• Title/Summary/Keyword: conceptual blending theory

Search Result 6, Processing Time 0.017 seconds

A Study on the Music of Musical based on Conceptual Blending Theory (개념적 혼성 이론을 통한 뮤지컬 <웨스트 사이드 스토리>의 음악 연구)

  • Seong, Chan-Kyeong;Chang, Min-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.9
    • /
    • pp.648-658
    • /
    • 2020
  • In essence, Musical theatre is a multimedia show, so when you listen to musical numbers, you will experience it through multiple senses. Therefore, in order to analyze musical numbers, emphasis should be placed on its interaction with various media such as lyrics, dance, and theatre, which have a direct association with the music. Through the Conceptual Blending Theory, which can comprehensively consider the combination of text and music, the combination of movement and music, and the combination of visual elements and music, this study analyzes the music of Musical . By exploring the result of interaction between lyrics and music, the interaction between choreography and music, and the interaction between stage and music, the artistry and intrinsic value of the work can be proved. In addition, we can discover the process and system of integrated interpretation through music analysis applying Conceptual Blending Theory. Therefore, Conceptual Blending Theory has sufficient utility as a methodology for music analysis of musical theatre.

A Study on the Meaning Construction and Expression Characteristics of Hybrid Design - Focus on the Methodology of Conceptual blending theory - (혼성 디자인의 의미구성과 표현특성에 관한 연구 - 개념적 혼성이론의 방법론을 중심으로 -)

  • Kim, Eun-Ji;Lee, Jeong-Wook
    • Korean Institute of Interior Design Journal
    • /
    • v.15 no.2 s.55
    • /
    • pp.81-90
    • /
    • 2006
  • This treatise makes clear not only a structural methodology of 'the conceptual blending theory' using in a linguistics could be applied to the similar process in a hybrid design but also both methods include the same meaning construction in the sense of a mutual educational system. Both methods have something in common that they are fundamentally focused on a metaphorical expression which implies poetic messages to be concentrated on a formal structure. Therefore, the purpose of this treatise is to examine the structural characteristics in the hybrid design in order to analyze the rhetorical expressions(metaphor, allegory) as symbols of communication. One of the those is intertextuality that expresses metaphorically by blending and borrowing codes and another is hypertextual space where various texts twines around each other making brand-new and diverse organizations, as the combined allegory with a number of hidden expression. Ultimately, it is important that this approach could verify whether it deals the illogical present state of a spacial form or structure with a kind of mechanism of a 'conceptual blending theory' or not.

'노(老) '의 의미 확장 양상과 인지적 기제

  • Chae, Chun-Ok
    • 중국학논총
    • /
    • no.69
    • /
    • pp.121-143
    • /
    • 2021
  • '老' refers to the old man with the characteristics of being aged in the original meaning 'to be aged' (adjective), which is a metonymy of 'substituting the whole with a part'. In combination with nouns, '老' uses a lot of metaphorical expressions that are understood through animals closest to the attributes of people with aged characteristics, plants and objects. '老' can be extended to the meaning of 'the survival time, duration, recognition time, and existence time of a person, animal, plant, or object are long', or 'the survival time is over', which can be said to be a metonymy of 'substituting cause with result'. An experienced target respected by people on a positive level and a target with banal thoughts, habits, nature, and personality on the negative level can also be conceptualized and expressed as '老'.

Aspects on Conceptual Mappings in Mental Space (정신공간에서의 개념적 사상의 양상)

  • 이종열
    • Proceedings of the Korean Society for Cognitive Science Conference
    • /
    • 2000.05a
    • /
    • pp.157-163
    • /
    • 2000
  • 이 글은 최근 인지언어학에서 기본적인 핵심이론 중의 하나로 자리잡고 있는 '정신공간 이론'(mental space theory)에 대한 이론적인 소개와 함께 의미구성에 있어서 중요한 개념의 하나인 '사상'(mappings)의 문제를 다루고자 한다. 1994년 이후 Fauconnier와 Fauconnier & Turner 등을 중심으로 진행되어 오고 있는 정신공간 이론에서는, 언어의 의미를 궁극적으로 인지적 공간들 사이의 상호관계가 언어로 '투사'(projection)된 것으로 간주한다. 그리고 기존의 근원영역과 목표영역 사이의 직접적이고 체계적인 사상, 이른바 '두 영역 모델'의 대안으로 '다공간 모델'을 제시하고 있다. 다공간 모델 속에는 '포괄공간'(generic space)과 '혼합공간'(blending space)이 설정되는데, 그 중에서 포괄공간은 근원공간과 목표공간의 모든 개념이나 추상적인 도식 등이 반영되어 있는 반면, 혼합공간은 실제의 다양한 개념적 혼합의 결과로 나타나며, 입력된 공간에서 나타나는 상응되는 부분들 사이의 연결을 활용하고 발전시키기 때문에 그 자체가 또 다른 혼합공간의 입력공간에서 일어나는 개념적 사상의 양상은 매우 다양할 뿐만 아니라 의미구성에 있어서도 중요한 역할을 한다. 이 글에서는 합성어와 같은 어휘적 측면은 물론, 일상의 문장 표현을 통해 나타나는 개념적 사상의 다양한 양상을 고찰하고자 한다.

  • PDF

Epic Theatre Reexamined from the Viewpoint of Cognitive Science (인지과학의 관점에서 본 서사극 이론)

  • Kim, Yongsoo
    • Journal of Korean Theatre Studies Association
    • /
    • no.49
    • /
    • pp.133-169
    • /
    • 2013
  • Reexamining Brecht's theoretical hypotheses in terms of cognitive science, this essay arrived at several temporary interpretations. Cognitive science implies that empathy can precede the rational understanding in Verfremdungseffekt. The spectator tends to simulate the unfamiliar incident and character and feels the consequential embodied emotion that leads to the cognitive understanding. The similar situation can be found in social gestus. According to cognitive science, gesture(social gestus) is simulated in the mirror-neuron of spectator, arousing consequently the embodied emotion that triggers the succeeding understanding. The spectator apts to experience and feel physically the moving gesture before decoding it as a social signification. Brecht's intention that attempts to reveal the duality of actor and character by eliminating the fourth wall is negated by cognitive science. According to the theory of conceptual blending, the spectator under the eliminated fourth wall mixes actor and character, and simulates this blending image so that he experiences it imaginatively. As such, another kind of illusion can be formed when a fourth wall is collapsed. Meanwhile, the critical thinking of spectator Brecht wanted can be hard to occur during the performance. It is necessary for the spectator to recollect the bygone dialogue and action in terms of social context as if he presses the pause, stopping the playback while watching a play in video. In this respect the social meaning Brecht intended can be achieved more effectively by the stop motion like tableau. It would not only give the time for the spectator to consider the implied social signification, but also make him possible to decode a semiotic meaning as if interpreting a still picture. Or it can be delivered by the dialogue that expresses the playwright's critical judgement. In this case, the subject of critical thinking is not the spectator but the author. The alternative explanation that the cognitive science suggests illuminates theoretically the reasons why Brecht's theory fails to be realized in practice. In a sense, Brecht's theory is nothing but a theoretical hypothesis. It takes the premise that the emotion hinders the rational thinking, understanding emotion and reason oppositively like Plato. This assumption is negated easily by the recent cognitive science that sees the reason as a by-product of physical experience including emotion. The rational understanding, in this sense, begins from the embodied emotion. As such the cognitive science denies the dichotomy of emotion and reason that Brecht adopted. The theoretical hypothesis of cognitive science makes us recognize again the importance of bodily experience in theatre. In theatre the spectator tends to experience physically before decoding the intellectual meaning. The spectator Brecht wanted, therefore, is far from the reality. The spectator usually experiences and reacts physically before decoding the meaning critically. Thus Brecht's intention can be realized by the embodied emotion resulted from simulation. This tentative interpretation suggests that we need to pay more attention to the empirical study of spectatorship, not remaining in a speculative study.

A Study on Aspect of Genre Differentiation in Digital Games - Focused on 'Roguelike' and 'Metroidvania' (디지털 게임의 하위 장르 분화 양상 연구 - 로그라이크, 메트로배니아를 중심으로-)

  • Ahn, Jin Kyoung
    • Journal of the Korean Society for Computer Game
    • /
    • v.31 no.4
    • /
    • pp.51-59
    • /
    • 2018
  • The purpose of this study is to analyze genre differentiation in digital games and examine the changing characteristics of core genre elements. Especially this study focuses on the aspect that how players recognize genre differentiation based on the conceptual blending theory. The evolution of the genre does not end with decline or extinction. The genre keeps being divided into sub-genres through partial use of genre elements. The differentiation of the genre results from the principle of frame confrontation or expansion with a parent genre. Rogue-like games are differentiated from Role-playing games by frame conflict, while Metroidvania games are differentiated from Platform adventure games by frame expansion. In the former case, the core genre elements are independent and easily combined with other genres. For example, the core mechanism of Rogue-like genre like 'perma-death' or 'procedural generation' has a decisive effect on the differentiation of the game experience become an independent genre element. In the latter case of Metroidvania, the core genre elements strongly reveals context dependency and are difficult to use outside the genre convention. The core mechanism of Metroidvania is 'backtracking' in the labyrinth style map, but it could be effective genre element within the specific context like side-scrolling action-platformer.