999 resultados para Semiotic system


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Science picture books offer pleasurable and educational reading experiences. These texts open up opportunities for cross-curriculum teaching and learning and a means for developing students’ visual literacy skills, aesthetic appreciation, and higher level thinking skills. Picture books demonstrate how one mode or semiotic system (visual and verbal) mediates the other, often complementing, extending, and filling-in the gaps between words and images. Students’ meaning making is further extended when they can understand the subtleties and effects (and affects) of the visual elements of art and design, and the different styles of writing and language use.

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Resumen: Garcilaso de la Vega, siguiendo el canon pedagógico humanista, se constituyó en un poeta que no solo adoptó la tradición de la lírica clásica en la absorción de temas y motivos, sino que también ensayó la composición de odas, a la manera horaciana, en lengua latina. Estas composiciones, regidas por las reglas métricas que se enseñaban en las escuelas de gramática y retórica, conservan la estructura estrófica y la rigurosa alternancia de sílabas breves y largas. El interés filológico en torno de estos poemas, por los cuales Garcilaso fue elogiado por los intelectuales de su época, es tardío ya que en las primeras ediciones de la obra del toledano no aparecen; será a finales del siglo XIX cuando se ponga la mirada sobre ellos y se comprenderá cuál es la importancia del contexto italiano de composición y el compromiso del poeta con lo clásico. Este cruce de imaginarios, que tiene como límite último la producción poética de Garcilaso, puede entenderse como un ejercicio de traducibilidad entre el sentido de un sistema semiótico adoptado, como es en este caso la utilización de la lengua latina, y la posibilidad de decir algo de ello, lo que implica producir significación; asimismo este juego de traspasos enunciativos se completa con la traducción a la lengua española de las odas latinas de Garcilaso. En consecuencia, los objetivos de la presente comunicación están orientados a analizar los dos pasos de la actividad semántica que se opera en toda relación de traducción: en este caso entre la oda a Venus creada por el poeta hispano y la versión de Nemesia Matarrodona Vizcaíno, quien transpone al español el texto garcilasiano en la edición de Sotelo Salas, del año 1976.

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Arguably, the myth of Shakespeare is a myth of universality. Much has been written about the dramatic, thematic and ‘humanistic’ transference of Shakespeare’s works: their permeability, transcendence of cultures and histories, geographies and temporalities. Located within this debate is a belief that this universality, among other dominating factors, is founded upon the power and poeticism of Shakespeare’s language. Subsequently, if we acknowledge Frank Kermode’s assertion that “the life of the plays is the language” and “the secret (of Shakespeare’s works) is in the detail,” what then becomes of this myth of universality, and how is Shakespeare’s language ‘transferred’ across cultures? In Asian intercultural adaptations, language becomes the primary site of confrontation as issues of semantic accuracy and poetic affiliation abound. Often, the language of the text is replaced with a cultural equivalent or reconceived with other languages of the stage – song and dance, movement and music; metaphor and imagery consequently find new voices. Yet if myth is, as Roland Barthes propounds, a second-order semiotic system that is predicated upon the already constituted sign, here being language, and myth is parasitical on language, what happens to the myth of Shakespeare in these cultural re-articulations? Wherein lies the ‘universality’? Or is ‘universality’ all that it is – an insubstantial (mythical) pageant? Using Ong Keng Sen’s Search Hamlet (2002), this paper would examine the transference of myth and / as language in intercultural Shakespeares. If, as Barthes argues, myths are to be understood as metalanguages that adumbrate social hegemonies, intercultural imaginings of Shakespeare can be said to expose the hollow myth of universality yet in a paradoxical double-bind reify and reinstate this self-same myth.

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La fin du XVe siècle marque le début d’une nouvelle ère dans les Amériques. L’arrivée des explorateurs, des conquistadores et des colonisateurs espagnols au nouveau continent signe l’introduction des Amériques dans l’histoire. Dans les écrits rédigés durant les premières décennies de la colonisation, les Autochtones endossent majoritairement le rôle d’objet. À la suite de l’endoctrinement d’une partie de la population autochtone, ce rôle passif se transforme en rôle davantage actif alors que certains Autochtones décident de prendre la parole et la plume. Voilà ce que Felipe Guamán Poma de Ayala décide de faire par l’entremise de sa chronique Nueva coronica y buen gobierno, rédigé en 1615 et adressé au roi Philippe III d’Espagne. Ce mémoire étudie une sélection d’images de la chronique comme traductions culturelles intersémiotiques de la société coloniale dans la mesure où elles traduisent le vécu colonial, y compris les rapports de pouvoir ethniques au sein de la hiérarchie sociale, à l’aide d’unités sémiotiques provenant de divers codes culturels (espagnol, catholique et andin). L’objectif de ce projet de recherche consiste à démontrer la façon dont l’hybridité du système sémiotique du texte cible expose la nature aliénante de la traduction ainsi que la relation antagonique qu’elle entretient avec l’idéologie coloniale officielle.

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The reading of printed materials implies the visual processing of information originated in two distinct semiotic systems. The rapid identification of redundancy, complementation or contradiction rhetoric strategies between the two information types may be crucial for an adequate interpretation of bimodal materials. Hybrid texts (verbal and visual) are particular instances of bimodal materials, where the redundant information is often neglected while the complementary and the contradictory ones are essential.Studies using the 504 ASL eye-tracking system while reading either additive or exhibiting captions (Baptista, 2009) revealed fixations on the verbal material and transitions between the written and the pictorial in a much higher number and duration than the initially foreseen as necessary to read the verbal text. We therefore hypothesized that confirmation strategies of the written information are taking place, by using information available in the other semiotic system.Such eye-gaze patterns obtained from denotative texts and pictures seem to contradict some of the scarce existing data on visual processing of texts and images, namely cartoons (Carroll, Young and Guertain, 1992), descriptive captions (Hegarty, 1992 a and b), and advertising images with descriptive and explanatory texts (cf. Rayner and Rotello, 2001, who refer to a previous reading of the whole text before looking at the image, or even Rayner, Miller and Rotello, 2008 who refer to an earlier and longer look at the picture) and seem to consolidate findings of Radach et al. (2003) on systematic transitions between text and image.By framing interest areas in the printed pictorial material of non redundant hybrid texts, we have identified the specific areas where transitions take place after fixations in the verbal text. The way those transitions are processed brings a new interest to further research.

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The semiotics of C S. Peirce presents fundamental concepts to discover aspects of the indexing process, including representation and classes of signs. However, we still know little of its theoretical potential for subject indexing. We believe that the main difficulty in the proposals to understand the process of subject indexing based on Peircean semiotics stems from an incomplete interpretation of his semiotic system. This paper attempts to describe the contributions of Peircean semiotics to subject indexing. First, we analyze some of the concepts of the branches of semiotics, after which, we discuss strategies for conceptual approximation. Secondly, and aiming to raise the level of interlocution between the areas, we intend to argue that subject indexing is an inferential process, as explained by the second branch of semiotics. Thus, we seek to go beyond the level of speculative grammar, the first branch of semiotics, to forge a closer link with pure or critical logic, the second branch. We conclude that the indexer's work does not produce a mere reflection of what already exists in documents, but involves an instigating action to discover, through the inferential matrix, the meaning of a text in order to find the subject and the most appropriate subject added entry to the information system.

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The Patten’s Theory of the Environment, supposes an impotent contribution to the Theoretical Ecology. The hypothesis of the duality of environments, the creaon and genon functions and the three developed propositions are so much of great importance in the field of the Applied Mathematical as Ecology. The authors have undertaken an amplification and revision of this theory, developing the following steps: 1) A theory of processes. 2) A definition of structural and behavioural functions. 3) A probabilistic definition of the environmental functions. In this paper the authors develop the theory of behavioural functions, begin the theory of environmental functions and give a complementary focus to the theory of processes that has been developed in precedent papers.

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Computer games are significant since they embody our youngsters’ engagement with contemporary culture, including both play and education. These games rely heavily on visuals, systems of sign and expression based on concepts and principles of Art and Architecture. We are researching a new genre of computer games, ‘Educational Immersive Environments’ (EIEs) to provide educational materials suitable for the school classroom. Close collaboration with subject teachers is necessary, but we feel a specific need to engage with the practicing artist, the art theoretician and historian. Our EIEs are loaded with multimedia (but especially visual) signs which act to direct the learner and provide the ‘game-play’ experience forming semiotic systems. We suggest the hypothesis that computer games are a space of deconstruction and reconstruction (DeRe): When players enter the game their physical world and their culture is torn apart; they move in a semiotic system which serves to reconstruct an alternate reality where disbelief is suspended. The semiotic system draws heavily on visuals which direct the players’ interactions and produce motivating gameplay. These can establish a reconstructed culture and emerging game narrative. We have recently tested our hypothesis and have used this in developing design principles for computer game designers. Yet there are outstanding issues concerning the nature of the visuals used in computer games, and so questions for contemporary artists. Currently, the computer game industry employs artists in a ‘classical’ role in production of concept sketches, storyboards and 3D content. But this is based on a specification from the client which restricts the artist in intellectual freedom. Our DeRe hypothesis places the artist at the generative centre, to inform the game designer how art may inform our DeRe semiotic spaces. This must of course begin with the artists’ understanding of DeRe in this time when our ‘identities are becoming increasingly fractured, networked, virtualized and distributed’ We hope to persuade artists to engage with the medium of computer game technology to explore these issues. In particular, we pose several questions to the artist: (i) How can particular ‘periods’ in art history be used to inform the design of computer games? (ii) How can specific artistic elements or devices be used to design ‘signs’ to guide the player through the game? (iii) How can visual material be integrated with other semiotic strata such as text and audio?

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Written at a time of significant changes for women and for women writers in Queensland, Australia, Jay Verney's A Mortality Tale (1994), privileges women's experiences of place and seeks to redeem the feminine from its entrapment in masculine stories/discourses of self and place. This chapter draws on Julia Kristeva's conceptualisation of the semiotic as a way of reading Verney's witty and reflective re-articulation of phallocentric orderings of spatiality and gender.

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An enterprise is viewed as a complex system which can be engineered to accomplish organisational objectives. Systems analysis and modelling will enable to the planning and development of the enterprise and IT systems. Many IT systems design methods focus on functional and non-functional requirements of the IT systems. Most methods are normally capable of one but leave out other aspects. Analysing and modelling of both business and IT systems may often have to call on techniques from various suites of methods which may be placed on different philosophic and methodological underpinnings. Coherence and consistency between the analyses are hard to ensure. This paper introduces the Problem Articulation Method (PAM) which facilitates the design of an enterprise system infrastructure on which an IT system is built. Outcomes of this analysis represent requirements which can be further used for planning and designing a technical system. As a case study, a finance system, Agresso, for e-procurement has been used in this paper to illustrate the applicability of PAM in modelling complex systems.

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Semiotics is the study of signs. Application of semiotics in information systems design is based on the notion that information systems are organizations within which agents deploy signs in the form of actions according to a set of norms. An analysis of the relationships among the agents, their actions and the norms would give a better specification of the system. Distributed multimedia systems (DMMS) could be viewed as a system consisted of many dynamic, self-controlled normative agents engaging in complex interaction and processing of multimedia information. This paper reports the work of applying the semiotic approach to the design and modeling of DMMS, with emphasis on using semantic analysis under the semiotic framework. A semantic model of DMMS describing various components and their ontological dependencies is presented, which then serves as a design model and implemented in a semantic database. Benefits of using the semantic database are discussed with reference to various design scenarios.

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This study puts forward a method to model and simulate the complex system of hospital on the basis of multi-agent technology. The formation of the agents of hospitals with intelligent and coordinative characteristics was designed, the message object was defined, and the model operating mechanism of autonomous activities and coordination mechanism was also designed. In addition, the Ontology library and Norm library etc. were introduced using semiotic method and theory, to enlarge the method of system modelling. Swarm was used to develop the multi-agent based simulation system, which is favorable for making guidelines for hospital's improving it's organization and management, optimizing the working procedure, improving the quality of medical care as well as reducing medical charge costs.

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Nowadays the changing environment becomes the main challenge for most of organizations, since they have to evaluate proper policies to adapt to the environment. In this paper, we propose a multi-agent simulation method to evaluate policies based on complex adaptive system theory. Furthermore, we propose a semiotic EDA (Epistemic, Deontic, Axiological) agent model to simulate agent's behavior in the system by incorporating the social norms reflecting the policy. A case study is also provided to validate our approach. Our research present better adaptability and validity than the qualitative analysis and experiment approach and the semiotic agent model provides high creditability to simulate agents' behavior.

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Taking a perspective from a whole building lifecycle, occupier's actions could account for about 50% of energy. However occupants' activities influence building energy performance is still a blind area. Building energy performance is thought to be the result of a combination of building fabrics, building services and occupants' activities, along with their interactions. In this sense, energy consumption in built environment is regarded as a socio-technical system. In order to understand how such a system works, a range of physical, technical and social information is involved that needs to be integrated and aligned. This paper has proposed a semiotic framework to add value for Building Information Modelling, incorporating energy-related occupancy factors in a context of office buildings. Further, building information has been addressed semantically to describe a building space from the facility management perspective. Finally, the framework guides to set up building information representation system, which can help facility managers to manage buildings efficiently by improving their understanding on how office buildings are operated and used.

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Social tagging has become very popular around the Internet as well as in research. The main idea behind tagging is to allow users to provide metadata to the web content from their perspective to facilitate categorization and retrieval. There are many factors that influence users' tag choice. Many studies have been conducted to reveal these factors by analysing tagging data. This paper uses two theories to identify these factors, namely the semiotics theory and activity theory. The former treats tags as signs and the latter treats tagging as an activity. The paper uses both theories to analyse tagging behaviour by explaining all aspects of a tagging system, including tags, tagging system components and the tagging activity. The theoretical analysis produced a framework that was used to identify a number of factors. These factors can be considered as categories that can be consulted to redirect user tagging choice in order to support particular tagging behaviour, such as cross-lingual tagging.