• Title/Summary/Keyword: 기호 유희

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A Study on Phenomenon 'Play of Words' in Modern Russian Advertising Language (현대 러시아 광고언어에 있어서의 '언어유희' 현상에 대한 연구)

  • Kim, Sung Wan
    • Cross-Cultural Studies
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    • v.42
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    • pp.241-260
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    • 2016
  • The purpose of this article is to represent the types of advertising in the modern Russian language as 'Play of Words' (игра слов). The causal reason for this phenomenon is studied from the result of certain characteristics of advertising. The definition and characteristics of the language of the advertisement are analyzed in achieving the goal, as these factors reveal how language is used to maximize the effectiveness of the advertising. Academic research is needed in the collaborative fields of linguistics, psychology, economics, sociology, marketing, literature, art, and music. Modern advertisement is mixed with semiotic objects that consist of display, sound, and texts. While this study is not complete, the acknowledgement of the phenomenon 'Play of Words' between the creators of advertising and the consumer is undeniable. On one hand, advertising is recognized by linguists as the main factor that destroys the literary language. It represents the distortion of a standard language norm, as opposed to formal linguistic means used in advertising. In this research, we pay attention to the frequent use of foreign language borrowings and incorrect representation of foreign words, slang and jargon, that occur in misspelled usage of literary norms. The features that are revealed in this article are helpful to understand the purpose of advertising.

a typographic study on Yi Sang's poetry (이상' 시의 타이포그라피적 해석)

  • 안상수
    • Archives of design research
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    • v.9
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    • pp.601-616
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    • 1994
  • avant garde poet Yi Sang wrote his poetry with architectural and artistic inspirations. his artistic creativity was exploded by typographic expression. he lirerated the !iterated word into visible language also. he played with his-own-created-signs. fighted against the reality, traditions and cliches. his typographic characteristic poetry is an evidence for the lengthening the history of korean modern typography as a pioneer. because his experimental works is the great evident. so we evaluated the worth of it.

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The Effect of Characteristics of Attitude and Perceived Value of Motivation of Package Tour on Satisfaction (패키지관광 동기에 대한 태도 및 지각적가치가 만족도에 미치는 영향)

  • Kim, Dae-Seok;Seo, Young Wook
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.230-243
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    • 2020
  • The purpose of this study is to identify the effect of package tour motivation(harmony, amusement, and convenience) on satisfaction through its attitude and perceived value(emotional value and functional value). This study was conducted an empirical analysis of 297 people aged 19 years or older who experienced package tours. The results of the study are as follows. Firstly, all of the sub-factor like tourism motivation -amusement, convenience- had a positive influence on the attitude. but the harmony which is one of the sub-factor of tourism motivation did not have any influence on the attitude. Secondly, harmony, a sub-factor of tourism motivation, did not positively affect the perceived value sub-factor of emotional value. Thirdly, the character of attitude had a positive effect on satisfaction. Finally, both emotional and functional value factors, a sub-factor of perceived value, were found to have a positive effect on satisfaction. Through these research results, the competitiveness of package tours should be secured and expanded to research on efficient marketing strategies so that package tours can be activated.

A Study on the Production-Consumption Behavior of Digital Game: Based on Semiotic Analysis of the Labortainment Game (디지털 게임의 '생산적 소비' 행위에 관한 연구 : 레이버테인먼트 게임의 기호학적 분석을 중심으로)

  • Kim, Eun-Jung
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.79-87
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    • 2010
  • Through the development of digital technology digital game is becoming a fusion of work and play. The aim of this article is to define the concept of labortainment game that playing the game as a consumer is connected with work to create new value-added economic production and to ascertain the characteristics of labortainment game through a semiotic approach. Digital Game has evolved into a more advanced from which accumulated game data is used as something of value in itself for facilitating collaboration as well as entertainment value of games. Labortainment game fills game developer's hidden desire through using the game data produced by the collective amusements for external service.

Package Modeling Change in Age of Feeling -Based on Solid Chocolate Package Structure by -√3 Proportion- (Feeling 시대의 Package 조형 변화 -√3 비례에 의한 판 초콜릿 Package 구조를 중심으로-)

  • Kwon, Il-Hyun;Nam, Young-Hyun
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.163-173
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    • 2007
  • As present generation live in the age of feeling after been through age of need or age of want, we analyzed Signification based on consumer psychology, sociocultural variation. Based on above, we first built basic modeling from a regular triangle by $\sqrt{3}$ proportion and then approached to substantial modeling of products that enable us to distribute and sell. Furthermore, we built recycle modeling which enables us to create a variety of forms with joy after using products. This means a lot to us in terms of package modeling creation from sans code. Besides, we studied on not only materialistic or functional value of package modeling, but also appropriate semiotics that enable psychological and sociocultural function of package modeling to respond to consumer identity.

The Study of Satire Shown in Animation -Focusing on and (애니메이션에 나타난 풍자성 연구 -<대화의 차원>과 <이웃>을 중심으로)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.44
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    • pp.143-161
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    • 2016
  • This study was conducted focusing on the role of auteurism animation. The purpose of auteurism animation is to criticize irregularities of a society in witty and fierce way through satires from the sharp perspectives of a animator that is not bound by tastes of people or the interests or standpoints of specific groups, and thus to induce positive changes in a society as a purifier. In the context, this study investigated satires shown in by Jan Svankmajer and by Norman Mclaren among the animators who utilize animation as a tool to produce social meaning. As a result, the following characteristics and meanings were found. First, Dimensions of Dialogue is an animation that satires absurdity and irregularities of a human society in symbolic and exceptional way through directing by segmentations of images and omnibus structures. The satire carries the lesson of improvement in the hidden part of cynical attack to history, society, and human beings. It also maximizes absolute reality and engagement of images of Jan Svankmajer through unique and grotesque images of the animator such as alienated world, confusing shapes, and amusement of irregularities. Second, the movie, is an exemplary animation that applied core concept of animation through pixilation techniques based on an event story structure by causal relationship. It satires the changing process of a good man to violent madness through confrontation and conflicts for material desires, with exaggerated slipstick movements and humors as a black comedy. The satire methods of both animation works are delivered through unique image styles and symbolic wordage of the animators who triggered ironical laughter in attacking humanism and moral insensitivity that might be felt seriously otherwise. That is, the animators try to show the positive will for changing the society to a sound one through the form of negativity in terms of moral perspective in animation rather than destruction against the target. As such, the satires in both works worked as an auteurism allegory that maximizes social functions and artistic influence of animation.