• 제목/요약/키워드: the semiotic

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해외에서 활동하는 한국 패션디자이너의 작품에 나타난 숭고미 - 그레마스 기호사각형을 통한 기저의미 해석 - (Sublimity embedded in the works of internationally recognized Korean fashion designers - Interpretation of in-depth meaning applying Greimas semiotic square -)

  • 지정숙;이예영
    • 복식문화연구
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    • 제30권5호
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    • pp.752-765
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    • 2022
  • Clothing, as a signsystem, implies many different meanings according to different circumstances. Korean fashion designers' designs also imply various meanings. Therefore, the purpose of this study is the exploration of Korean fashion designers' design characteristics through Greimas' Semiotic Square. As sublimity is the most representative characteristic of modern fashion design, this study discusses the in-depth aesthetic meaning innated in Korean fashion design through the semiotic square proposed by Greimas. To fulfill this goal, Korean fashion designers were sought after on the internet; consequently, four Korean designers became subjects for the analysis. Their collections were analyzed according to predefined criteria adopted and modified from previous studies. Sublimity characteristics were applied to Greimas' and Floch's semiotic squares for further interpretation. Results of the study indicate that sublimity, which is typically found in Korean fashion designs, varies depending on different points of view. In terms of culture, this study discovered a relationship of contrariety between sublimity and beauty. This finding opposes the theory of Greimas' semiotic square, in which sublimity stands as a contradictory of the technician. According to the culture industry theory, suggested by Held, the technician is an implication of sublimity. Through a technician, sublimity may pose as a complementarity or implication of beauty. Finally, sublimity might substitute beauty as well; furthermore, it constitutes practical valorization in the semiotic square of Floch. Moreover, the artist present as a ludic valorization stands as a contradictory, while art, serving as a utopian valorization, enacts as a contrary.

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

  • 서준호
    • 한국실내디자인학회논문집
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    • 제22권1호
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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.

Dumb Ways to Die에서 재현된 행위소의 의미해석작용 분석 - A.J . 그레마스의 기호학을 중심으로 (Analysis on Signification of Actant for Representation in Dumb Ways to Die - as the Centre Semiotic Analysis of A. J. Greimas)

  • 권상우
    • 한국멀티미디어학회논문지
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    • 제19권6호
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    • pp.1095-1105
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    • 2016
  • This study is semiotic analysis about 'dumb ways to die' that is produced by Melbourne Railway of Australia in 2012. By analyzing the symbolic representations through 'Actants model' of A.J. Greimas, extract the relationship between signification of the represented object in 'dumb ways to die'. Greimas' model helps to analyze the semiotic interpretation action that occurs above a layer of discourse. In addition, this study is to compare the property to distinguish the Semiotic 'Actants' to cause the behavior of the recipient by represented in the same ideological situation. This can determine the properties of the signification and gauge the level of symbolic images that are reproduced in the discourse process. Accordingly, guidance to become a developer by extracting the reproduction principle of the video that causes a user's action.

기호론적 건축의 공간해석에 관한 연구 - 그레이브스와 아이젠만의 초기작품을 중심으로 - (A Study on the Spatial Analysis in Semiotic Architecture - Focus on the early works of M. Graves and p. Eisenman -)

  • 이용재
    • 한국실내디자인학회논문집
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    • 제28호
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    • pp.17-24
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    • 2001
  • This study aims at the spatial analysis in semiotic architecture focusing on the early works of M. Graves and P. Eisenman, the representative architects of semiotic architecture. This study on the semiotics of architectural space can be started with literaeur's approaches which recognizes it as the language. Thus, to applicate semiotics in architectural space means a methodology reaching for essential architecture. The conclusions of the study as per the above mentioned aims and intentions are as follows: The viewpoint of spatial analysis in M. Graves's semiotic architecture is defined the semantic metaphorical space of denotative context : That of P. Eisenman's described the synthetic deep of connotative self-restraint.

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Surrealism 표현특성과 기호학적 적용방법을 통한 공간분석 연구 - 그레마스의 기호사변형을 중심으로 - (The study on spatial analysis using the expressional characteristics of surrealism and semiotic approach - Focusing on Greimas' semiotic square -)

  • 함보아;이찬
    • 한국실내디자인학회논문집
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    • 제18권6호
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    • pp.44-51
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    • 2009
  • Various and complex cultural phenomena have led to many changes in the space. The concept of unconsciousness, among others, and experimental expression technique and the concepts from surrealism that rather attaches great importance to contingency than intentional attempt have been employed in the space. The abstract expression as expressional characteristics of surrealism makes the space ambiguous through the concept of automatism using the approach of indeterminism and double image expression, and represents the space providing diversity through the dualism. In contrast, objective expression, which was based on depaysement, generates the tension and expresses the dramatic situation in such a way and manner which are intentional, distorted transformed, together with heterogenous meanings aligned through the reversal appeared in the techniques of collage and paranoiac-critical method. However if such space accommodating the expressional characteristics of surrealism is approached as superficial concept in analyzing the human's inner consciousness and imaginary society, expression of the ultimate concept contained in the expressional characteristics of surrealism can hardly be achieved. Hence, the spatial analysis from the semiotic approach, instead of unilateral method aimed to convey the meaning only, which creates the signification, was adopted. The study, as effective approach to the space accommodating the expressional characteristics of surrealism, was intended systematically evaluate the concreteness of understanding and generation of meaning through the semiotic method. Greimas' semiotic square analysis to the space plays the important role in generating the spatial meaning, as well as is needed for objective analysis of the importance of various characteristics and methodology which the space contains through the expressional characteristics of surrealism.

게임 캐릭터의 아이덴티티 개선방안 : 게임 캐릭터 제작방식의 기호학적 분석 중심으로 (Improving Game Character Design Identity : Focus on Game Character Design Method through Semiotic Analysis)

  • 이제;경병표;유석호;이완복
    • 한국콘텐츠학회논문지
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    • 제11권2호
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    • pp.162-169
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    • 2011
  • 본 논문은 캐릭터의 기호학 분석을 통해 효과적인 게임 캐릭터 디자인 방법에 대해 제안하였다. 다양한 콘텐츠의 캐릭터 중 게임 캐릭터만이 가진 특징을 알아보고, 그 특징에 Scott McCloud의 "아이콘화"의 개념을 도입하여 캐릭터와 기호학의 관계에 대해 고찰하였다. 그리고 추상화된 기호적 캐릭터와 사실적 캐릭터를 구분하여 각각의 특징과 장점, 단점을 파악하고, 디자이너의 캐릭터 제작 과정과 수용자의 캐릭터 인지과정을 단계별로 나누어 기호학적으로 해석해보았다. 그 결과 두 과정을 서로 역순으로 진행된다는 것을 알 수 있었으며 수용자의 기호학 인식과정을 고려한 캐릭터 디자인 과정이 게임 콘텐츠 전반의 특징을 더 효과적으로 전달할 수 있다는 것을 확인할 수 있었다.

항구 가로경관의 기호학적 분석 - 영덕군 강구항을 중심으로 - (A Semiotic Study on Streetscape in Harbor - With A Special Reference to Gang-Gu Harbor of Young-Duk Gun -)

  • 이관희;윤주철
    • 한국조경학회지
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    • 제40권3호
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    • pp.32-41
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    • 2012
  • 본 연구는 문화현상을 기호의 체계로 설명할 수 있다는 기호론의 기본개념을 근거로 항구의 가로경관에 대한 특성을 밝히고자 한다. 항구경관의 인공적 요소들 중에서 가로경관을 구성하는 중요한 요소들을 문화현상을 전달하는 기호로 보았다. 기호학적 접근방식은 경관분석 과정에서 심리적 요인에 영향을 받기 때문에 경관의 물리적 특성을 이해하는데 주로 이용되었다. 연구대상지의 가로는 영덕군 강구항의 강구리와 오포리 가로이다. 가로의 간판 문자언어를 업종에 따라서는 17개의 업종으로, 의미론적으로는 13개의 의미로 분류하였다. 연구의 결과는 다음과 같다. 첫째, 주된 업종으로는 음식업이 강구리가 56.3%, 오포리는 61.8%를 차지하고 있었다. 둘째로, 강구항 가로의 기호론적 의미는 주로 지역의 장소를 뜻하고, 사람들이 쉽게 부르고 기억하기 좋은 애칭을 뜻한다. 음식업종이 가장 많은 것은 이 지역 특산물인 영덕대게와 밀접한 관계가 있을 것으로 본다. 또한 지역의 이름은 영덕대게의 상징성으로부터 나온 것이며, 사람들의 애칭은 판매고를 높이는 것과 관련된 것으로 사료된다. 끝으로 기호학적 접근은 가로경관의 전부를 포괄할 수는 없지만, 항구도시의 가로경관의 골격을 이해할 수 있는 언어적 도구라는 점에서 매우 유용할 것으로 보인다.

환경의미 분석을 위한 기호학적 접근방법 연구 (A Study on the Method of Semiotic Approach on Environmental Meaning)

  • 김주미
    • 한국실내디자인학회논문집
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    • 제10호
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    • pp.34-49
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    • 1997
  • Architectual environment in this study means a language and meaning complex which makes communication between human beings and environment possible. The purpose of this study is to propose a semiotic approach to analyze and examine meaning, as a semiotic system, and its effects, focusing on the generative meaning in the relationship between human beings and environment. For this purpose, it examines the academic status of modern semiotics in postmodernism and the possibility of its being metalanguatge for a study of a variety of cultural phenomena and desigv. It also provides two viewpoints as propositions for its analysis: it explains the necessity of environmental-discoursive attitude and social-semiotic viewpoint which understands environment as social-cultural reflectors. Finally, it provides framework and all the interpretative procedures for analysis of environmental meanings on the basis of the approach of semiotics of space. By applying the methods proposed this study to the case studies, it also proves validity of this approach and the potentialities of the application of semiotics. This study emphasizes not only denotative configuration of the architectural environment but also its connotative meanings. It maintains that designers, architects, and theorists should realize correctly today's changed value system and social and aesthetic paradigms. It also stresses the necessity of development of the new architectural language and meaning system.

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기호 해석 활동으로서의 게임 플레이 연구 (Gameplay as a Semiotic Interpretation)

  • 류철균;조성희
    • 한국게임학회 논문지
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    • 제9권3호
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    • pp.67-75
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    • 2009
  • 이 논문의 목적은 디지털 게임 플레이에서 나타나는 기호 해석 과정을 설명하고, 각 해석 주체의 해석 의도를 통해 나타나는 의미의 층위를 규명하는 데 있다. 디지털 게임의 일차적인 저자는 게임 디자이너이며, 여기에 플레이어의 활동이 더해짐으로써 텍스트의 의미가 비로소 실현된다. 플레이어는 게임 텍스트에 존재하는 기호 해석을 통해 게임 플레이를 진행하며 이 과정에서 게임 텍스트를 일차적으로 만든 디자이너의 의도와 이것을 플레이하는 플레이어의 의도가 뒤섞이게 된다. 디자이너는 생산한 기호가 플레이어의 올바른 행위를 유발하기를 바라고 플레이어는 기호를 올바로 해석하여 자신의 의도대로 플레이를 진행시키기를 원한다. 이에 본고에서는 각 주체의 의도 실현 양상을 다섯 가지로 나누어 살펴보고, 특히 플레이어의 의도에 따른 텍스트 생성을 살핀다.

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