• Title/Summary/Keyword: 기호학적 의미

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남성화장품 광고에 나타난 소비가치와 의미변화 분석

  • 박길순;박수진
    • Proceedings of the Korea Society of Costume Conference
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    • 2003.05a
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    • pp.38-38
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    • 2003
  • 본 연구는 남성에 대한 인식이 변화하고 외모에 대한 남성들의 관심이 증가되고 있는 사회적 상황에서 사회적 배경에 따라 남성의 메이크업문화가 형성되어온 과정을 고찰하고 사회의 의식, 가치, 이념을 반영하면서 새로운 것을 창조하는 사회 문화적 기능을 수행한다고 할 수 있는 남성화장품 광고를 중심으로 가치관과 사회적 의미의 변화를 고찰, 분석하는데 그 목적이 있다. 남성의 메이크업문화를 분석하기 위해 질적인 연구방법인 문헌고찰을 통해 시대적 배경을 고찰하였으며 화장품광고 텍스트를 분석하는데는 내용분석과 기호학적 분석을 실시함으로써 결과를 객관화 하고자 하였다.

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A Semiotic In-depth Analysis of the Children's Picture Book : "Who Pooped on My Head?" (그림책 "누가 내 머리에 똥 쌌어?" 의 심층의미 분석 - Greimas기호학을 중심으로 -)

  • Chang, Sung Dan;Lee, Ju Lie
    • Korean Journal of Childcare and Education
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    • v.9 no.2
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    • pp.263-283
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    • 2013
  • This study analyzed picture book "Who Pooped on my Head?" by using semiotic theories and considered involved meaning of the text. Because characteristics of children's development and picture book should be in harmony, it is necessary to understand the text in-depth. As a result of analysis, the text helps psychological stability and contains the meaning and value that guides children into social value or norm. Analyzing the text by using Greimas' Semiotic square, the meaning that following bowel movement standard is socially established behavior was involved. It seems that giving up instinct and accepting standard are process to extend thought. In conclusion, this study confirmed that the meaning and value that support cognitive and emotional development was contained in the picture book, "Who Pooped on my Head?".

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.

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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The Meanings of Black and White Represented by Dress - Focused on Semiotic Analysis - (복식에 나타난 흑색과 백색의 의미 - 기호학적 분석을 중심으로 -)

  • Lee, Young-Hae;Choi, Sun-Hyung;Kang, Soon-Che
    • Journal of the Korean Society of Costume
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    • v.58 no.3
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    • pp.49-62
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    • 2008
  • The purpose of this study was to analyze the signification system between color and clothes systematically in black and white clothes. For this purpose, after examining the images of black and white clothes, we selected 55 clothes that represented as black and white and analyzed their meanings and the sources using semiotic framework, based on the work of Saussure and Barthes. The results as follows: First, the meaning in black and white clothes was generated from original color image. White clothes of religious person like Virgin Mary, Angel expressed pure and sacred color image. And black clothes like funeral dress expressed grief and death. Next, the meaning of black and white clothes was regenerated into modern color image by new environment. After industrial revolution, black was considered as a traditional men's fashion color. With diverse leisure activities, white sports wear appeared as active and clean image. Finally the source of the meaning of the clothes was the designer or the wearer. A little black dress by Chanel who was interested in simplicity and function represents an ideal of simple and sexy object. The situation is complicated by the fact that these three kinds of explanation may be found singly or mixed together.

A Study on Digital Device Advertising using Semiotics Analysis (지털 디바이스 광고의 기호학적 분석 연구)

  • Jeong, Bong-Keum;Lee, Bu-Hyoung
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.351-355
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    • 2006
  • 1990년대 후반 이후 등장한 N세대 N generation라는 신조어는 넓게는 '10대 후반과 20대 초반의 새로운 세대'라는 'new'의 개념에서의 N세대 new generation를, 좁게는 '네트워크 network를 자유자재로 다루는 세대' 또는 '네트워크 속에서 생활하는 세대' 라는 '디지털 유저 digital user'의 개념에서의 N세대 network generation를 의미한다. 다시 말해, N세대는 디지털 디바이스의 정보와 지식을 바탕으로 자유롭게 디지털 세상을 넘나드는 젊은 디지털 유저 층이다. 본 연구의 목적은 디지털 디바이스 프로덕트 광고의 한 사례를 기호학적으로 분석하여 '"디지털 디바이스+ N세대=디지털 코드"라는 광고공식'과 '외연과 내연이 합해져 "기술적 시니피앙과 감성적 시니피에"의 상호작용적 조합 interaction'을 찾아보는 것에 있다. 여기서는 광고 분석의 사례로써 삼성 KENOX V4 광고를 이용한다. KENOX V4 는 N세대를 겨냥한 디지털 디바이스 프로덕트이며, 이 광고는 '외국 브랜드를 제압하는 의미의 V'라는 코드를 사용하고 있다. 자기만의 주장을 당당하게 할 줄 아는 N세대가 소년기에 가졌던 한국이라는 자부심이 그가 성인기에 들어선 이후에도 V라는 승리의 표상으로 나타나고 있는 것이다. V4 광고의 이미지는 N세대를 상징하는 강력한 '디지털 코드digital code'를 담아내고 있으며, 그 V4의 메시지는 '4백만 화소'라는 '기술적 시니피앙 technological significant'과 '4가지 승리'라는 '감성적 시니피에 emotional signifie'의 상호작용적 조합을 구성하고 있다.

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Physical Modelling for Consistent Reasonable Thought and Stock-Price Flow Patterns (합리적 생각의 물리적 모델링과 주가 흐름 패턴 분석)

  • Park, Sangup
    • New Physics: Sae Mulli
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    • v.68 no.12
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    • pp.1364-1373
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    • 2018
  • A recognizable form having meaning is called a sign in semiotics. The sign is transformed into a physical counter form in this work. Its internal structure is restricted on the linguistic concept structure. We borrow the concept of a mathematical function from the utility function of a rational personal in the economy. Universalizing the utility function by introducing the consistency of independency on the manner of construction, we construct the probability. We introduce a random variable for the probability and join it to a position variable. Thus, we propose a physical sign and its serial changes in the forms of stochastic equations. The equations estimate three patterns (jumping, drifting, diffusing) of possible solutions, and we find them in the one-day stock-price flow. The periods of jumping, drifting and diffusing were about 2, 3.5, and 6 minutes for the Kia stock on 11/05/2014. Also, the semiotic sign (icon, index, symbol) can be expected from the equations.

School Uniform Advertising, Sexuality, and Cross-Cultural Implication (교복 광고, 섹슈얼리티와 문화간 함의)

  • An, KyoungHee;Baek, Seon-Gi
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.609-623
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    • 2017
  • This study intends to find the meaning of signs' configuration in Korean and British school uniform advertisements, to investigate through reproduction of such signs what influences on students' identity issues are, and to discover the cultural significance of the both nations by analysing sexuality discourses around these ads. The authors apply semiotic analysis methods such as two-stage meaning structure and critical discourse analysis. The research subjects are School uniform advertisements of both in South Korea and in the UK. Through this study, women objectification, the power imbalances between men and women, and child erotica were revealed, and also the uniforms of the meaning and value turned out to be distorted. In addition, on the basis of critical discourse analysis, two nations' school uniform ads, which heavily focused on sexual objectification and commercialism, transformed aspects of unusual esthetic value, reminded of Lolita fantasy, implied wrong justification of deviant sexual orientation, and, caused Korean and British students the confusion of sexual identity and values.

Letters and Expressions in View of Semiotic (기호학 관점에서의 문자와 식 분석)

  • 김선희;이종희
    • School Mathematics
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    • v.5 no.1
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    • pp.59-76
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    • 2003
  • Algebraic signs are important on learning and problem solving of algebra. This study investigated the contents of letters and expressions in textbooks by syntactics, semantics and pragmatics, and considered the introduction and extension processes of algebraic signs didactically. We also categorized the signs, and looked into textbook problems in view of semiotic. The result is that textbook is constructed in syntactics and semantics. Finally, the assessment of 7th grade students' competence in syntactics, semantics, syntactics+- semantics, pragmatics, and problem solving shows that students' ability in syntactics and pragmatics Is a predictive variable for algebraic problem solving.

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A Semiotic Study on the Background Color of Fantasy Game (판타지 게임 배경 색채에 대한 기호학적 연구)

  • Lim, Cholong;Paik, Chul-Ho
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.49-58
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    • 2018
  • This study analyzes semiotic aspects of game concept art which is developed considering individual 's color experience. The six stages of Frank H. Mahnke's color pyramid are roughly classified into three categories, and how the game concept art meets each stage. Using the Roland Barthes's mythological-symbolic model of meaning, The meaning of righteousness and the characteristics of newly derived symbols. The results showed that colors could make the background stage more recognizable or intended to have a particular impression. In this way, game concept art, in which what is intended to be implemented in game development, can identify various functions and possibilities of game concept art, such as presenting game convenience as well as impression through a combination of various colors.