• Title/Summary/Keyword: semiosis

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The Semiosis of the Body in Modern Asian Cinema - A Comparative Study of Apichatpong Weerasethakul and Tsai Ming Liang Film (현대 아시아 영화에 나타난 몸의 기호작용 연구 - 아피찻퐁 위라세타쿤과 차이밍량의 영화를 중심으로)

  • Kim, Ho Young
    • Cross-Cultural Studies
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    • v.51
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    • pp.133-160
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    • 2018
  • The films of Apichatpong Weerasethakul and Tsai Ming Liang expose one of the main features of modern Asian cinema: corporality. In their films, the various emotions of characters are expressed and exchanged through the body, not the language, so their film world is a world in which language has lost its function and symbolic order has collapsed. In Apichatpong Weerasethakul and Tsai Ming Liang movies, body language plays a more important role than general language. t=The body performs semiosis, pointing to wildness, anti-civilization, rite, alienation, illusion, etc. At the root of this variety of semiosis is the common denial of Western material civilization which has been rapidly transplanted in modern Asian countries. In addition, while the body of the two directors' films are seen as a sign of wildness, or anti-civilization that contains the intention of escaping from the oppressive and inhuman modern civilization, the body as a sign of illusion, and embraces the will of resistance to civilization. The illusion of experience in their films is ultimately a manifestation of the will to resist the physical and emotional pressures of reality and to continue the irrational persistence.

A Study on User Characteristics Reflected in Semiotic Process of Web-Based MMORTS (웹기반 MMORTS 기호작용의 사용자 특성 연구)

  • Yoon, Sun-Mi
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.21-30
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    • 2011
  • The form of web-based MMORTS game has changed the way users recognize games. This paper focuses fact that users' semiosis in MMORTS game shows different aspects from MMORPG game and to analyze it through theory of Charles Sanders Peirce. Users in MMORTS make a semiotic process in a wide range of ways including keeping avatars at a distance, reading index mark, and inferring through symbol marks. It leads to call a user in web-based MMORTS an administrator, symbol interpreter, and strategist.

Abduction As A Mathematical Resoning. (수학적 추론으로서의 가추법)

  • 김선희;이종희
    • Journal of Educational Research in Mathematics
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    • v.12 no.2
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    • pp.275-290
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    • 2002
  • This Study takes Peirce' abduction which is Phenomenology' first reasoning mode, as a part of mathematical reasoning with deduction and induction. Abduction(retroduction, hypothesis, presumption, and originary argument) leads a case through a result and a rule, while deduction leads a result through a rule and a case and induction leads a rule through a case and a result. Polya(1954) involved generalization, specialization, and analogy within induction, but this paper contain analogy in abduction. And metaphors and metonymies are also contained in abduction, in which metaphors are contained in analogy. Metaphors and metonymies are applied to semiosis i.e. the signification of mathematical signs. Semiotic analysis for a student's problem solving showed the semiosis with metaphors and metonimies. Thus, abductions should be regarded as a mathematical reasoning, and we must utilize abductions in mathematical teaming since abductions are thought as a natural reasoning by students.

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A Study on Semiotics of Costumes in Film -"Pretty Woman" Garry Marshall (1990)- (영화 속 의상기호에 관한 연구 -개리 마샬의 "귀여운 여인"(1990)을 중심으로-)

  • Bae, Sang-Joon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.3
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    • pp.147-160
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    • 2012
  • The costumes as an expression system in film are inserted intentionally for a particular purpose. Costumes in film, namely the cinematic dress code, and that in reality are dissimilar in meaning structure. The costumes in film perform a role of a complicated eye-catcher in correlation with the other filmic factors. But the previous studies on the costumes in film are focused on the keywords 'fashion style', 'fashion trend', or 'PPL (product placement)'. In film studies, however, the costumes should be observed from the point of view as semiosis, not as fashion, in other words, from the angle of symbol, icon and index. And the meaning and the process of the communication, which that produce, should be pointed out. It could expose, that costumes play one of the key roles for the developing of narratives and the creating of characters in film. Therefore, this study's aim is to examine the semiosis of costumes in film and to analyse the dress code, dress plot, and dress message in (1990) by Garry Marshall. But this work does not try to indicate the problems of the film-semiotics or to intensify the concept of the semiotic terminology. Thus, this study attempts to approach the theme of costumes in film from the perspective of the semiosis and its meaning process. With this, it has been proved, that semiotic systems are in hiding beyond the conventional forms of cinematic costumes and its natural harmony with characters.

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A Study of Customer's Physiological Effects for Emotional Advertisement (감성광고를 위한 소비자 생리반응 연구)

  • 김영순;윤봉식
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.11a
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    • pp.52-61
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    • 2000
  • 본 연구의 궁극적인 목표는 효과적인 감성광고의 제작을 위하여 소비자의 감정에 관한 생리적 반응분석 결과를 광고제작자에게 제시할 수 있는 소비자 위주의 감성적 광고를 개발하는 것이다. 이번 연구는 기초 단계로서 감성과 관련한 소비자의 태도와 반응을 인지학적 접근을 통해 분석하고 이 모형을 개발하기 위한 연구이다.

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Communication with Video Games as a Process of Semiosis

  • Maletska, Mariia;Ostashchuk, Ivan;Khrypko, Svitlana;Salo, Hanna;Petryshyn, Halyna;Lobanchuk, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.37-42
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    • 2022
  • Communication as a process of interpreting signs has always existed in people's life. In post-information society, the communication between a person and a technological system through the specific sign-attaching process becomes widespread. Moreover, it somehow replaces usual communication between people. One of the means of communication in the digital space are video games. They not only play an important role in communication processes, but also are a special case of sign-creating and interpreting. The purpose of the article is to examine video games as a space of sign-based communication between a person and a game as a specific digital system. With the help of general scientific and hermeneutic methodology, the analysis of video games as a post-information society phenomenon which people communicate to has been conducted. The process of semiosis as attaching special meanings to signs has been traced in both manipulating in-game objects and characters and understanding rules of an in-game world.

Research on the Methodology of Documentation Storytelling (기록화 스토리텔링 방법론 연구)

  • Bae, Eun-Kyung
    • The Korean Journal of Archival Studies
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    • no.70
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    • pp.245-276
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    • 2021
  • This paper is a study on the concept and methodology of documentation storytelling. After 'use of records' has emerged as a hot topic in the archivologic field, various methodologies are being sought for utilization. Storytelling is one of them. This study defines storytelling as a methodology for the utilization of records as 'documentation storytelling' and conceptualizes it as 'the totality of various discourses generated in the process of realizing the value of records as records'. This study introduces various theories such as archiving, storytelling, semiotics, and linguistics to establish the foundation of the theory of documentation storytelling. Archivology in the digital era ,conceived by the analog era, has the task of systematizing the academic trends of the two eras. One of the tasks is about documentation in the digital age. Documentation storytelling is also a theory required in the digital age. This study defines 'documentation' in the digital age as a variable and practical act, and defines the result of documentation as 'documentation storytelling', that is, 'a semiosis in which the value of records is constantly created'.

A Semiotic Study on the Formation Process of Korean Folk-Belief (한국 속신의 형성과정에 대한 기호학적 고찰)

  • Kim, Kyung-Seop;Kim, Eun-Joo
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.171-178
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    • 2018
  • Man is confronted with a lot of unknowable phenomena in his life. With the passage of time, man has interpreted the world by the accumulation of experience and development of thought. In the early days of the civilization when all the phenomena was not explained in a scientific way, man was dependent of the psycho-cultural interpretation by the accumulation of experience. Folk-Belief is one of the psycho-cultural interpretation about the nature. If Folk-Belief is paraphrased in a semiotic way, it is as follows : 'the traditional expression which believes that one or several sign and condition show one or several effects.' In this respect, Folk-Belief is the interpretation about the nature, man and society, as it were, the world. Folk-Belief is folkloristic semiotics. This article intends to clarify the process of Folk-Belief formation process. To investigate the Folk-Belief formation process, this article regards Folk-Belief as an interpretant which is the term from the semiotic theory of C. S. Peirce. Peirce explains the incessant semiosis that sign brings forth sign through the trichotomy relation among sign - object - interpretant. Folk-Belief is explained by the general characteristics of interpretant of Peirce when we regard Folk-Belief as an interpretant. By Peirce, Folk-Belief is 'something which believes that human mind represents something about some phenomena' The category of 'some phenomena' is included in a range of semiotics, we can look into Folk-Belief in a semiotic way.

The Archi-Semiotic Characteristics of Spatial Modality in Interactive Space - Focus on Gilbert Simondon's Information of Technology - (상호작용 공간 모달리티의 건축기호적 특징 - 질베르 시몽동의 기술의 정보·형태화 관점 -)

  • Suh, Juneho
    • Korean Institute of Interior Design Journal
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    • v.22 no.1
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    • pp.75-84
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    • 2013
  • This study focuses on Gilbert Simondon's individuation theory, a core concept of his technological philosophy, and spatial modality in interactive space as the schema of interactive operation. The study examines spatial modality as the technology of an interaction-enabler that has archi-semiotic characteristics in the designed space by aspects of examples. They are based on ideas and properties of a combined environment and the concept of information, which form Simondon's individuation theory. In the process of technological individuation, spatial modality has the characteristics of archi-semiotics from a combined environment and information. The first of the three properties is representation through semiosis and the information surface. Second is the context by relation works and perception, and third are the symbolic aspects, which could create Placeness by meaning. Combining meaningful constructive and deconstructive spaces could result in space for interactive communication. Spatial modality makes it possible to interact with users and spaces. In fact, it could have a particular semiotic mode of address and become a semiotic and contextual base. As a basic investigation of spatial modality, this study will contribute to interactive space design research.

The Emotional Advertisement and Customer's Physiological Effects (감성광고와 소비자 생리반응)

  • 김영순;윤봉식
    • Science of Emotion and Sensibility
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    • v.4 no.2
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    • pp.15-24
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    • 2001
  • This study is designed to examine on the effectiveness of emotional advertisement, including analysis of the physiological response of customers’ feelings for effective development of advertisement, and to provide a base for emotional advertisement production by presenting the methods of linguistic and non-linguistic response. It provides a framework for symbolic analysis about costumers’ emotions along with a general review of emotional advertisement. Based on the results, it will analyze aspects of linguistic and non-linguistic utterance of costumers’ physiological response for emotional advertisement. The results will present a frame of effective emotional advertisement that appeals to the emotion of costumers

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