• Title/Summary/Keyword: 그레마스 기호학

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Semiotic analysis focusing on protagonist and antagonist in the feature animation (장편애니메이션에서 프로타고니스트와 안타고니스트를 중심으로 하는 내러티브의 기호학적 분석 : <마당을 나온 암탉>을 중심으로)

  • Lee, Young Hun
    • Cartoon and Animation Studies
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    • s.33
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    • pp.79-97
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    • 2013
  • Animation is the aggregate of signs based on narrative. Algirdas Julien Greimas made structuralist frame and analyzed the meaning with it. Greimas's semiotics among the animated characters appearing in the conflict structure is suitable for the analysis and figure out the structure and meaning of the conflict which is hidden. Because Greimas Semiotic Square is suitable for apprehending meaning structure, it help for us to identify between characters and meaning that from character. Actantial Model help to apprehend power relations in structure between characters by axis of desire. This study search Greimas's semiotics and based on this analyse animation, . Also this study analyse conflicts between protagonist and antagonist with Greimas Semiotic Square after analysing narrative of like Vladimir Proof's folktale analysis. Unlike the protagonist's internal conflict, the antagonist's internal conflict moves the audience's emotions. Finally, this study analyse animation in the synchronic structure with the Actantial Model.

Discoursive Analysis of Starcraft;Focused on Greimas's Semiotics (스타크래프트에 대한 담화분석;그레마스의 구조생성기호학을 중심으로)

  • Park, Tae-Soon
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.135-145
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    • 2008
  • This paper tried to analyze Starcraft's multiplay by using especially Greimas's theory of discourse. Greimas's theory of semiotics is known as a useful tool of analyzing non-verbal text as well as verbal text. The discourse of Starcraft is continuously made by subject and anti-subject. This characteristic of discourse- not given completely made- is the prominent difference from discourses made from other media. The subject and anti-subject, as actively crossing the position of enunciator and enunciatee each other, dynamically make and complete the discourse.

Does Disney's Frozen offer a subversive feminine gender representation? Discussion based on Greimas's semiotic analysis (그레마스 기호학을 이용한 서사 분석의 문제 <겨울왕국>을 중심으로)

  • Joo, Hyoungil
    • Korean journal of communication and information
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    • v.76
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    • pp.7-30
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    • 2016
  • The purpose of this study is to review and criticize the articles that analyzed Frozen by using the semiotic method of Greimas. The study also aims to apply the semiotic method of Greimas correctly to find the deep structure of the narrative of Frozen. The results of the narrative analysis based on the actantial model and the semiotic square show that Frozen is not Elsa's heroic narrative but Anna's one. Because Elsa and Anna are the opposing elements in this narrative, the success of Anna is the failure of Elsa. Frozen does not convey the subversive message about the gender roles by representing an independent and active woman who resists the patriarchal discourse. Instead, Frozen reproduces the conformist ideology by saying that love is the most valuable thing and that everyone should accept the role given to him/her by the community.

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Detecting Interactive Elements from a Story for Interactive Animation through Semiotic Analysis (인터랙티브 애니메이션의 기호학적 분석을 통한 이야기의 상호작용 요소)

  • Suk, Hae-Jung
    • Cartoon and Animation Studies
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    • s.37
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    • pp.83-106
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    • 2014
  • The trends of smart devices and interactive media are demanding expansion of the form of Animation and there were some challenges to create interactive animation as completed contents. However, most of interactive storytelling with the branch structure do not meet the audiences' expectation and the use of distracters has even audiences' immersion drop down. This paper proposes 4 conditions for the completed interactive animation content. To suggest the way how to complete a story by the roles and actions of the audiences' participation, which is the most important one among 4 conditions above, this study has analyzed the story of . This interactive animation is considered as a successful case of interactive animation as an interactive contents with a completed story. This paper analyze the story with 20 functional narrative structure, semiotic rectangle and 'Actantial model' by Greimas in semiotics. Finally, this paper concludes 'what the interactive elements will be' and 'where the interactions will take place' in a traditional narrative structure through finding the answers of what the audience's role is.

The Meaning of Anthony Browne's Picture Book 'Gorilla' : Mainly about the Semiology of A.J. Greimas (앤서니 브라운 그림책 '고릴라' 의미연구:그레마스 기호학을 중심으로)

  • Kim, Young-Su
    • The Journal of the Korea Contents Association
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    • v.10 no.2
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    • pp.176-183
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    • 2010
  • Picture book is the artistic format to develop forms an organic relationship with text and illustration. Not only meaning which the text and illustration deliver from the picture book but understand the symbolic meaning can discover new enjoyment of reading picture book. Sees the text and illustration of the picture book at one unit which is put in indivisible relationship and analyzing in semeiology provides the viewpoint which is important in picture book comprehension. The Greimas's theory of signification leads and understands the interaction of the text and illustration of world-famous author Anthony Browne's picture book 'Gorilla'. In addition, analysing the structural connection with text and visual expression it approaches the integrated meaning of a story from a new point of view. From the researches of existing interpreted the Hanna and relationship of dad was simple being lonely but this research sees which there exists not only paternal love but also heterosexuality between Hanna and dad and could newly be interpreted with the viewpoint where heal the discord is principal.

Comparative Analysis on 「The Snow Queen」 and -Focusing on A.J. Greimas' semiology (「눈의 여왕」과 <겨울왕국>의 비교분석 -그레마스의 기호학을 중심으로)

  • Sung, Rea
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.211-220
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    • 2016
  • It is very common to produce fairytales, folktales, or fables into animations. If they often transform existing works into animations, we may have to examine how they change the original to communicate with the audience and also how they change the original's subject matter or theme to create meaning. The purpose of this study is to consider how the original's meaning and value were changed as Hans Christian Andersen's fairy tale, "The Snow Queen", was converted into an animation, , and also how it influenced the work itself. To attain the goal, this author is going to comparatively analyze the two works' narratives, actants, and semiotic squares by using A.J. Greimas' semiology. According to the findings, although "The Snow Queen" expresses the desire to go back to happy days in the past, it is not a simple return to the past but a stepwise process to become mature mentally as well as religiously. Meanwhile, intends to generate past-oriented meaning expressing the desire to return what is abnormal in the present to what was normal in the past and resolve the individual and religious aspects of "The Snow Queen" in a social and popular way.

The study on spatial analysis using the expressional characteristics of surrealism and semiotic approach - Focusing on Greimas' semiotic square - (Surrealism 표현특성과 기호학적 적용방법을 통한 공간분석 연구 - 그레마스의 기호사변형을 중심으로 -)

  • Ham, Bo-A;Lee, Chan
    • Korean Institute of Interior Design Journal
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    • v.18 no.6
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    • pp.44-51
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    • 2009
  • Various and complex cultural phenomena have led to many changes in the space. The concept of unconsciousness, among others, and experimental expression technique and the concepts from surrealism that rather attaches great importance to contingency than intentional attempt have been employed in the space. The abstract expression as expressional characteristics of surrealism makes the space ambiguous through the concept of automatism using the approach of indeterminism and double image expression, and represents the space providing diversity through the dualism. In contrast, objective expression, which was based on depaysement, generates the tension and expresses the dramatic situation in such a way and manner which are intentional, distorted transformed, together with heterogenous meanings aligned through the reversal appeared in the techniques of collage and paranoiac-critical method. However if such space accommodating the expressional characteristics of surrealism is approached as superficial concept in analyzing the human's inner consciousness and imaginary society, expression of the ultimate concept contained in the expressional characteristics of surrealism can hardly be achieved. Hence, the spatial analysis from the semiotic approach, instead of unilateral method aimed to convey the meaning only, which creates the signification, was adopted. The study, as effective approach to the space accommodating the expressional characteristics of surrealism, was intended systematically evaluate the concreteness of understanding and generation of meaning through the semiotic method. Greimas' semiotic square analysis to the space plays the important role in generating the spatial meaning, as well as is needed for objective analysis of the importance of various characteristics and methodology which the space contains through the expressional characteristics of surrealism.

구조생성기호학적 관점에서의 디지털게임의 의미생성방식 연구 - 스타크래프트, 리니지, 스페셜포스에 대한 분석을 중심으로 -

  • Park, Tae-Sun
    • 한국게임학회지
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    • v.6 no.1
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    • pp.41-43
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    • 2009
  • 게임에서의 텍스트를 추출하고 이를 분석하고자 하였다. 기본적으로 그레마스의 구조생성기호학을 활용하여 텍스트를 분석하고자 하였는데, 연구방법론에서는 현상학, 해석에서는 정신분석학의 이론에서도 도움을 받았다. 구체적인 분석대상으로는 온라인게임인 스타크래프트, 리니지, 스페셜포스를 선택하였다. 연구문제는 이들 세 게임의 의미생성방식에 대한 탐구로 구성되었다. 각 게임의 의미생성방식은 구조생성기호학의 세 가지 층위에서 구분되어 연구되었다. 즉, 심층구조, 기호-설화구조, 담화구조의 세층위로 전환, 발화되면서 점진적으로 의미가 풍성해지는 과정이 탐구되었다. 각 게임의 차이, 나아가 게임 장르간의 차이는 주로 심층 수준의 차이에서 기인한다고 보인다. 이들 게임의 주요 공통점이자, 다른 매체와의 차이점은 행동자 모델에서 두드러지는데, 바로 이용자가 스스로 주체의 위치를 점하게 되는 것이다. 상호작용성으로 대변되는 게임의 특성은 이용자의 텍스트로의 적극적인 개입을 할 수 있게끔 한다. 이러한 적극적인 개입은 이용자가 스스로 텍스트의 주체가 되도록 허용하는데, 주체가 된다고 함은 곧 스스로의 욕망을 직접 대상에 투사하면서 텍스트를 창출함을 의미한다. 바로 이러한 점이 게임의 의미생성방식의 큰 특징이며 다른 매체들과의 주요한 차이점이기도 하다. 더불어 게임이 우리 문화와 사회에 커다란 영향을 미칠 수 있는 기제임이 입증되는 것이기도 하다.

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Semiotics Approach to TV Advertisement of Disabled Model (장애인모델 TV광고에 대한 기호학적 분석)

  • Lee, Ji-Seok
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.327-335
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    • 2015
  • This study analyzed symbolically the TV advertisement of disabled model from the point of view of the advertising communication of the consumers. Depending on the characteristics of the semiotics square of Greimas, the flow of the value of consumption of people with TV advertisement of disabled model, protective value, non-protective value, existence value, non-existence value such as ${\infty}$ re-protective value in the presence value it will move the form. The results from this study showed that SK Telecom TV ad (wheelchair basketball) is existence value, the iPhone 4 (lovers) is non-protective value, Samsung Securities (campaign) is protective value and Sonata automotive TV ad (Sonata Touchable Music Sheet) shows the non-existence value.

Semiotics Approach to Win-win Cooperation of Large and Small Business (대·중소기업 상생협력의 기호학적 분석)

  • Lee, Ji-Seok
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.377-386
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    • 2016
  • This study analyzed symbolically the win-win cooperation(or win-win growth) policies and laws of large and small business to Roland Barthes and Greimas's semiotics model, and suggested that the company win-win ecosystem(cooperation) and sanggeuk(competition) shoule from a mutual harmony and balance rather than being separated from eace other like yin(-) and yang(+) theory. The results of these studies, unlike the coexistence cooperation Promotion Law of large and small business is the original intent in the ecosystem of companies, there will also be acting as a regulatory rather to officials of large and small business. In this study, because it is limited to the analysis of large and small business win-win cooperation policies and laws, it must be supported in the future of the specific empirical research.