye., Lavrinenko I.Ju. Kognitivnye strategii kak mental'nye deter-minanty pri jazykovoj ob#ektivacii konceptov razuma i chuvstva v filosofskom diskurse F. Bjekona / Z.Ye.Fomina, I.Ju.Lavrinenko // Nauchnyj vestnik Voronezh.gos.arh.-stroit. Un-ta. Sovremennye lingvisticheskie i metodiko-didakticheskie issledovanija. – 2014. – vyp. 1 [21). – S. 23-38.

17.D.Gilbert. «Stumbling on Happiness». Random House, 2006. – 277 s.

18.C.Besser-Siegmund, M.Rathschlag „Mit Freude läuft’s besser– Durch wingwave po- si-tive Emotionen fördern und Leistung steigern“. Junfermann Verlag Paderborn, 2013. – 120 s.

19.Goulman. D. Jemocional'nyj intellekt. Izd-vo: M.: AST, - 2011. - 464 s.

 

 

 

 

Analyzed sources

 

 

 

1*.

Gaseta Der Standart.- URL: http://derstandard.at/ (vremja obrashchenija –

10.10.2016)

 

 

 

 

 

 

 

2*. Gaseta Kleine Zeitung. -

URL: http://www.kleinezeitung.at/(vremja obrashchenija –

15.10.2016)

 

 

 

 

 

 

 

3*. Trummer H.Versuch, sich am Eis zu wärmen. S. 91.

 

 

 

4*. Branstätter A. Österreichische Erzählungen des 20.Jahrhunderts, S.13.

 

 

5*. Hesse H. Narziß und Goldmund. Berlin: Aufbau –Verlag, 1972. – 333 S.

 

 

6*.

Jelektronnaja

bilingvaljnaja

platforma

Parisberlinweb.

-

URL:

www.parisberlinmag.com (vremja obrashchenija – 10.10.2016)

 

 

 

7*.

Buero

puteschestvij.

- URL:

http://www.vertraeglich-reisen.de/regionen/?469

(vremja obrashchenija – 12.10.2016)

 

 

 

 

8*.

Nesavisimaja detskaja stranitsa. - URL: http://www.kidsweb.de (vremja

obrashchenija – 15.10.2016)

 

 

 

 

 

 

 

 

 

 

 

24

 

 

 

Series «Modern Linguistic and Methodical-and-Didactic Researches» Issue № 4 (15), 2016

9*. Internetkatalog. - URL: http://web.de/magazine/sport 10. Juli 2016 (vremja obrashchenija – 11.10.2016)

10*. Stschastje I blashenstvo. - URL: www.glueckundseligkeit.de/ (vremja obrashchenija

– 10.10.2016)

11*. Gaseta Hojte. - URL: http://www.heute.at (vremja obrashchenija – 10.10.2016) 12*. Nesavisimaja detskaja stranitsa -

URL:http://www.kidsweb.de/gesundheits_spezial/was_ist_glueck.html (vremja obrashchenija – 10.10.2016)

Dictionaries used

1**. Avstrija. Lingvostranovedcheskij slovar'. Muravleva N.V., Muravleva E.N. 2003.

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Series «Modern Linguistic and Methodical-and-Didactic Researches» Issue № 4 (15), 2016

UDC 802.0 : 625.712

Voronezh State Technical University Senior Teacher of the Chair

of Foreign Languages

Liliya Nicolayevna Kriatchko e-mail: liliyankriatchko@mail.ru

L.N. Kriatchko

THE CONCEPT "MODERN CITY" IN MAN'S INFORMATION

AND COMMUNICATION ENVIRONMENT

BASED ON THE MATERIAL OF ENGLISH FICTION)

This article centres round the means of the objectification of the technological realities that create the information and communication environment of a modern city dweller, which is reflected in the modern English fiction contexts. The main focus is on the names of the computer means of communication that are used broadly by modern citizens. According to the research the computer realities are objectified both by the names of the computer electronic devices described in the fiction works and by the names of their parts, related devices, and products. The means of the objectification also include some terminological verbs. As a result of the research the authors come to the conclusion that the 21st century language personality’s thesaurus is rich in terms of the sublanguage of the information technology alongside with the common language lexical units.

Key words: phenomenon “Сity”, modern English fiction world picture, nominations of the technological realities, names of the computer means of communication, information and communication environment of man, language personality.

The concept “City” is a multifaceted phenomenon. If one paid one’s attention to this or that aspect associated with this concept, every time one regarded it, the process would be endless. This concept is as complex and multicolored as life itself, while being one of its manifestations.

In the modern world in general as well as in the modern city in particular the newest and long history technical achievements play an important role. Every minute a present-day city dweller uses technics at home (home appliances, means of communication), outside (traffic), at work (office equipment, factory machinery). Today, such factors as a high level of technology, its prevalence and wide availability determine people’s way of life; help them to solve their different problems, being at the same time the source of new problems in their life.

According to S.G. Ter-Minasova: “During the period of his existence, with the help of science and technology, man … has overcome the distance barrier, has developed the constantly growing communication network, has discovered and continue discovering new forms of communication (radio, telephone, television, computer …). Our planet that seemed immense and boundless to our ancestors, with its abundant forests and lands, has shrunk unexpectedly in size, has become visible, measured and studied, and whether a caressing, or a pejorative label - the Worldwide and Global Village – is already trying to stick to it... today the problems have risen very sharply for different cultural and historical reasons - good and bad [1, p. 7-9].

__________________

© Kriatchko L.N., 2016

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Series «Modern Linguistic and Methodical-and-Didactic Researches» Issue № 4 (15), 2016

As “good” reasons professor Ter-Minasova regards: scientific and technological progress, the miracle of the Internet, the wonders of the communication, the possibility to contact with any place on our planet by a mobile phone, computer, television or radio, the interethnic, intercultural, interpersonal communication (without visas, boundaries, and almost without any political or even economic barriers) and etc. [1, p. 9]..

Among the “bad” reasons she mentions the geopolitical cataclysms caused by the unprecedented displacement and mixing of peoples (refugees, migrants, displaced people), language and cultural problems that result in discontent, ethnic clashes and bloodshed [1, p. 9].

Thus, on the one hand the development of technology extends human capabilities, making the impossible things possible. On the other hand, it requires the solution of difficult problems affecting the life of a big city as well.

The article under consideration regards the phenomenon "City" in the English fiction contexts from the point of view of its computer-technical constituent. It aims at identifying the lexical means of the objectification of the computer means of communication used by modern city dwellers. The article also aims at the classification and quantitative analysis of these lexical units.

The novels by the contemporary American writer Walter Jon Williams "This is not a game", first published in 2009, and the novel by the Australian writer Elizabeth Jolie "Cabin Fever" published in 1990, served as a material of the research. The examples used in this article were limited by those from W. J. Williams’s novel.

The research showed that on the pages of the English fiction contexts, correlated with the phenomenon "City", there are numerous nominations of the computer means of communication of a modern city.

In addition, our research revealed a group of the verbs of the specific semantics, which function in the information and technology sphere of the human activity. They nominate the activities and processes associated with the computer means of the information communication.

Having analyzed the selected lexical units obtained in the research, with the help of which the computer means of communication are objectified, we came to the conclusion that in this article they can be represented as a part of the complex field lexical and semantic model of the information and communication environment of man.

"Getting to know the objective world man tends to consider the subject being studied from the inside and from the outside, to touch it with his hands, and if necessary, to hear, smell, or taste, in a word, to perceive it with all the five senses. But there are many objects of the external world, which are not available to direct human perception because of their size, location and nature of operation. By creating mental images of these objects, knowing their type and constitution, man still tends to see them, to make them observable, localized within the field of his view. To do this, he creates their material copies - models... The language system is placed in the brain of the speaking people. Its storage and use in the process of speech making refer to unobservable entities at the present state of science development. To understand the language system linguists generally refer to modeling" [2, p. 11].

The field lexical and semantic model of the information and communication environment of man in a modern city (Figure 1) includes three fields of nnominations:

1)the names of the computer means of communication,

2)the names of the telephone means of communication,

3)the names of the other means of communication.

In this article the research is limited by the analysis of the lexical units included in the field of the names of the computer means of communication only.

In our opinion, the lexical units researched satisfy the fundamental principles of the organization of the field linguistic model advanced by A.V. Bondarko:

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Series «Modern Linguistic and Methodical-and-Didactic Researches» Issue № 4 (15), 2016

-in the group of the names of the computer means of communication, formed according to the thematic principle, the lexical and semantic core and the periphery are clearly traced;

-the lexical units being researched are characterized by the common semantic function that they perform [2 , p. 14].

The core of the field of the names of the computer realities, revealed during the study of the English fiction contexts, is formed by the names of the main electronic computer devices mentioned: computer, terminal. The names of the parts of these devices, their products and related devices as well as a number of some terminological verbs belong to the periphery of the field.

Figure. 1

Field lexical and semantic model of the information and communication environment of man in a modern city.

Computer terminal

Computer virus

Cell

 

 

 

 

phon

Computer

 

e

Download

 

ИИИИInternet

 

Names of the telephone

Names of the computer

 

 

means of communication

means of communication

 

 

 

EmailЭЭ

Computer games

ККК

Ringtone

Screen

Names of the other

Р

Radio

means of

 

communication

 

Спутник

 

Satellite

 

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Series «Modern Linguistic and Methodical-and-Didactic Researches» Issue № 4 (15), 2016

The lexical units under consideration are united by a common function- the nomination of the realities which are the means of the computer communication of a modern city.

So, let us turn to the consideration of t h e n a m e s o f t h e c o m p u t e r m e a n s o f c o m m u n i c a t i o n o f a m o d e r n c i t y .

The analysis of the contexts researched revealed that it is the computer that plays an important part in everyday life of modern city dwellers in the English fiction picture of the world. The computer is objectified by the following lexical units: computer, PC in the given contexts. Example:

Dagmar’s job was to create games for a world-wide audience. Not games for t h e P C or the Xbox that gamers played at home, and not the kinds of games where online players entered a fantasy world in order to have adventures, then left that world and went about their lives [1*, p. 12].

“Let’s try this,” BJ said. “Try restarting your c o m p u t e r . If you still have a problem, call me back.” [1*, p. 57].

The importance of the computer in a modern city is also confirmed by the fact that the contexts researched objectify this technical device by not only its direct name, but also by the names of its numerous parts, related devices and products.

The names of the computer parts include: screen or monitor, Caps Lock key, keyboard, and software. Example:

… they majored in computer science. They spent a lot of their time staring into s c r e e n s , and computer games had a limited appeal for eyes that were already weary of looking at 525-line images [1*, p. 65].

“Your email program won’t respond to the password? Indulge me for a moment – have you checked to see if t h e C a p s L o c k k e y is on?” [1*, p. 57].

The squat woman turned to her k e y b o a r d , her fingers held straight and flat in the way used by women with long nails [1*, p. 9].

“If you have the right s o f t w a r e , you can convert a s o u n d f i l e into a ringtone and download it from your own computer, but we don’t provide that service” [1*, p. 56].

Sound file can also be attributed to the names of the computer parts. In addition, the category of the names of the computer parts includes batteries and miniturbines. These lexical units name the realities used for charging the computer (or cell phone). Example:

“The power supply may be erratic, so keep your cell phone and your computer charged.

Buy extra b a t t e r i e s if you can – or make sure your m i n i t u r b i n e s have extra fuel.” “My phone doesn’t have m i n i t u r b i n e s .”

“Then charge it every time you can ...” [1*, p. 63].

To the category of the nominations of the computer related devices we attribute console, Xbox and T1 connection. The latter names the reality which is defined as a duplex digital channel designed specifically for high-speed transmission of digital signals [3, p. 14]. Example:

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Series «Modern Linguistic and Methodical-and-Didactic Researches» Issue № 4 (15), 2016

World culture was available to anyone with T 1 c o n n e c t i o n , and the local people downloaded it, wrung it for meaning, remixed it, rebranded it, uploaded it, and broadcast it onto the street from speakers mounted on the facades of music stores, from off-brand MP3 players, from speakers in taxi cabs, from podcasts and webcasts and radio and audio streamed from thousands of sources … [1*, p. 28].

She‘d seen him hunched over a c o n s o l e in computer lab, squinting into Advanced D&D manuals and loping around the Caltech us in a faded Hawaiian shirt, stained Dockers, and flip flops [1*, p. 16].

The contexts under consideration also objectify console by the name of its part - control-

ler.

The screen was full of chaotic movement, explosions, the clash of weapons. BJ’s fingers danced over t h e c o n t r o l l e r [1*, p. 56].

In our opinion the use of the verb dance in a figurative sense in the last example shows the enthusiasm with which the character plays a computer game, and the fact that this activity is usual for him.

The category of the nominations of the related devices includes the names of some storage devices and a data stick. The contexts researched describe the storage devices of a wide variety of configurations: sticks, slabs, buttons.

The wide use of the computer in a modern city is illustrated by the following example which not only highlights a large number and a variety of the storage symbols offered, but also reveals the fact that they are used as a basis for the representation of the popular symbols of the mass culture. Example:

Beneath the glass counter were interchangeable plastic cartridges of fuel for miniturbines and a lot of cheap m e m o r y s t o r a g e , sticks and slabs, and buttons with pop culture symbols: peace signs, the faces of pop stars and anime characters, popular heroes like Bruce Lee, Che Guevara, and Osama bin Laden, and of course the ubiquitous Playboy rabbit [1*, p. 27].

The names of the computer products include the following: Internet, email, computer games, web sites, online auctions, virtual objects, podcasts and webcasts. The realities named by these lexical units were created on the basis of the computer and function in the virtual space of this machine.

First of all, it is necessary to consider the means of the verbalization of the worldwide network. In the English fiction contexts, correlated with the phenomenon "City", this reality is represented by the lexical units online and Internet, as well as by the proper name of one of its elements: Google Earth - the site that allows the users to rotate the planet in the screen as it would be desirable to them [4, p. 1]. Example:

“I’m looking at a satellite picture of your hotel on G o o g l e E a r t h ,” Zan said, … [1*, p. 51].

Dagmar saw the Sheraton and the Aspac glowing on the horizon, found their numbers o n l i n e , and called [1*, p. 10].

The fact that this store existed at all told her that most Indonesians still made do with dialup, assuming that they had I n t e r n e t at all [1*, p. 27].

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Series «Modern Linguistic and Methodical-and-Didactic Researches» Issue № 4 (15), 2016

In the contexts analyzed the email is objectified by both the name of the reality itself (email, mail) and the name of the electronic mailbox for the incoming mail (in-box) [5, p. 1]. Example:

… she went to her room, booted her ultrathin computer and checked her e m a i l [1*, p. 50].

Coded messages would appear in your i n - b o x [1*, p. 13].

As it can be seen from the previous example, the reality is also verbalized by the names of its products: messages and spam. Example:

…She wiped out s p a m , answered some routine queries, and sent m e s s a g e s to friends about her situation [1*, p. 50].

The English fiction contexts, correlated with the phenomenon "City", contain the various names of computer games. In addition to the names of a general nature (games, computer games, online games), there are the names like RPG - role playing game, MMORPG - a massively multi-player online role-playing game. It should be noted that in the contexts regarded both the full names and the abbreviations can be found. Example:

A m a s s i v e l y m u l t i - p l a y e r o n l i n e r o l e - p l a y i n g g a m e that burned through their funding in the development stage. They were just about to do the beta release when their bank foreclosed on them and found that all they’d repossessed was a lease on an office and a bunch of software they didn’t have a clue about [1*, p. 17].

“It’s an alternate history R P G ”, Charlie said [1*, p. 18].

The name of the virtual Grab button acts as a nomination of an element of a computer game in the novel. Example:

BJ clicked t h e G r a b b u t t o n … [1*, p. 58].

As it was already mentioned, the names of the computer products include Web site, online site, auction and virtual items. The English fiction contexts show that Online site and Web site demonstrate a close connection with online auction in the form of such nomination as auction site, which is obvious from the following example: Example:

It was against the rules of the World of Cinnabar for money to be exchanged for these v i r - t u a l i t e m s , but there was no practical way for game administrators – or those of any other MMORPG – to police e B a y or the many other a u c t i o n s i t e s [1*, c. 59].

Apparently, the online auction is also verbalized by its proper name eBay in the contexts researched.

The example mentioned above carries the name of virtual items that exist in the Internet space. As it was already said, the nomination virtual items can also be included in the category of the names of the computer products.

The category of the names of computer products comprises such realities as podcasts and webcasts. Podcasts are called the record of audio or video information with the followed listening or showing - broadcasting on one’s own website or blog [6, p. 1]. Webcasts are the video material placed in the network, which can be viewed at any convenient time using any selected display device [7, p. 1]. See the example above.

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Series «Modern Linguistic and Methodical-and-Didactic Researches» Issue № 4 (15), 2016

The names of the computer means of communication also include the terminal in a music store used to download music. Example:

There was a row of t e r m i n a l s where customers could download music into portable storage for transfer into whatever media later suited them [1*, p. 27].

In addition to its direct name the computer terminal is objectified by the names of its parts: headphones, directory, monitor in the fiction contexts regarded. Example:

She went to one of the terminals where a pair of h e a d p h o n e s waited. She took off her faux panama, stashed it atop t h e m o n i t o r , and put on h e a d p h o n e s that smelled faintly of someone else’s sweat. The instructions were in Javanese but she managed to call up a d i r e c t o r y and began to sample what was on offer. [1*, p. 27].

The diversity of the names of the computer means of communication reflected in the English fiction contexts is represented by the quantitative data, indicated in the table.

Table 1.

The quantitative ratio of the names of the computer means of communication, their parts, related devices and products, reflected in the English fiction texts

with the description of the phenomenon "City"

Device name

Quantity, units.

1

Computer, PC

11

 

Computer Parts Names

 

2

Software

5

3

Keyboard

4

4

Batteries

4

5

Screen

3

6

Miniturbines

2

7

Caps Lock key

1

8

Sound file

1

 

Related Devices Names

 

9

Console, Xbox

3

10

Memory storage, data stick

3

11

Controller

1

12

T1 connection

1

 

Computer Products Names

 

13

Computer games, RPG, online games, a massively multi-

10

 

player online role-playing games, games, MMORPG

 

14

Mail, email, in-box

7

15

Online, Internet

4

16

Messages.

2

17

Auction, eBay.

2

18

Auction site, online poker site.

2

19

Email program.

1

20

Google Earth

1

21

Spam

1

22

Grab button

1

 

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Series «Modern Linguistic and Methodical-and-Didactic Researches» Issue № 4 (15), 2016

23

Virtual items

1

24

Podcasts

1

25

Webcasts

1

 

Device name

 

26

Terminal

4

 

Terminal Parts

 

27

Headphones.

2

28

Monitor

1

29

Directory

1

 

Total

81

As it can be seen from the table, the names of the means of the computer communication of a modern city are represented widely on the pages of the English novels, correlated with the phenomenon "City" (81 units). The names of such realities as computer (11 units), computer games (10 units), email (7 units) are the most frequently mentioned. Actually, these are the most popular means of the computer communication in the modern world. The high quantitative indicator is also achieved by a variety of parts, related devices and products of the computer and computer terminal, mentioned in the text.

As it was mentioned above, the study of the English fiction contexts correlated with the phenomenon "City, showed that not only the noun forms but also the verb ones serve as the means of the objectification of the computer means of communication. The article revealed a g r o u p o f t h e v e r b s t h a t f u n c t i o n i n t h e f i e l d o f t h e c o m p u t e r c o m - m u n i c a t i o n i n p a r t i c u l a r . The group includes the following verbs:

download, upload, load, restart, mouse, click, google, boot, scan. Example:

A balloon appeared in a corner of the screen. BJ m o u s e d to the balloon … [1*, p. 57].

She g o o g l e d a list of Jakarta hotels, found a five-star place called the Royal Jakarta, and booked a room at a not-quite-extortionate rate [1*, p. 10].

When regarding the whole complex of the lexical units researched one may come to a conclusion on their specific nature. In fact, these lexemes are the technical terms that fitted organically into the fiction discourse. The question is what language personality stands behind the contexts analyzed?

In accord with Y.N. Karaulov’s definition the language personality "is a personality expressed in the language (the texts) and through the language, reconstructed in his/her main features on the basis of the language means" [9, p. 38].

Y.N. Karaulov asserts that the language personality’s main features include "the hierarchy of meanings and values in its picture of the world, in its thesaurus" [7, p. 36].

Any individual language personality’s picture of the world is unique. At the same time, the language personality is also understood as a certain cumulative image of a native speaker belonging to a definite cultural era. His picture of the world and thesaurus has something common that is inherent in a given cultural and linguistic community [9, p. 35, 36].

On the one hand, the nature of the language personality that stands behind the contexts researched is influenced by the specific features of the main characters of the analyzed novel. For example, Dan and Dagmar – the characters of the novel “This is not a Game” – are professional programmers. On the other hand, the novel contains the repeated confirmation of the fact that the terminology of the information technology sublanguage is widely used by the ordinary speakers who are not professionals in everyday life.

33