• Title, Summary, Keyword: Semiotics

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A Proposed Role for Semiotics Methodology in Education of Comics Studies Majors (전공자 대상의 만화교육에 있어서 기호학적 방법론의 역할제안)

  • Kwon, Kyung-Min
    • Cartoon and Animation Studies
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    • pp.141-158
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    • 2013
  • Comics are a genre that convey meaning through compositional arrangements of dialogue and images as well as through the flow of panels across a page. Communicating that meaning to readers through a combination of language and visual lexicons is the essential process of drawing comics, a process that in itself is significant. The semiotics of comics is a field of scholarship grounded in the broader discipline of semiotic theory in which all the components of comics, both visual and verbal, are the subject of study and research. By adopting a semiotic approach we are able to objectively analyze and understand the symbolic, social and ideological meanings embedded in the signs and sign processes expressed in comics. The fundamental pedagogical mission of teaching comics is to cultivate human nature through the study of theory as well as through the production and completion of original works that explore new modes of expression. To go further, interpreting those embedded meanings in the context of comics fosters effective and creative skills of expression that go beyond a mere fascination for the genre itself. In short, because the semiotic approach to understanding visual communication is the essence teaching comics, we can expect that the act of reading and creating comics plays a significant role in understanding visual communication.

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.

Festival Character Creation Guidelines for the Region's Unique Cultural Forms (독창적인 지역문화 형성을 위한 축제캐릭터 제작 가이드라인)

  • Choi, Jung-Youn
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.208-222
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    • 2015
  • Competition among local governments in a competitive global festival and the festival is going to become the intensify regional strategies as enabled by the improved local image production and has been a symbol of the festival and each municipality is competitive. Is required as a symbol for the symbol can be passed to the consumer in this situation differentiated festive images efficient communication studies on the character. When viewed as a symbolic sign for the character representation of activities for the festival, Can provide a logical framework that is distinct from the idea of a character who relies on intuition and the creative semiotics. In this research paper a semiotic analysis of the character and the character string to enhance communication efficiency concept, Festival effect, we analyzed the correlation of the local culture. Empirical analysis of consumer images, Shared on the basis of empirical results to the consumer means, the paper shows that the influence of each of the other factors is reflected in the character according to the signifier local cultural characteristics and a character region on the concept of a character form culture semiotics interpretation element influences the guidelines of the characters that may be produced.

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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Semiotic analysis focusing on protagonist and antagonist in the feature animation (장편애니메이션에서 프로타고니스트와 안타고니스트를 중심으로 하는 내러티브의 기호학적 분석 : <마당을 나온 암탉>을 중심으로)

  • Lee, Young Hun
    • Cartoon and Animation Studies
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    • pp.79-97
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    • 2013
  • Animation is the aggregate of signs based on narrative. Algirdas Julien Greimas made structuralist frame and analyzed the meaning with it. Greimas's semiotics among the animated characters appearing in the conflict structure is suitable for the analysis and figure out the structure and meaning of the conflict which is hidden. Because Greimas Semiotic Square is suitable for apprehending meaning structure, it help for us to identify between characters and meaning that from character. Actantial Model help to apprehend power relations in structure between characters by axis of desire. This study search Greimas's semiotics and based on this analyse animation, . Also this study analyse conflicts between protagonist and antagonist with Greimas Semiotic Square after analysing narrative of like Vladimir Proof's folktale analysis. Unlike the protagonist's internal conflict, the antagonist's internal conflict moves the audience's emotions. Finally, this study analyse animation in the synchronic structure with the Actantial Model.

Semiotics analysis of Saussure, Peirce, and Myth of Barthes Focused on the film 'Veteran' (소쉬르·퍼스의 기호론과 바르트의 신화분석 영화 '베테랑'을 중심으로)

  • Kim, Man-Ki
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.1-6
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    • 2015
  • This study is based on semiotic analysis with a focus on film 'Veteran'. The film is to the reproduced movie in the sign for social problems facing our society. The purpose of this study is to interpreted the implication is that referents and presents of the film to be directed by semiotic. The methodology is the study that the Saussure's semiology as a signifier and signified, and Peirce's semiotic as iconic, index, symbols in contemporary scholars. The Semiotics is analyzed on the basis myth and ideology of Barth. The film director thinks the 'veteran' was replaced by the implications of the role of the actor as a signifier that is the out referent of our society. Thus, the film was sublimated into more than the real as myth in our society desires. So, our society is to implement the right ideas as ideologies process. that is, rewarding the good and punishing the evil, and eventually implement justice society. The implications of this study is going to create a society that is not for specific groups tycoon, is for mutual dependence like the interpretation of the song of the film veteran.

A Study on the Critiques of Luce Irigaray to Lacanian Psychoanalytic Theory (라깡의 정신분석학적 이론에 대한 프랑스 페미니스트의 비판에 관한 일고 : Luce Irigaray를 중심으로)

  • 이병혁
    • Lingua Humanitatis
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    • v.6
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    • pp.33-48
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    • 2004
  • Luce Irigaray, a French feminist psychoanalyst, criticizes the Lacanian psychoanalytic theory for its patriarchical basis on the masculine power and authority. In the article, we examine Lacanian psychoanalytic sexual differences at the standpoint of Irigaray's psychoanalytic theory. In contrast, we defend Lacanian theory from the perspective of semiotics.

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The Cinema of Poetry

  • Sbragia, Albert
    • Lingua Humanitatis
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    • v.2 no.2
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    • pp.143-161
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    • 2002
  • This essay explores the theories of Italian poet and filmmaker Pier Paolo Pasolini on the language of cinema. In essays such as "The Cinema of Poetry" and "The Written Language of Reality" composed during the 1960s, Pasolini argues for the special status of film language as "pre-grammatical" and links it to visual signifying processes such as dreams and memories. He also views cinema as the inroads towards a general semiotics of reality since, for him, the basic unit of film language is not the shot but those objects of reality that constitute the mise-en-scene of the shot, hence cinema is posited as the written language of reality whose minimal units of articulation are the very objects of reality itself. Accused by semioticians such as Umberto Eco of semiotic ingenuousness in trying to reduce the facts of culture to nature, Pasolini responded by arguing that he was trying to do the opposite, that is to say, to culturalize nature by examining it as a language. Against the constructed naturalism of both commercial and neorealist films, Pasolini argued for the creation of a poetic cinema able to exploit its constitutional pre grammatical, oneiric and sacred relationship with the world. The essay concludes with an analysis of the film Medea in which Pasolini′s attempt to restore a sacred vision of reality merges with his concerns over the cultural genocide of traditional and emarginated peoples at the hands of neocapitalist homologation.

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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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    • 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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