• Title/Summary/Keyword: 매체 담화

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A Study on Creation Discourse of Digital Story in Tablet PC : Focused on < Alice for the iPad > (태블릿PC 기반의 디지털소설 담화생성 연구 : < Alice for the iPad >를 중심으로)

  • Han, Hey-Jin
    • Journal of Digital Contents Society
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    • v.12 no.2
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    • pp.225-232
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    • 2011
  • is an innovative creation, accommodating characteristics of various genres and media, ranging from elements of media aesthetics to visual aesthetics and games. Although it takes a form of a book, it exceeds stereotypes seen in paperbacks or eBooks. Because of such differentiated characteristics of this appBook (which is provided in the form of app), it induce users(readers) to conduct interactional activity. This study will mainly discuss about the formation of discourse of app based digital novel in a media aesthetic point of view. Considering the mutual relation between property of media and contents of stories, it is desirable to accommodate the mutuality of understanding between the digital media and formation discourse in creating stories.

The Ways of Discourses in the Novels and Editorials During the Period of Korean Enlightenment (개화기 소설과 신문 사설에 나타난 담화방식)

  • Eum, Yeong-Cheol
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.226-227
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    • 2015
  • 본 논문에서는 개화기 소설과 신문사설에 나타난 담화방식을 연구한 것이다. 개화기 소설과 신문 사설은 당시 대표적인 담론 매체였다. 대중들에게 쉽게 전달할 수 있는 담화방식은 개화기소설의 경우 대화체 토론체 연설체 담화방식으로 나타났다. 이는 신문 사설이 갖고 있는 한계인 설명 추상보다 진일보한 것으로 당대의 시대정신을 잘 구현한 것으로 볼 수 있다.

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Discoursive Analysis of Starcraft;Focused on Greimas's Semiotics (스타크래프트에 대한 담화분석;그레마스의 구조생성기호학을 중심으로)

  • Park, Tae-Soon
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.135-145
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    • 2008
  • This paper tried to analyze Starcraft's multiplay by using especially Greimas's theory of discourse. Greimas's theory of semiotics is known as a useful tool of analyzing non-verbal text as well as verbal text. The discourse of Starcraft is continuously made by subject and anti-subject. This characteristic of discourse- not given completely made- is the prominent difference from discourses made from other media. The subject and anti-subject, as actively crossing the position of enunciator and enunciatee each other, dynamically make and complete the discourse.

테마연재 / 디지털 스토리텔링의 원리

  • Lee, In-Hwa
    • Digital Contents
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    • no.8 s.123
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    • pp.106-115
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    • 2003
  • '디지털 스토리텔링(Digita0l Storytelling)'이란 디지털 기술을 매체환경 또는 표현 수단으로 수용해 이루어지는 스토리텔링이다. 영화를 비롯한 미디어 영상물은 대개 6단계의 표준 제작 공정으로 만들어진다. 1)기획개발단계(Develop) 2)제작준비단계(Pre-Production)3)제작단계(Production) 4)후반작업단계(Post-Production)5)배급단계(Distribution) 6)상영단계(Exhibition)가 그것이다. 디지털 스토리텔링이란 1)에서 6)에 이르는 매체 환경전체에 디지털 기술이 수용되거나, 최소한 1)에서 4)에 이르는 스토리에서 담화까지의 창작에 표현 수단으로 디지털 기술이 수용된 경우를 말한다.

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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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Metaphors for MERS and Their Ideological Meaning: Focusing on the news reports from Korean media KBS and JTBC (<메르스>에 대한 은유와 이데올로기적 함축: KBS와 JTBC 뉴스 보도를 중심으로)

  • Jeon, Hye Young;Yu, Hui-Jae
    • Korean Linguistics
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    • v.72
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    • pp.199-225
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    • 2016
  • This study has two main purposes: to establish a list of source domains in the metaphors for Middle East respiratory syndrome (MERS) and to uncover ideological meanings embedded in them in Korean news reports from KBS and JTBC. The first part of this study presents metaphors such as [MERS IS WAR], [MERS IS WAVE], [MERS IS A LIVING THING], and [MERS IS A THING], which were found in the data. The latter part of this study deals with how the two broadcasting companies use these metaphors differently according to their ideologies. In the metaphor of [MERS IS WAR], KBS tends to show less of the agents who controls the war since the war against MERS has failed which casts responsibility to the controlling agents, the government and big hospitals. In this, KBS tries to present less of the information of the responsible agents that presented in JTBC. Through the metaphor of [MERS IS WAVE], KBS presents the aftermath of MERS as something not serious. Compared to JTBC, KBS tends to suggest that the aftermath of MERS is predominantly an economic effects by metaphorically suggesting that predominantly the economic sector got hit by MERS.

Historiography of TV Documentary (TV의 젠더 역사쓰기의 가능성과 한계: 역사다큐멘터리를 중심으로)

  • Kim, Hoon-Soon;Kim, Suk
    • Korean journal of communication and information
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    • v.51
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    • pp.156-173
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    • 2010
  • This study analysed the narrative of and , two history documentary broadcasted on KBS, in terms of story-telling and discourse. And it also examined whether TV as mass media could provide an alternative interpretation against the dominant historical awareness. As a result, both programmes showed limitations on representing subversive point of view to the dominant ideology. At the story-telling level, firstly, they represented in a way of male-hero narrative though they were describing the history of woman, and while representing woman as a public figure they eliminated her feminity and individuality. Secondly, before evaluating woman as a historic figure they previously appreciated her appearance in a male-point of view. Thirdly, although they were telling the story of woman in a political view, they focused on love triangle, therefore failed to make her as a public figure. The discourses of both programmes were anchoring the existing historical interpretation instead of offering an alternative historical imagination. The narrator who were telling history at the studio in a omniscient viewpoint took a role as a meaning definer, placed at the highest rank in the hierarchy of discourse structure. Especially in , the dramatized images to cover lack of visual data helped anchor the patriarchal narrative and reduced the possibility of subversive interpretation on historic figure.

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A Semiotic Approach on the Political UCC Contents Focused on Video UCC, (정치적 UCC 콘텐츠에 대한 기호학적 연구 동영상 UCC, 을 중심으로)

  • Mha, Joung-Mee;Kang, Ki-Ho
    • Korean journal of communication and information
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    • v.46
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    • pp.245-279
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    • 2009
  • UCC, an abbreviation for User Created Contents, is not only a symbol of desire but also a product of creativity that a producer contains his or her subjective disposition. More and more UCC tend to have significantly increased in Web 2.0 environment. However, the research on the contents as a creative product has rarely been processed. It may be fairly said that this results in the indifference of researchers in the special field like the political contents since UCC is usually produced by amateurs. Producers' various desire is unlikely revealed, which leads to the flow of users into open media such as the Internet. It could also be available to represent the property, of plural visual language signs in a field. Moreover, UCC has the attribute of re-mediation in effective communication, so the differences between the semiotic properties in the Internet contents could be a significant material for researches. This could contribute to establish a theoretical system for the visual communication. Therefore, this study aims to analyse the signification of the political video UCC, . To develop this analysis, I apply Greimas' Generative Trajectory of Signification Theory to the text, or the UCC. He classifies it as three structures: deep structure, superficial structure, and discourse structure. As a result, the text shows meaningful contents delivering core political messages. In addition, this approach could exam that 'Obama Syndrome' in American recent presidential campaigns is caused by web 2.0 based on Internet campaigns including video UCC.

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