scholarly journals THE TRANSITIVITY SYSTEM OF SOCIAL SEMIOTICS IN THE PROCESS OF MEANING MAKING IN KINETIC TYPOGRAPHY

2021 ◽  
Vol 9 (60) ◽  

Kinetic typography, which is used firstly in film generics by metaphors created, has become widespread in social, economic and cultural fields such as internet, advertisements, TV with increasing of the need of communication under technological advance and the influence of globalization. The most important factors in the widespread use of this communication tool are that the message that is intended to be conveyed can be presented interactively and the design elements can be manipulated directly in order to create a certain mood in the audience. In kinetic typography, the elements of sound, motion and time present the abstract concepts as concrete and each element is evaluated as a mode (method, tool). Using these elements, the sign system is revealed through the visualization of the language, and all our experiences of the world are represented by creating a visual, spatial and aural environment in kinetic typography. Therefore, it is stated that kinetic typography is not just composed of letter forms, it is also a means of multimodal semiotic expression integrated with abstract concepts such as sound, motion, and color. Since multimodal systems have two or more semiotic tools to fulfil communication, the process of making meaning needs to be analyzed from different angles. The concept of social semiotic, which deals with how people communicate in society, this study has been tried to be carried out by adapting it to the field of visual communication. Expressing how designers portray the physical movement unique to the world in the digital environment is one of the main points of this research. Therefore, by analyzing the applications created with kinetic typography, why and how each design formation was created was expressed by examined in terms of the methods used. The aim of this study is to demonstrate the potential to create meaning with instance examinations in terms of the transitivity system which is a part of social semiotics in kinetic typography which has a multimodal (methodical) structure. Keywords: Typography, kinetic typography, social semiotics, transitivity system

Mousaion ◽  
2019 ◽  
Vol 37 (1) ◽  
Author(s):  
Tshepho Lydia Mosweu

Social media as a communication tool has enabled governments around the world to interact with citizens for customer service, access to information and to direct community involvement needs. The trends around the world show recognition by governments that social media content may constitute records and should be managed accordingly. The literature shows that governments and organisations in other countries, particularly in Europe, have social media policies and strategies to guide the management of social media content, but there is less evidence among African countries. Thus the purpose of this paper is to examine the extent of usage of social media by the Botswana government in order to determine the necessity for the governance of liquid communication. Liquid communication here refers to the type of communication that goes easily back and forth between participants involved through social media. The ARMA principle of availability requires that where there is information governance, an organisation shall maintain its information assets in a manner that ensures their timely, efficient and accurate retrieval. The study adopted a qualitative case study approach where data were collected through documentary reviews and interviews among purposively selected employees of the Botswana government. This study revealed that the Botswana government has been actively using social media platforms to interact with its citizens since 2011 for increased access, usage and awareness of services offered by the government. Nonetheless, the study revealed that the government had no official documentation on the use of social media, and policies and strategies that dealt with the governance of liquid communication. This study recommends the governance of liquid communication to ensure timely, efficient and accurate retrieval when needed for business purposes.


2021 ◽  
pp. 136843102110021
Author(s):  
Esperança Bielsa

This article argues for a non-reductive approach to translation as a basic social process that shapes both the world that sociologists study and the sociological endeavour itself. It starts by referring to accounts from the sociology of translation and translation studies, which have problematized simplistic views of processes of cultural globalization. From this point of view, translation can offer an approach to contemporary interconnectedness that escapes from both methodological nationalism and what can be designated as the monolingual vision, providing substantive perspectives on the proliferation of contact zones or borderlands in a diversity of domains. The article centrally argues for a sociological perspective that examines not just the circulation of meaning but translation as a process of linguistic transformation that is necessarily embodied in words. Only if this more material aspect of translation is attended to can the nature of translation as an ordinary social process be fully grasped and its intervention in meaning-making activities explored. This has far-ranging implications for any reflexive account of the production of sociological works and interpretations.


2013 ◽  
Vol 3 (1) ◽  
pp. 72-85 ◽  
Author(s):  
Shanthi Balraj Baboo

Many children grow up in contemporary Malaysia with an array of new media. These include television, video games, mobile phones, computers, Internet, tablets, iPads and iPods. In using these new media technologies, children are able to produce texts and images that shape their childhood experiences and their views of the world. This article presents some selected findings and snapshots of the media lifeworlds of children aged 10 in Malaysia. This article is concerned with media literacy and puts a focus on the use, forms of engagement and ways that children are able to make sense of media technologies in their lives. The study reveals that children participate in many different media activities in their homes. However, the multimodal competencies, user experiences and meaning-making actions that the children construct are not engaged with in productive ways in their schooling literacies. It is argued that media literacy should be more widely acknowledged within home and school settings.


Author(s):  
Lisa Kervin ◽  
Jessica Mantei ◽  
Jan Herrington

In this chapter the authors discuss two central themes: the changing nature of literate activity brought about by Information and Communication Technologies (ICT), and suggestions for how educators could respond to this guided by principles of authentic learning. The access many young people have to ICT has resulted in new forms of literacy as they manipulate technology, using this new knowledge to assist the process of meaning making. Each new technology brings with it navigational concepts, space to negotiate, new genres and a range of modalities, all of which need to be interpreted. ICTs have the potential to reshape literate practices in classrooms as students create, collect, store and use knowledge as they connect and collaborate with people and resources across the world. What is crucial though, is that the nexus between technology and literacy within classrooms is conceptualised through meaningful, relevant and authentic connections with curricula.


PRASI ◽  
2020 ◽  
Vol 15 (01) ◽  
pp. 10
Author(s):  
Ernawati Ernawati

ABSTRAK           Tujuan penelitian ini untuk  berdiskusi strategi pembelajaran yang oftimal sehingga tercapai tujuan  sesuai dengan visi dan  misi mata kuliah Nirmana 2 (Trimatra) yang tercantum pada kurikulum. Metode pada penelitian ini menerapkan metode tindakan kelas (PTK) dengan pendekatan model PTK dari Kurt Lewin. Nirmana 2 (Trimatra) mempersiapkan mahasiswa untuk memiliki kepekaan rasa, ketajaman analisis visual dan pemahaman mendalam terhadap ilmu dasar seni rupa dan desain. Nirmana berpengaruh terhadap mata kuliah lainnya yang berhubungan denagn teori maupun praktik desain komunikasi visual. Modifikasi strategi pembelajaran nirmana 2 (Trimatra) dengan kontekstual (visual-spasial) dan evaluasi penilaian mampu menjadi poin penting dalam mengatur suasana kelas yang kondusif, meningkatkan kualitas semangat belajar dan menigkatkan pemahaman serta kreativitas mahasiswa untuk berkarya.Katakunci : Nirmana 2,  Spasial, Strategi Pembelajaran, visualABSTRACT          The purpose of this study is to discuss optimal learning strategies so that the objective is achieved under the vision and mission of Nirmana II (Trimatra) courses listed in the curriculum. The method in this study applied classroom action research (PTK) with the research approach from Kurt Lewin, which aimed to explore the strategic roles of the spatial intelligence learning toward the process of students’ creativity development in Nirmala learning. Arts and design students have a close relationship with creativity and sensitivity in which they need preparation in understanding the governance of design elements. Spatial intelligence is an ability to visualize the ideas relating to space and place. Spatial intelligence is an intelligence possessed by most fine art and design students. Nirmana II (Trimatra) prepares students to have a sense of taste, sharpness of visual analysis, and a deep understanding of the basic fine arts and design. Nirmana influences other courses relating to the theory and practice of visual communication design. Modification of the Nirmana II learning strategy (Trimatra) with contextual (visual-spatial) and evaluation assessment can be important points in managing a conducive classroom atmosphere, improving the quality of enthusiasm for learning, and increasing students' understanding and creativity to work. The analysis process is done by collecting data that is measurable.Keywords: Nirmana II, spatial, learning strategies, visual  


2019 ◽  
Vol 4 (1) ◽  
pp. 17
Author(s):  
Rina Carina

<strong>Abstract</strong><br />The Decorative Letters Application in Kinetic Typography. Typography is a design element that is very important and widely used in animation, which is known as kinetic typography, where the letters move and become the main visual element in conveying information. Decorative letters are now more diverse, some are easy to read, but many of them are difficult to read. The developing of decorative lettes will certainly affect the visual. The purpose of this study is to see the development of decorative letters<br />application in kinetic typography. This art-based research uses qualitative research method by analyze the decorative letters as design elements based on basic typographic theory. The result is a conclusion of the achievement of delivering information through the decorative letters, especially in kinetic typography and open to further study.<br />Hope that this research can enrich designer’s references in applying typography as an important and informative design element.<br /><div> </div><div> </div><strong>Abstrak</strong><br />Penggunaan Huruf Dekoratif dalam Tipografi Kinetis. Tipografi merupakan sebuah elemen desain yang sangat penting dan banyak digunakan dalam media animasi, yang dikenal dengan sebutan tipografi kinetis, di mana huruf-huruf tersebut bergerak dan menjadi elemen visual utama dalam menyampaikan sebuah informasi. Bentuk huruf dekoratif pun kini semakin beragam, ada yang mudah dibaca, namun tidak sedikit<br />yang sulit dibaca. Semakin banyaknya suguhan bentuk huruf dekoratif tentunya akan mempengaruhi desain visual yang dihasilkan. Tujuan dari penelitian ini adalah untuk mengetahui perkembangan penggunaan huruf dekoratif pada tipografi kinetis. Penelitian berbasis seni ini menggunakan metode riset kualitatif, dengan menganalisis huruf dekoratif sebagai elemen desain berdasarkan teori dasar tipografi. Hasil dari<br />penelitian ini adalah berupa kesimpulan mengenai keberhasilan penyampaian informasi melalui huruf dekoratif, khususnya dalam karya tipografi kinetis dan terbuka untuk penelitian lebih lanjut. Melalui penelitian ini diharapkan dapat memperkaya referensi para desainer dalam menggunakan tipografi sebagai elemen desain yang penting dan<br />informatif.<br /><br />


2020 ◽  
Vol 28 (2) ◽  
pp. 893
Author(s):  
Clarice Gualberto ◽  
Záira Santos ◽  
Ana Clara Meira

Abstract: In this paper, we attempt to provide some ways of thinking about text, relating it to the concept of metaphors, multimodality and texture. Our aim is to develop new insights in meaning making and communication more generally, by bringing examples of memes; a relatively new genre, often seen on social media posts. To do so, we discuss the notion of text (HALLIDAY; HASAN, 2002; BEAUGRANDE, 1997; KRESS, 2010) and then, we discuss texture as a semiotic resource for the production of texts and its metaphors (DJONOV; VAN LEEUWEN, 2011). To exemplify some concepts and categories, we explore memes, seeking to understand their constitution as well as their qualities and potential meanings of visual textures deployed in the text to make meaning material through multimodal metaphors.Keywords: text; texture; social semiotics; multimodal metaphors.Resumo: Neste artigo, pretendemos propor algumas maneiras para se pensar a noção de texto, relacionando-a aos conceitos de metáfora, multimodalidade e textura. Nosso objetivo é desenvolver novos insights a respeito da produção de sentido e da comunicação de forma geral. Como exemplo, trazemos  memes com o bordão “É verdade esse bilete”. Como esse gênero é relativamente novo e frequentemente visto em posts nas redes sociais, discutimos a noção de texto (HALLIDAY; HASAN, 2002; BEAUGRANDE, 1997; KRESS, 2010) e de textura como um recurso semiótico para a produção de textos e suas metáforas (DJONOV; VAN LEEUWEN, 2011). Para exemplificar algumas noções e categorias, exploramos os memes, buscando compreender como eles se constituem, assim como suas qualidades e seus possíveis sentidos de texturas visuais utilizadas para produção de metáforas multimodais.Palavras-chave: texto; textura; semiótica social; metáforas multimodais.


Author(s):  
Max Cronkite

Gamification has been a growing trend as a tool for pedagogical use. Incorporating game-design elements into a non-game context not only has the potential to amplify student motivation and interaction, but allows for the exploration of a new way to learn, teach, and understand history. Gregory of Tours’ Historia Francorum provides us with an interesting viewpoint into the world of 6th century Frankish Gaul. Understanding the motivations behind the characters in Gregory’s work and their relationship with the religious and political atmosphere of the 6th century can be difficult for modern readers. My project uses elements of role-playing to better engage students in interacting with the text. Students inhabit the role of a historical character from Historia Francorum and play out a narrative ‘campaign’ of multiple sessions as that character. Through research and primary source reading they will develop an understanding for their character, the world they inhabit, and their role within that society. Students engage with other students, prepare and give speeches, all in their prescribed roles. This, along with continual feedback on their actions given by the instructor, will cultivate a unique and more engaging learning atmosphere for students. My goal for this undergraduate research project is to develop an alternative approach to understanding the dynamics of early medieval Frankish society. By turning Gregory’s work into an inhabitable space, the large body of text becomes approachable and engaging to students. The final phase of the project which is underway, is testing it in a third year undergraduate history course.


2019 ◽  
pp. 761-780
Author(s):  
Michelina Occhioni

This work describes Techland, an OpenSim-based VW developed and owned by the author for educational purposes for middle school students. Techland is a group of islands focused on math, and science, where explore various approaches to VW, in different and mutually not exclusive learning sets and degrees of immersion. The main objectives are to simplify abstract concepts by using scripted 3D learning objects and to engage students offering a way to go beyond the classroom as the only learning environment. So Techland can be considered a giant 3D book. Activities range from viewing the contents of the world on an IWB, as a support for the teacher's lesson, to logging on the student's avatars into the world for exploration, producing machinima videos and collaborating together. Most islands are public access and reachable from other similar virtual worlds by the HG system, so other schools could take advantage from its contents or they could share projects. Techland has got the proper requirements to will become a meeting place between students and teachers who want to find new approaches to scientific matters.


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