This analysis is intended to approach a computer game in the context of cultural-study theories. The semiotics can be applied to various area, and it is assumed to also applied to computer games. In semiotical background we tried to analyze the mythology of Starcraft mainly by using Propp's narratives theory and Brathes' mythologies theory. In the narratives of Starcraft, we fouind some simplified functions which penetrate the internal structure. And while most of the games having paradigmatic flow in narratives, Starcraft has syntagmatic flow mainly because of the function of network. With these conditions, we could find some mythologies in Starcraft : (1) naturalization of discipline and control, (2) time and space as resources, (3) deprivation of values of object.
This paper aims to propose a framework of content creating group with creativity under new convergence environments. The framework is built based on content concept hierarchy(deep/surface) relating with the creativity of group members. The diversity of group members(potential creativity) decrease and change into creative abilities in one unified view at each content concept hierarchy in time. To do this, three methods of building a creative group(interaction-base, direction-base, hybrid) are proposed. Cooperating processes and operators are designed to promote creative abilities in the content producing group. These cooperations are considering new media convergence industry's job road map(IPTV) and fundamental content attributes(semantic, narrative, discourse). In the framework, creative content is produced with the help of member's cultural openness, media richness and synchronicity, hierachical adaptability on dissimilarity. Deep level creativity of cognitive semiotics on moving image content is composed of psychological, transformational, situational creating abilities in the structure of group members. Designing analogy, metaphor, symbol operators help members to traverse deep structure of content concept hierarchy. Our framework has strong points to relate fundamental content deep structure with structure of content producing group and to induce creativity on cognitive structure of human being.
Created by Tomoko Ninomiya, was serialized in Japan from July 2001 to November 2009 and collected in 23 volumes. It has become a cultural syndrome after it was transferred to other media. Giving an attention to this cultural syndrome, this study aims to analyze narrative structure by means of semiotics. This study tries to use 'modele actantiel' and 'carre semiotique' of Greimas in order to clarify not only the meaning structure but also the course of narrative revealed in . The meaning structure of shows a unique relationship of genius and training. Although Nodame, a main character of this Japanese manga, is a straggler in music school because she does not show any passion for learning, she is depicted as a music genius. An education method called as apprenticeship is represented as the mechanism to bring out misfits in music. Dealing with her long journey to be a professional musician, this manga suggests how Nodame can be developed from as a misfit to as a professional pianist through introducing diverse education methods. Revealing critical perspective on music education in real world, gives a chance to rethink the relationship between genius and education in music.
Design reflects the time and cultural trends and thus can have different symbolic significance and functions depending on the perspective. While this is evident, corporations still insist that designers achieve viewers' complete understanding and satisfaction in their designs. Also, they refuse to accept the designers' interpretation on the grounds that they are subjective and incomplete interpretations even when in fact they are of superior intellectual standard. This problem is also found among the designers dealing with the clients. Thus, as long as all they are willing to accept is the fallibility of each other, the clash between designers and users is inevitable. To solve these problems, we need to have more objective and logical framework for achieving collective understanding on the interpretation of designs and symbols from the very stage of their development. The graphic design is a tangible product that represents the cultural phenomenon and needs to be interpreted as visual symbols. This makes the graphic design a semiological subject. Thus, a semiological approach will enable more analytical interpretations of polysemy of visual symbols. In this light, this study seeks to apply a semiological approach to suggest criteria for interpreting graphic designs as symbols. The criteria will serve as a useful tool for rational evaluation as well as strategic design development.
People are most commonly divided by their nationality, but that does not mean they share the same culture. Even for people from one cultural background, subcultures play an important role for diversity and identity, and popular music is one way to express them. This study analyzed 6 songs of the Hip Hop genre from the US, Germany and South Korea, with one song each from the time of first emergence of the term 'Hip Hop' and one song each from 2016, selected on the basis of popularity indicated by music record sales and specialist literature on the history of Hip Hop. Through semiotic analysis of early and recent Hip Hop in each country, the changes in popular Hip Hop over time were examined. The results of this study show that through standardization, Hip Hop in the three countries has superficially become more similar and more focused on the individual, but on a detailed level shows significant differences: while U.S. Hip Hop refers to the American Dream, German Hip Hop displays an extreme image of masculinity, and Korean Hip Hop deals with private thoughts. Although popular Hip Hop nowadays does not explicitly exercise social criticism it is still ascribed the symbolic significance of a rebellious and revolutionary cultural practice that can be used to criticize and change culture as well as society.
Journal of Information Technology and Architecture
/
v.11
no.3
/
pp.347-357
/
2014
This research aims to suggest the possibility of functional culture contents based on interdisciplinary methodologies, especially for people who have Autism Spectrum Conditions, or those who have disabilities on express and receive gamsung (emotions). Recently, the development of application technologies in smartphones and tablet computers needs of functional culture contents, which are connected with the gamsung system. Moreover, the potential of marketplace of functional culture contents is emerging, as can be seen from the success of Augmentative and Alternative Communications (AAC) applications. Therefore, with the development of more applications that prevent and resolve Gamsung Disabilities anticipatively, there will be a positive economic effect of reducing back on intervention expenses as well as the construction of new contents ecosystem. So, in this research, we will attempt to make an approach of using the cultural semiotics methodology in finding attributes and features of applications that help to keep mental stability and balance for people with gamsung Disabilities. Particularly, this research will suggest an interdisciplinary theory on healing contents making methodology, using contents analysis; user interface (UI) analysis; and user experience (UX) analysis on existing smart healing applications.
Narrative has broad domains. So it is related to the everything man faces in his daily life and also performed in various modes. Narrative is revealed through all media including a character, which is also applied to plastic art. And narrative objects formed beyond the differences in media aid forms of expression are commonly based on a language. The study on such objects which created a new conceit of narratology can be said to be a spiritual trend by which to understand the world and man from the viewpoint of a 'story'. Plastic art took high interest in narrative in the same period as the rise of postmodernist art in the latter half of the 20th century, which was also applied to sculpture. The researcher, therefore, investigated through the history of sculpture in the 20th century the process in which narrative was denied under the value system of modernism and reappeared with the quickening of postmodernism. And as a result this period could be briefly characterized by 'return to figure' and 'reappearance of narrative'. The is, such flow means that late sculpture converted its center of interest from simple geometric abstract forms to irregular, figurative images. The researcher chose as the subject of his study the work of Louise Bourgeois, who was judged to have performed narrative positively and successfully among a great number of performed narrative positively and successfully among a great number of postmodernist sculptors who adopted it as their own strategy of expression. As the central artist of postmodrnist sculpture, She expressed human desire and condition as sexuality through the introspection of her own personal experience in contrast to the character of pop art sensitive to external world. The researcher borrowed narrative semiotics as a method of analyzing more elaborately the problem about the generation of narrative shown in her works. For it, he selected as the sample work for analysis Bourgeois's , which were judged to contain narrative most abundantly and as the metaphor of a gaze and recollection presented a new woman self that sublimed love, hatred, and loneliness. The narrative in her works are characterized by introspection questioning one's own trauma. It has independent domain and characteristics and clearly reveals narrative and content-centered characteristics, which are commonly discovered in postmodernist sculpture. The researcher could more concretely and definitely understand the characteristics of narrative through figurative images by analyzing the sample work. The researcher wanted to call your attention to the fact that the sculpture in the late 20th century contained narrative commonly and uniformly despite being characterized by various expressions and modes. And the focused on highlighting the fact that the narrative was more effectively revealed through figurative images of human body and simultaneously analyzing the formalizing process and structure for narrative. Besides he wanted to argue that the position of narrative defining the characteristics of sculpture should be valued more justly. Also, such acceptance of narrative, which is discovered in the sculpture, will have to be understood as the characteristics of the period reflecting the cultural aspect of the present time.
The cartoon communicates its messages by cartoon semiotics as a vehicle of emotion, face expression, act, glance, and texts along the story. this style of communication showed in the cartoon can be defined as ${\ulcorner}$Cartoon communication style${\lrcorner}$. Since, the cartoon is cultural and social product, an understanding of ${\ulcorner}$Cartoon communication style${\lrcorner}$ plays a major role in understanding culture and society as well as its production and interchange. To understand what is the ${\ulcorner}$Cartoon communication style${\lrcorner}$, systemic and objective research method through ${\ulcorner}$Cartoon Analysis${\lrcorner}$ is required. The study review cognitive tendency of cartoon expression through semiotic analysis of total 30,081 cuts of Korea, and Japanese published cartoons and consequently, classifies the cartoons by 3 forms - One-Root, One-Idea and One-Style to encode.
The starting point of this study was that the Orientalism reflected in the modern clothing is realized the different view by Western and Eastern. Based on this regard, this study semiotically analyse that clothing is creating the cultural values and signification and that the western designers are reproducing an ideology as orientalism being the western-oriented thought when expressing the Asian image in the modern clothing. The theoretical sides are based on the semiotic analyses of F. Saussure, C. Peirce, and R. Barthes. By the result observed through this study, the Orientalism reflected in the modern clothing designed by Western designers are discriminative image, mystic image, past-oriented image, natural image, and complex-eclectic image. The discriminative image is reproduced as a savage and uncivilized image. In addition, it regarded as a decorative and superficial image is expressed as if it is an uncharacterized and underdeveloped image in the modern clothing. The mystic image is reproduced as a romantic image to stimulate Westerners'curiosity. That is, Asian image is regarded as a dream and magical image rather than a scientific and rational image. The past-oriented image is expressed through restricting Asian positive image in Asian historical glory. The natural image differs from Western image based on science in the modern clothing. The modern clothing regards the natural image as a primitive and instinctive image. The complex-eclectic image is the pastish pattern through selecting and distributing heterogeneous materials in the modern clothing. This study critically analyzes the western-oriented thought of orientalism in the modern clothing. The results of the study imply that it is critical that we provide a new contact point for the East and the West in the context of our Asian values and traditions.
The second part of this study is to typify plural sexuality articulated with fashion images in men's and women's popular fashion magazines in Korea since 2000 and ultimately to infer sexual ideology codified in modern fashion by a framework of this study, the socio-semiotic model. From this, sexuality represented in modern fashion was typified as follows: in women's fashion Traditional Femininity, Glamor Femininity, Androgynous Femininity, Babydoll Femininity and Genderless sexuality, while in men's fashion Traditional Masculinity, Macho Masculinity, Androgynous Masculinity, Adolescent Masculinity and Genderless sexuality. The conclusion of this study is as follows: First, modern fashion has been changed from a means expressing gender and class into a sign vehicle representing the new ruling system of age and sexual desire. The binary oppositional sexuality on center of man in the 19 C capitalist period has been gradually pluralized towards the post-capitalist period. Next, mainstream society in Korea is still positioned in the traditional heterosexuality, keeping the vertical power relationship between man and woman even in the post-modern period. However, the fact that both Traditional Femininity and Androgynous Femininity acquire the position of dominant femininity connotes the change of modern femininity. Finally, plural sexuality represented in modern fashion has family resemblance and it shows contextual flexibility within contemporary period as well as a historical context. As a result, sexuality floats with a specific historical and socio-cultural context, and fashion as a material culture represents a masquerade as a identity vehicle, which constructs and de-constructs sexuality at the same time.
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