Charles Peirce's Sign Theory Analysis

1458 Words6 Pages
A book by Bertolo in 2016 (Interactions on Digital Tablets in the Context of 3D Geometry Learning: Contributions and Assessments), states that the use of a 3D environment for learning leads to better recall and application learning through its visual and spatial elements. Learners also involve more emotion in the learning process because of the level of realism present in 3D compared to 2D medium. This is the reason why the researcher decided to use 3D in creating the character. Charles Peirce 's Sign Theory has been widely used in art history, art criticism, cultural studies, and anthropology (Iverson, 1988; Baldwin, 1981). In art, In Winfried Nöth 's paper in 2001 (Word and Image: Intermedial Aspects), he encourages the use of Peircian trichotomy in the study between words and image relationships in multimedia. He states that through the use of Peirce 's Sign Theory in multimedia to deliver a visual message, one can further distinguish and communicate a mental image between texts and pictures. An existing research by Vasco Branco and Fernando Lisboa in 2014 (Designing Peirce: the Idea of Design in Charles S. Peirce Semiotics) discussed about the application of Peirce 's Sign Theory in semiotics, ethics, and aesthetics in design. However, the aesthetics application of the theory was broadly discussed in the paper and there were no details about character design specifically. A study by Daniel Vella in 2014 (Modeling the Semiotic Structure of Game Characters) did the
Open Document