• Title/Summary/Keyword: 기호론

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현대논리학적 단초들을 중심으로 한 라이프니츠 논리학의 이해

  • Ha, Byeong-Hak
    • Korean Journal of Logic
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    • v.2
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    • pp.91-118
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    • 1998
  • 라이프니츠는 일반적으로 현대논리학의 선각자라고 부른다. 그래서 라이프니츠 논리학에서는 현대 논리학을 이해함에 있어서 중요한 단초들을 발견할 수 있다. 라이프니츠의 논리학을 대표하는 개념으로는 흔히 보편수학, 보편기호학 그리고 논리연산학을 들곤한다. 라이프니츠의 보편수학의 이념은 연대 논리학이 논리학과 수학의 통일에서 출발할 수 있는 결정적인 근거를 제공했다. 이러한 현대 논리학의 출발에 있어서는 상이한 두 입장을 발견할 수 있는데, 부울, 슈레더의 논리대수학과 프레게의 논리학주의가 바로 그것이다. 이 두 입장은 "논리학과 수학의 통일"에 있어서는 공통적인 관심을 보이지만, 논리학의 본질을 라이프니츠의 보편기호학에서 찾느냐 또는 라이프니츠의 논리연산학에서 찾느냐에 따라 상이한 입장을 취한다. 이외에도 보편과학이나 조합술을 이해하지 않고는 라이프니츠 논리학에 대한 총체적인 시각을 갖기 힘들다. 이 두 개념은 특히 타과학이나 과학적 방법론과 관련지어 논리학이란 과연 무엇인가라는 논리철학적인 조명에 있어서 중요한 실마리를 제공한다.

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A Study on the Contextual Cognition of Space in Architecture (건축의 문맥론적 공간인식에 관한 연구)

  • 이용재
    • Korean Institute of Interior Design Journal
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    • no.36
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    • pp.30-36
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    • 2003
  • The purpose of this study is to analyze the contextual cognition of space in architecture focusing on Aldo Rossi and Michael Graves, the representative architects of spatial cognition in contextual architecture. This study on the contextual cognition of architectural space can be connected with linguistics and aesthetics's approaches. The conclusions of the study as per the above mentioned aims and intentions are as follows : The concept of spatial analysis in Aldo Rossi's contextual cognition in architecture is described the Analogical Space of Speculative Aesthetics by Diachronie Restoration That of Michael Graves' contextual cognition Is defined Semiotics Space of Empirical Aesthetics by Synchronie Repeatition.

Analysis of the Meaning of through the Application of Semiontics (기호학 적용을 통한 의 의미 분석)

  • Gwak, E-Sac
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.15-24
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    • 2014
  • Semiotics studies the structures and systems of all signs related to human life, thus being capable of analyzing games. "Playing games" can be deemed as an act of reading or interpreting games semiotically, which makes game producers "senders," games "texts," gamers "receivers," and gamers playing games "contexts." Since most games are in the multi-variable narrative format, however, it is not a frequent case that gamers interpret games in the ways intended by producers. This study thus set out to analyze and interpret the console game (2001) remembered as the same evaluation by many gamers in the way intended by the producer. For analysis, the study defined its story program by analyzing the plot and sequence. For semantic analysis, the study applied the Actor Model and the Semiotic Square Model to interpret . The process identified such codes as confrontation, assistance, collaboration, and control and confirmed that Ico and Yorda, non-subject characters, were transforming into subject ones. That is, tells a story of the main characters that used to lead a non-subject life earning lives of their own.

A Study on the Automated Methodology for Campus Network Design and Performance Analysis (캠퍼스 네트워크의 구성 및 성능분석 자동화 방법론)

  • 이종근
    • Proceedings of the Korea Society for Simulation Conference
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    • 1998.03a
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    • pp.21-26
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    • 1998
  • 본 연구는 Zeigler가 제시한 DEVS 모델링 및 시뮬레이션 방법론에 전문가 시스템 및 기호적 시뮬레이션기법등 다양한 추론기법들을 결합시킴에 의해, 캠퍼스 네트워크의 설계 및 성능분석 자동화 방법론과 도구의 개발을 주 목적으로 한다. 이를 위하여, 본 연구에서는 SES/MB를 이용하여 정보시스템의 구성설계 및 성능분석 자동화 방법론을 제시하였고, 캠퍼스 네트워크에 대한 사례 연구를 통하여 그 적용 가능성을 검토하였다. 기존의 연구들과의 차별성은 다음과 같이 요약된다; 첫째, 구성 전문가의 지식베이스를 활용한 구성 설계 자동화, 둘째, 해석적 기법이 아닌 시뮬레이션 기법을 이용한 성능분석, 셋째, 요구조전 및 제약조건들에 따른 행동궤적의 자동생성 및 이를 이용한 성능분석 자동화등을 들 수 있다.

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The Structure of Text and Spatial Image - Focused on the Signification and Dramatic Space of ${\ulcorner}$the Sea-gull${\lrcorner}$ - (텍스트와 공간이미지의 구조 - "갈매기" 의 극공간 구조와 의미작용을 중심으로 -)

  • 오경환
    • Archives of design research
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    • v.14 no.4
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    • pp.199-207
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    • 2001
  • The public performance of drama has essence to convert text to visual images as stage and to represent, inform such visual images. Visual image is formed through a space as stage. Stage is a dish to fill the texts and is the mother's womb of visual image. Namely, visual image of drama equals space image. The purpose of this study is a trial to grasp the structure and system represented through interpreting. Especially, the concerns of this study are not semiology of letter imported in image but spacial image text importing just contents of text and the process and contents grasping the structure and meaning of dramatic space. Finally, this study proposed 'the system of space embodiment'from the semiotic point of view as interpretation methodology of actual memorial, symbolic space.

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Harriot's algebraic symbol and the roots of equation (Harriot(1560-1621) 의 대수기호와 방정식의 근)

  • Shin, Kyung-Hee
    • Journal for History of Mathematics
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    • v.25 no.1
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    • pp.15-27
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    • 2012
  • Thomas Harriot(1560-1621) introduced a simplified notation for algebra. His fundamental research on the theory of equations was far ahead of that time. He invented certain symbols which are used today. Harriot treated all answers to solve equations equally whether positive or negative, real or imaginary. He did outstanding work on the solution of equations, recognizing negative roots and complex roots in a way that makes his solutions look like a present day solution. Since he published no mathematical work in his lifetime, his achievements were not recognized in mathematical history and mathematics education. In this paper, by comparing his works with Viete and Descartes those are mathematicians in the same age, I show his achievements in mathematics.

Mythologies of Design Thinking: Based on Roland Barthes's Mythologies (디자인 씽킹의 신화성 - 롤랑바르트 기호의 신화론을 배경으로)

  • Kim, Kyung-Won
    • 기호학연구
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    • no.57
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    • pp.7-26
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    • 2018
  • The purpose of this paper is to interpret the discourse on design thinking through the perspective of Roland Barthes' Mythologies. To this end, this paper will explore the mythologization process of design thinking using the methodological framework of Barthes, which structurally interprets the connotations produced using semiosis. Design thinking originally refers to a method which is used in the process of planning ideas about designs in order to create the final products for professional designs. However, design thinking has recently attracted more interest from the public because it has become known as a tool for solving various problems which exist outside of the field of design, such as social issues, management, and marketing strategies. Barthes points out that myths are used as a tool to deliver ideologies. He also emphasizes the importance of 'structural thinking'. It interprets the inherent connotative meanings more than the denotative meanings, which are explicitly shown. One of the most powerful ideologies which our society embraces today is creativity. Design thinking realizes the manifestation of creativity through a schematized process. This can be explained by considering design thinking as an icon that is specifically turned into a figuration to realize its objectness, in which a discourse for solving issues and social codes meet together and form a mythology. The mythologies that Barthes cites in his book refer to mythical values created by the cultural codes which humans have produced in our modern and contemporary age. The symbolic value of design thinking has become more important than the signifier which design thinking itself presents. This means that design thinking has become a sign that has mythical properties. In other words, the ideology of creativity embodied by design thinking has attained a mythological status, as it produces a new cultural code through innovation. The process of interpreting a phenomenon using the perspective of semiotics is an important tool that allows us to examine the concept of an object and its surroundings thoroughly. This paper attempts to expand the external scope of critical analysis about social phenomena by using the signs which continuously reveal themselves in common ideologies, such as design thinking, which has been gaining more popularity recently.

Peirce and the Problem of Symbols (퍼스와 상징의 문제)

  • Noh, Yang-jin
    • Journal of Korean Philosophical Society
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    • v.152
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    • pp.59-79
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    • 2019
  • The main purpose of this paper is to critically examine the intractable problems of Peirce's notion of 'symbol' as a higher and perfect mode of sign, and present a more appropriate account of the higher status of symbol from an experientialist perspective. Peirce distinguished between icon, index, and symbol, and suggested symbol to be a higher mode of sign, in that it additionally requires "interpretation." Within Peirce's picture, the matter of interpretation is to be explained in terms of "interpretant," while icon or index are not. However, Peirce's conception of "interpretant" itself remains fraught with intractable opacities, thereby leaving the nature of symbol in a misty conundrum. Drawing largely on the experientialist account of the nature and structure of symbolic experience, I try to explicate the complexity of symbol in terms of "the symbolic mapping." According to experientialism, our experience consists of two levels, i.e., physical and symbolic. Physical experience can be extended to symbolic level largely by means of "symbolic mapping," and yet is strongly constrained by physical experience. Symbolic mapping is the way in which we map part of certain physical experience onto some other area, thereby understanding the other area in terms of the mapped part of the physical experience. According to this account, all the signs, icon, index, and symbol a la Peirce, are constructed by way of symbolic mapping. While icon and index are constructed by mapping physical level experience onto some signifier(i.e. Peirce's "representamen"), symbol is constructed by mapping abstract level experience onto some signifier. Considering the experientialist account that abstract level of experience is constructed by way of symbolic mapping of physical level of experience, the symbolic mapping of abstract level of experience onto some other area is a secondary one. Thus, symbol, being constructed by way of secondary or more times mapping, becomes a higher level sign. This analysis is based on the idea that explaining the nature of sign is a matter of explaining that symbolic experience, leaving behind Peirce's realist conception of sign as a matter of an event or state of affairs out there. In conclusion, I suggest that this analysis will open up new possibilities for a more appropriate account of the nature of signs, beyond Peirce's complicated riddles.

A Research for Methodology of Culture Semiotics for Smart Healing Contents (스마트 힐링콘텐츠의 문화기호학적 방법론 연구)

  • Baik, Seung-Kuk;Yoon, En-Ho
    • Journal of Information Technology and Architecture
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    • v.11 no.3
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    • pp.347-357
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    • 2014
  • This research aims to suggest the possibility of functional culture contents based on interdisciplinary methodologies, especially for people who have Autism Spectrum Conditions, or those who have disabilities on express and receive gamsung (emotions). Recently, the development of application technologies in smartphones and tablet computers needs of functional culture contents, which are connected with the gamsung system. Moreover, the potential of marketplace of functional culture contents is emerging, as can be seen from the success of Augmentative and Alternative Communications (AAC) applications. Therefore, with the development of more applications that prevent and resolve Gamsung Disabilities anticipatively, there will be a positive economic effect of reducing back on intervention expenses as well as the construction of new contents ecosystem. So, in this research, we will attempt to make an approach of using the cultural semiotics methodology in finding attributes and features of applications that help to keep mental stability and balance for people with gamsung Disabilities. Particularly, this research will suggest an interdisciplinary theory on healing contents making methodology, using contents analysis; user interface (UI) analysis; and user experience (UX) analysis on existing smart healing applications.

Analysis on Starcraft Focused: Narratives and Mythologies (서사와 신화론을 중심으로 한 스타크래프트 분석)

  • Kim, Seo-Young;Park, Tae-Soon
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.117-129
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    • 2008
  • This analysis is intended to approach a computer game in the context of cultural-study theories. The semiotics can be applied to various area, and it is assumed to also applied to computer games. In semiotical background we tried to analyze the mythology of Starcraft mainly by using Propp's narratives theory and Brathes' mythologies theory. In the narratives of Starcraft, we fouind some simplified functions which penetrate the internal structure. And while most of the games having paradigmatic flow in narratives, Starcraft has syntagmatic flow mainly because of the function of network. With these conditions, we could find some mythologies in Starcraft : (1) naturalization of discipline and control, (2) time and space as resources, (3) deprivation of values of object.