• Title/Summary/Keyword: metaphorical terms

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Propositionality and Metaphoricity of Metaphor (은유표현의 명제성과 은유성)

  • 김건수
    • Lingua Humanitatis
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    • v.1 no.1
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    • pp.221-233
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    • 2001
  • The purpose of this paper is twofold. On the one hand it takes issue with Engstrom's claim that conceptual metaphors are propositional; on the other, it aims to demonstrate that the mathematical term 'mapping' is inappropriate for the analysis of metaphors. To my mind, the propositional analysis of metaphors, a wrong analysis for that matter, originates in the notion 'mapping' I argue that partial 'mapping' between propositional meanings and metaphorical meanings is either mental or psychological, with no concomitant 'truth' value. When concept metaphors represent propositionality, they lose metaphoricity; when they obtain metaphoricity, they are free of propositionality. The mathematical terms 'mapping' and 'proposition,' it is stressed, should be avoided in the analysis of concept metaphors like 'A is B' because they are confusing when applied to linguistic expression. 1 suggest that the term 'mapping' be replaced by phrases such as 'interaction between two domains,' projection from source-domain to target domain,' or 'understanding the properties of two domains between A and B,' etc. This would amount to proposing a pragmatic or cognitive theory of metaphor.

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Formal space and meaning (형태상의 공간과 의미)

  • Kwon, Kyeong-Won
    • English Language & Literature Teaching
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    • no.6
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    • pp.89-111
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    • 2000
  • Since speaking is correlated with time and time is metaphorically conceptualized in terms of space, it is natural for us to conceptualize language metaphorically in terms of space. For example, we think that the future is in front and the past is behind. Reddy(1979) suggested in his conduit metaphor that linguistic expressions are containers. According to him, the speaker puts his ideas(objects) into words{containers)and sends them along a conduit to a hearer who takes the idea(object) out of the word(container). As a result we are able to know that the larger linguistic expressions have more meaning in it. In other words the space of a linguistic form has close relationship with meaning. Moreover we are able to see that formal distance between arguments or elements of linguistic expressions shows semantic influences between them. If two elements keep close distance, a preceeding element has a strong, direct and whole influence upon the following element. Sometimes even the results of the influence can be brought out implicitly by the formal relation between two elements. Therefore, the purpose of this paper is to show that tins difference in meaning which is due to formal distance of sentence elements can be explained by the metaphorical concept presented by Lakoff and Johnson(1980).

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Study on the Space in Works of Mies Van der Rohe in Terms of Text - Focused on Tugendhat, Hubbe House and Barcelona Pavilion - (Text 측면에서 본 Mies Van der Rohe 작품의 공간성 연구 - Tugendhat, Hubbe 주택과 Barcelona Pavilion을 중심으로 -)

  • Yook, Ok-Soo
    • Journal of the Korean housing association
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    • v.25 no.6
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    • pp.101-109
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    • 2014
  • It was early in the $20^{th}$ century when the space was begun to say through the mutual circumstances of form and contents. Adrian Forty explained that the characteristics of space can be divided into three steps by the period: a space of enclosure, a space as continuum and a space as an extension of the body. And there is common condition that all three spaces are accompanied by the form. In the new thinking of architectural form in terms of text in modern society, architecture becomes to more complex to understanding. Saying that there is nothing outside text (Il n'y a rien en dehors du text.) in the world, Jacques Derrida insisted the world to be texted and not to be special centrality, where can be existed by difference and delay its meaning. Text is the structural meaning (sign), not a metaphorical one (symbol). Without the symbol, the architecture can be recognized as text with signing to the form. For that, there is a question how can be explained the space in terms of text extracting the meaning and the symbol. Absolutely not intended by Mies van der Rohe, but in his works of houses and pavilion, its characteristics and traces of text can be seen. If it is possible to analyse his works in the textual view, space of Mies will be found in the same direction of text. And it will be an important opportunity to re-evaluate the space of Mies works standing in the heart of Modern Architecture.

Collocation Networks and Covid-19 in Letters to the Editor: A Malaysian Case Study

  • Joharry, Siti Aeisha;Turiman, Syamimi
    • Asia Pacific Journal of Corpus Research
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    • v.1 no.1
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    • pp.1-30
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    • 2020
  • The present study examines language used to talk about the global coronavirus pandemic during a three-month period of movement control order in Malaysia. More specifically, a corpus of online letters to the editor of a local popular national newspaper was collected during the time in which the official quarantine instruction was initiated, resulting in a total of 303 online letters written by Malaysians that were analyzed through use of corpus linguistics techniques. For this purpose, the latest version of #LancsBox 5.0 (Brezina et al., 2020) is used to analyze patterns of language surrounding the portrayal of Covid-19 and further visualizing them by use of collocation networks. Findings present 25 statistically significant collocates that share an interesting relationship in revealing what the letters are about and thus, reflecting how Malaysians perceive and receive news about the pandemic during this time. Recurring topics and expressions include describing the virus in terms of metaphorical use of language (Covid-19 does not discriminate), preparing for an economic fallout (Prihatin Economic Stimulus Package), and preference to associate Covid-19 as a pandemic (impacts of the Covid19 pandemic) rather than an outbreak (first/second/third wave of the outbreak). Implications of the study resonates with findings from Azizan et al. (2020) where constructions of positive discourse among Malaysian writers may reflect the culture and society that make up the nation.

Linguistic and Stylistic Markers of Influence in the Essayistic Text: A Linguophilosophic Aspect

  • Kolkutina, Viktoriia;Orekhova, Larysa;Gremaliuk, Tetiana;Borysenko, Natalia;Fedorova, Inna;Cheban, Oksana
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.163-167
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    • 2022
  • The article explores linguo-stylistic influence markers in essayistic texts. The novelty of this investigation is provided by its perspective. Essayism is looked at as a style of thinking and writing and studied as a holistic philosophical and cultural phenomenon, as a revalent form of comprehension of reality that features non-lasting author's judgements and enhancement of the author's voice in the text. Based on the texts by V. Rosanov, G.K. Chesterton, and D. Dontsov, the remarkable English, Russian, and Ukrainian essay-writers of the first party of the 20th century, the article tracks the typical ontological-and-existentialist correlation at the content, stylistic, and semantic levels. It is observed in terms of the ideas presented in the texts of these publicists and the lexicostylistic markers of the influence on the reader that enable these ideas to implement. The explored poetic syntax, key lexemes, dialogueness, intonational melodics, specific language, free associations, aphoristic nature, verbalization of emotions and feeling in the psycholinguistic form of their expression, stress, heroic elevation, metaphors and evaluative linguistic units in the ontological-and-existentialist aspects contribute to extremely delicate and demanding nature of the essayistic style. They create a "lacework" of unpredictable properties, intellectual illumination, unexpected similarity, metaphorical freshness, sudden discoveries, unmotivated unities.

The Here and Now of Admission Counseling at Child-Care Centers - With a Focus on the Episodes and Metaphors as Used by the Principals - (어린이집 입학상담의 지금-여기(here and now) : 원장들의 에피소드와 은유를 중심으로)

  • Kim, Soo-Hyang;Kwon, Eun-Joo;Chung, Kyung-Hwa;Lee, Young-Rim
    • Korean Journal of Child Studies
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    • v.32 no.3
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    • pp.221-239
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    • 2011
  • The purpose of study is to understand how a principal of a child-care center and parents accept different episodes and experiences in admission counselling and their use of metaphorical expressions about this, and to illuminate the current state of play by examining the requirements of parents in selecting a child-care center. The subjects were 10 principals of private child-care centers located in the Gyeongsangbuk province of Korea, and the research materials for episodes and metaphors were collected and analyzed by means of in-depth and telephone interviews during an application period. In terms of the overall climate of the admission counselling, as shown in the various episodes, our results indicated that an increase of parents' demands occurred through a primarily consumer-centered environment, and the sudden increase in a fathers' participation, the inside circumstances of admission counselling in progress throughout the year, the non-existence of respect and credibility and the continuity of conflicts and were all observed to co-exist. In terms of the emotional meaning of counselling via metaphors, the following emotions could be inferred; hopelessness, anger, lethargy, stress, fear and eagerness. It is anticipate that this study will make a meaningful contribution to better illuminating and improving the current climates of here and now admission counselling.

Study on a Creative Fashion Design Development Process through Idea Classification (아이디어 발상 유형화를 통한 창의적 패션 디자인 전개 프로세스 연구)

  • Kim, Yoon-Kyoung;Park, Hye-Won
    • Journal of the Korean Society of Costume
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    • v.60 no.9
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    • pp.95-105
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    • 2010
  • The purpose of this study is in allowing thinking about the design development process which is more towards the visual and perceptional aspects related to the form structure by more diverse methods by typology of idea generation. To accomplish such goal, researches in the psychology, pedagogy, engineering, and consilient studies as well as related precedent researches and reference data in architecture, promotion, industrial design, and other art fields and fashion designs are collected and analyzed to see the study trend. In addition, in the content analysis method based on such, the idea generation was classified into types in consideration of relevancy, usefulness, and suitability with fashion. First, a concentrated thinking of a limited space is a method of leading an optimal design by focusing on solving the cause of a problem within a space which generates the problem. Second, plan thinking per section of structure decomposition is a method of dismantling the design problems per organization, thinking type, factor, and characteristic into sub-modules to re-interpret and re-organize the problems in various aspects. Third, an associated thinking through interpreting relationships among vocabularies is a method of selecting the marginal languages that allow a person to come up with concrete forms and the key words related to fashion to import the characteristics and attributes of the marginal languages and thematic relationship between the two terms to search the relevancy. Lastly, the free integrated thinking of language extension is a method of groping integration between other fields and fashion by free integration among the extended terms by extending the vocabularies through inferring metaphorical expressions founded upon individual's memories or knowledge concepts regarding theme words that do not allow concrete forms to come up.

A Study on the Meaning and interpretation of Urban Landscape in Architecture of Robert Venturi and Aldo Rossi (로버트 벤투리와 알도 로시 건축에서 도시 경관의 의미와 해석에 관한 연구)

  • Park, Hyung-Jin;Lee, Jong-Suk;Lee, Sang-Yeon
    • Korean Institute of Interior Design Journal
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    • v.21 no.2
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    • pp.23-34
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    • 2012
  • After the modern age, the rapid urbanizationhad a big impact on the then architecture. R. Venturi and A. Rossi are two of the leading architects, developing architecture in cities in the US and Europe respectively. This study shed light on a tangible and intangible meaning and interpretation of urban landscapes through their architectural thoughts and architectures. The followings are the physical and intangible meaning and interpretation in architectural thoughts and works of those two architects. Venturi understood that iconological landscapes at the roadside in large citiesare the nature of physical landscapes. To Venturi, the façades of buildings at the roadside are a part of signage such as traffic lights and road signs, and those façades have the meaning of symbolic systems beyond simple physical landscapes. To A. Rossi, types of buildings as physical townscapes are a key role supporting raw data of classification in architecture. And also, those types have significance of the basic data shedding light on the principles and history of cities. For intangible factors in R. Venturi's architecture, daily routine, function and use, time, a use for a building and others form complex architecture. And also, those factors describe shared values of the same period as the façades of buildings and complex symbols and formative lexicons in metaphorical terms. For A. Rossi's intangible factors, 'collective memory' is buried in inhabitants of the city, and with that, the city is a place for memory to its inhabitants. What is more, cities' monuments have intangible landscapes like 'sustainability', 'permanence' and so on. With lots of events happening throughoutcities, those monuments are the whole images of cities giving the value to the urban buildings that reside in cities. Finally, R. Venturi's all-encompassing complex architecture concept was extended on a tangible and intangible point of townscapes. It was found that A. Rossi's tangible thought was formed from the whole landscape of historic cities in then Italy as the background of time and place. Also, With types of urban buildings and 'collective memory', A. Rossi drew architectural norms and formats of unchangeable types.

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Analysis of Children's Imagination Pattern in Expressive Methods of Illustration (일러스트레이션의 표현형식에 대한 어린이의 상상력 유형 분석)

  • Yoo, Dong-Kwan
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.629-638
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    • 2014
  • Objective of this study is to be utilized as foundational data of expression methods and to increase children's dream and imagination by researching and analyzing differences of imaginative reaction from patterns of imaginative activities and verbal response for the expressive methods of illustrations. Study subjects are 253 children aged from six to seven years old, and four different types of research tool of which are screens with simple pattern, realistic pattern, omitted pattern and indirect pattern has been used in the empirical survey conducted over two times. Result from provided research tools has shown that difference of diversity can be observed from patterns of imaginative activities and verbal reaction patterns. Especially, in terms of imaginative activities, structural and creative imagination responses can be observed from screens with simple, omitted patterns and indirect and metaphorical patterns compares to screens with simple patterns and direct, realistic patterns, and positive affection to children's dream and creativity and imagination can be found from the result of high imaginative response observed from patterns of verbal reaction.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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