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Innocent, T. 2003, May 19–23, Exploring the nature of electronic space through semiotic morphism. Paper presented at 5th International Digital Arts and Culture Conference, RMIT, Melbourne. 
Added by: Mark Grimshaw-Aagaard (3/7/06, 6:54 AM)   Last edited by: Mark Grimshaw-Aagaard
Resource type: Proceedings Article
BibTeX citation key: Innocent2003
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Categories: Semiology
Keywords: Electronic space, Semiotics
Creators: Innocent
Publisher: DAC (RMIT, Melbourne)
Collection: 5th International Digital Arts and Culture Conference
Views: 14/999
Electronic spaces present endemic properties and structural relationships that are difficult to decode. Using these spaces to their full potential for effective communication and expression is difficult without understanding how they signify meaning. Combining theories of digital media language, electronic space, computational semiotics and formal languages, semiotic morphism may be adopted as a new approach to understanding the nature of electronic space. This process is demonstrated in an electronic game, entitled Semiomorph. Semiotic morphism may lead to new understandings of existing electronic spaces, provide a framework for the creation of new space, and demonstrate structures and relationships that are unique to digital media.
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
Attempting to apply the theory of semiotic morphism to electronic space (derived from algebraic semiotics in computer science but differing in that once the definition of a sign system is derived from algebraic semiotics, it may be morphed or mapped to another system).
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
p.73   "...the space is interpreting the user and the user's actions as signs to be decoded and given meaning. As a result of this dynamic relationship the representation, or interpretant, can alter the associations between signs and their signifiers in response to its reading of the users [sic] actions."   Added by: Mark Grimshaw-Aagaard
p.73   Comparing electronic spaces to real spaces and the difficulties in modelling the former: "...the starting point is a void. This presents a significant limitation..." requiring complex physica and behavioural modelling in an attempt to simulate reality.   Added by: Mark Grimshaw-Aagaard
p.74   " electronic space can be seen as an expression of a subset of known semiotic systems." Therefore "electronic space is made of language" and nothing in that space is devoid of meaning.   Added by: Mark Grimshaw-Aagaard
   Describing his own game as demonstrating semiotic morphism, the physical space surrounding a player (textures, colours etc.) changes or morphs when another character is in close proximity.

This provides new meaning to the player according to the morphing of this electronic space.   Added by: Mark Grimshaw-Aagaard