The application of social semiotic theory to visual elements within corporate positioning material and the development of a viable methodology

2004 ◽  
Vol 8 (4) ◽  
pp. 384-394 ◽  
Author(s):  
Reginald Watts ◽  
Krishnamurthy Sriramesh
2020 ◽  
Vol 6 (1) ◽  
pp. 18-31
Author(s):  
Daniel Kurniawan Salamoon ◽  
Cindy Muljosumarto

AbstrakVideo game sebagai bentuk media visual di era modern memiliki peranan dalam masyarakat sebagai salah satu bentuk hiburan yang bersifat interaktif. Video game terus berkembang dalam tata visual sebagai bentuk evolusi dari teknologi video game tersebut. Evolusi dalam video game membuat genre dalam video game juga mengalami perkembangan. Salah satu genre yang menjadi tren adalah genre post apocalyptic. Penelitian ini mencoba melihat narasi yang hendak disampaikan lewat tata visual beberapa video game dengan genre post apocalyptic. Metode yang dilakukan adalah dengan mengumpulkan data screen capture dari beberapa judul video game dengan rating yang baik. Dari metode ini, teori yang digunakan untuk melakukan analisa adalah teori semiotika khususnya yang berkaitan dengan tata visual pada video game khususnya elemen warna yang menjadi kunci genre ini dengan menggunakan software Image. Setelah itu data dianalisis lebih lanjut dengan metode AEIOU (Action, Environment, Interaction, Object, User). Studi ini memberi gambaran bagaimana tata visual yang menjadi ciri khas genre game post apocalyptic dan nilai estetis yang bisa dipelajari dari genre tersebut. Pada akhirnya studi ini dapat menjadi pondasi dalam melakukan riset warna khususnya dalam pengembangan sebuah video game Kata kunci : desain game, post apocalyptic, video game, warna AbstractVideo games as a form of visual media in the modern era has a role play in society as one of interactive entertainment form. Video games continue to grow in visual elements as evolution forms from video game technology itself. The evolution of video games also makes the genre of video games experience development. This research attempts to observe the narrative is to be conveyed through the visual elements of several video games with the Post-apocalyptic genre. The method used was to collect screen capture data from several video game titles with good ratings. The theory that used to conduct the analysis is a semiotic theory relate to visual elements, especially the colors element that is the key to this genre. The theory that used to conduct the analysis is a semiotic theory relate to visual elements of the video game, especially the colors element that is the key to this genre. The theory that used to conduct the analysis is a semiotic theory relate to visual elements of the video game, especially the colors element that is the key to this genre using image software. Afterward, data analyzed subsequently with AEIOU's (Action, Environment, Interaction, Object, User) method. This study gives a description of how the visual elements become a characteristic of the Post-apocalyptic genre and the aesthetic value that can be learned from the genre. So eventually these studies can be the foundation in conducting color research especially in the development of a video game. Keywords: color, game design, post apocalyptic, video game


Author(s):  
Verena Elisabeth Lechner

The line is a graphical element widely used in data visualizations, its purpose often being to signal a connection between other visual elements. Based on social semiotic theory, this article investigates what semiotic functions connecting lines can have and how these functions can be related to variations in form. The results show that, in addition to the basic function of connecting elements, such lines can also indicate the level of certainty, direct the viewer to read the information either as a narrative or a conceptual claim, indicate patterns of cohesion, and regulate the viewer’s position. These findings allow for further empirical research on the formation of visual conventions.


2021 ◽  
Vol 7 (6) ◽  
pp. 422-440
Author(s):  
Ni Wayan Kasni ◽  
I Wayan Budiarta

The study aimed at finding out the multimodal forms of tourism promotional discourse of promoting hotels in Bali in the age of COVID-19. The theory used in this study is the semiotic theory. In addition, descriptive qualitative is a method used to find forms of advertising, text construction, linguistic aspects, and visual elements of hotel advertisements in the Sanur and Kuta areas in the era of implementing the new normal with researchers as instruments or tools in this study. The data, then, were analyzed inductively. Based on the results of the study, the forms of hotel and tourism advertisements during the implementation of the New Normal were categorized into hotel and tourism audiovisual advertisements and printed hotel and tourism advertisements. Text construction in marketing hotels covers three aspects, namely representational aspects, relational aspects, and textual identity aspects. In addition, the type of semiotic system found in hotel and tourism advertisements during the implementation of the New Normal consists of linguistic aspects, visual forms, and body language. Transcreation of tourism advertisements after the implementation of the new normal consists of verbal, visual, and cultural aspects of advertising.


Author(s):  
Yayah Rukiah

This research is focused on the visual elements contained on Kusdono's Cirebon glass painting. The writer uses descriptive qualitative research methods to examine the visual elements, with the technique of collecting data from books and journals that relates to the research object. The purpose of this study is to examine and find the meaning of Cirebon glass paintings. The results of this research are Semar as the main figure in the clown who always do good, keep the truth and obey the tenet that closely related to Islam. Arabic calligraphy reinforces Semar's figure. On the Cirebon glass painting, there are many mega mendung ornaments and wadasan which are Cirebon batik motifs, as well as the colors used in the coastal colors due to the geographical location of Cirebon City near the beach.  


2021 ◽  
Vol 17 (1) ◽  
pp. 163-174 ◽  
Author(s):  
Winfried Nöth

Abstract The paper is a precis of C. S. Peirce’s semiotic theory of education. It presents this theory of learning and teaching from the perspective of Peirce’s phenomenological categories of Firstness, Secondness, and Thirdness. In the domain of Thirdness, learning is mediation between ignorance and knowledge, new information and old knowledge. Teaching has its focus on laws, symbols, legisigns, and reasoning. In the domain of Secondness, learners acquire new knowledge from the “hard realities” of real-life experience, from obstacles, and from the resistance caused by error and doubt. Teaching takes place by means of sinsigns (singular signs) and indexical signs. In the domain of Firstness, the learner acquires familiarity with the sensory qualities of objects of experience and learns from free associations, imagination, and acts of creativity. The instruments of teaching are qualisigns, icons, and abductive reasoning. The paper concludes that Peirce’s philosophy of education is holistic insofar as it states that most efficient signs are those signs in which “the iconic, indicative, and symbolic characters are blended as equally as possible.”


Semiotica ◽  
2020 ◽  
Vol 0 (0) ◽  
Author(s):  
Rebecca Dalvesco

AbstractCharles S. Peirce’s and Sigmund Freud’s theories may be used to interpret Jean Cocteau’s film La Belle et la Bête (1946). This film has a specific set of codes which connote its filmic language. Cocteau uses fetishistic objects as symbols and icons to reflect the psychological meaning of the film’s narrative. Peirce’s icons and symbols include the connection a person may make through the conventions and expressions of language a person links with the object or idea being observed. Peirce’s semiotic theory functions as a theory of communication. His theory refocuses on culture. Freud’s theories can be linked with ideas produced by Peirce in forming sign relations with the interpretation of the film and the role of imagination in the film. Especially important are Freud’s ideas of repression, conscious and unconscious as they relate to Cocteau’s filmic narrative and the film’s main character Belle.


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