Enzo D’armenio
Dados Biográficos
| ID | 215197 |
|---|---|
| NOME | Enzo D’armenio |
| PRENOMES | Enzo |
| SOBRENOME | D’armenio |
| ASSINATURA | D’ARMENIO E |
| AFILIAÇÕES | University of Liège |
| ORCID | 0000-0002-1223-3827 |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 13 |
| TOTAL DE CITAÇÕES | 5 |
| TOTAL COMO AUTOR | 13 |
| TOTAL COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 2020 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2025 |
| ÍNDICE H | 2 |
Enunciation and identification in video game spaces
Starting from a semiotic perspective, this article explores the relationship between interaction, immersion, and identity in the digital spaces of video games. In the first part, we further develop the existing theory of kinetic enunciation, which is grounded in the analysis of movement. Every video game experience requires the user to perform movements through an interface (joypads, virtual helmets, gloves, motion sensors), which are then transf…
Semiotics of Space in the Era of Computational Logic and Digital Practices
Semiotics of Space in the Era of Computational Logic and Digital Practices: A Contemporary Perspective aims to revisit the relationship between spatiality and meaning, examining it through the lens of computational logic and digital practices that characterize the current algorithmic era
Sémiotique de l’espace à l’ère de la logique computationnelle et des pratiques numériques
Les IA génératives visuelles entre perception d’archives et circuits de composition
Cet article aborde les intelligences artificielles génératives visuelles telles que Midjourney et DALL·E afin d’analyser leur fonctionnement sémiotique. Le point de départ est la définition de la discipline sémiotique proposée par Pierluigi Basso Fossali, décrivant celle-ci comme la science qui étudie la gestion sociale du sens, et qui s’articule en quatre sphères fondamentales : la perception, l’énonciation, la communication et la transmission. …
Semiotics of Machinic Co-Enunciation
In this paper, we propose a semiotic study on generative artificial intelligences, considering the work of Midjourney and DALL·E, that are computational devices capable of producing original images on the basis of the training they have received on large databases of visual, verbal and multimodal documents. The aim is to frame their functioning from a semiotic point of view and to describe the operations that can be performed during image composi…
Kinetic images. A genealogy of visual media based on the concept of movement
This paper aims to propose a new line of research on the historical and expressive evolution of visual media, capable of linking the archaeological approaches of media studies and post-structuralist semiotics around the concept of movement. The central idea of my paper is that of image-movement, expressive systems based on the intrinsic fusion of the qualities of the images and the qualities of movement. The history of visual media will be reinte…
Introduction
Images are today at the centre of multiple social and technological tensions as a consequence of the adoption of digital coding, of the massive diffusion of social networks and of the algorithmic processing to which they are subject, resulting in new opportunities for developing analytical inquiries and meaning-producing social actions. In this introduction, the authors intend to reconstruct the broad context that makes images one of the most imp…
From the Ontology of Video Games to the Epistemology of Digital Movements. Towards a Semiotics of Virtual Practices
In this paper, we intend to construct an original integration between the ontology and hermeneutics of video games proposed in the field of game studies and the post-structuralist approach of contemporary semiotics. The aim is to propose a new epistemology of video game and virtual reality experiences grounded in the concept of movement. These media will be reconceptualized as image-movements: expressive systems that rely on the interrelation of …
Beyond interactivity and immersion. A kinetic reconceptualization for virtual reality and video games
In this paper, we aim to propose a theory for understanding and analyzing the experience of meaning in video games and virtual reality. By focusing on the viewer's movements on the interface and their transformation into movements within virtual worlds, we will attempt to overcome assumptions based on the concepts of interaction and immersion that are at the core of academic thinking. It is not clear what distinguishes the interaction of digital …
The mediatic dimension of images
In this article, the author endeavours to analyse Gerhard Richter’s photo-paintings for the way they build an intersemiotic dialogue between photography and painting. On the one hand, he tries to characterize the modalities of this dialogue and to provide an original interpretation of Richter’s work. On the other hand, he uses the special case of Richter’s work as a starting point for a conceptual renewal in the analysis of visual languages, nota…
The rhetorical dimension of images
This article proposes a semio-rhetorical epistemology for visual documents, one capable of accounting for both their internal configuration, which we shall call the compositional dimension, and their persuasive force within public space, or their rhetorical dimension. The field of reference will be that of identity-related images on social networks, because compared to other kinds of images, such as artistic or professional ones, they adopt new c…
Archives numériques et langages audiovisuels
L’article vise à tester une sémio-rhétorique des archives, dont les objectifs à long terme sont, notamment : 1) l’examen de l’évolution des langages audiovisuels à l’époque des fonds numériques ; 2) l’élaboration d’outils d’analyse informatique et de stratégies de valorisation des archives. Au sein de cette contribution, la question centrale sera la construction de sa base épistémologique, fondée autour du rapport entre la dimension technique et …
Dondero, Maria Giulia. 2020. Les langages de l’image. De la peinture aux Big Visual Data (Paris
Le parcours de recherches de Maria Giulia Dondero dessine une trajectoire particulière : celle d’un renouvellement de la théorie et de la méthodologie générales de la sémiotique à travers une enquête systématique sur le fonctionnement des images. Dondero appartient à la troisième génération de sémioticiens de l’École de Paris – connue aussi sous le label de « sémiotique générative et post-générative ». Il s’agit d’une tradition qui, au contraire …
From the Ontology of Video Games to the Epistemology of Digital Movements. Towards a Semiotics of Virtual Practices
In this paper, we intend to construct an original integration between the ontology and hermeneutics of video games proposed in the field of game studies and the post-structuralist approach of contemporary semiotics. The aim is to propose a new epistemology of video game and virtual reality experiences grounded in the concept of movement. These media will be reconceptualized as image-movements: expressive systems that rely on the interrelation of …
The mediatic dimension of images
In this article, the author endeavours to analyse Gerhard Richter’s photo-paintings for the way they build an intersemiotic dialogue between photography and painting. On the one hand, he tries to characterize the modalities of this dialogue and to provide an original interpretation of Richter’s work. On the other hand, he uses the special case of Richter’s work as a starting point for a conceptual renewal in the analysis of visual languages, nota…
The rhetorical dimension of images
This article proposes a semio-rhetorical epistemology for visual documents, one capable of accounting for both their internal configuration, which we shall call the compositional dimension, and their persuasive force within public space, or their rhetorical dimension. The field of reference will be that of identity-related images on social networks, because compared to other kinds of images, such as artistic or professional ones, they adopt new c…
Dondero, Maria Giulia. 2020. Les langages de l’image. De la peinture aux Big Visual Data (Paris
Le parcours de recherches de Maria Giulia Dondero dessine une trajectoire particulière : celle d’un renouvellement de la théorie et de la méthodologie générales de la sémiotique à travers une enquête systématique sur le fonctionnement des images. Dondero appartient à la troisième génération de sémioticiens de l’École de Paris – connue aussi sous le label de « sémiotique générative et post-générative ». Il s’agit d’une tradition qui, au contraire …
Archives numériques et langages audiovisuels
L’article vise à tester une sémio-rhétorique des archives, dont les objectifs à long terme sont, notamment : 1) l’examen de l’évolution des langages audiovisuels à l’époque des fonds numériques ; 2) l’élaboration d’outils d’analyse informatique et de stratégies de valorisation des archives. Au sein de cette contribution, la question centrale sera la construction de sa base épistémologique, fondée autour du rapport entre la dimension technique et …
Beyond interactivity and immersion. A kinetic reconceptualization for virtual reality and video games
In this paper, we aim to propose a theory for understanding and analyzing the experience of meaning in video games and virtual reality. By focusing on the viewer's movements on the interface and their transformation into movements within virtual worlds, we will attempt to overcome assumptions based on the concepts of interaction and immersion that are at the core of academic thinking. It is not clear what distinguishes the interaction of digital …
The mediatic dimension of images
In this article, the author endeavours to analyse Gerhard Richter’s photo-paintings for the way they build an intersemiotic dialogue between photography and painting. On the one hand, he tries to characterize the modalities of this dialogue and to provide an original interpretation of Richter’s work. On the other hand, he uses the special case of Richter’s work as a starting point for a conceptual renewal in the analysis of visual languages, nota…
The rhetorical dimension of images
This article proposes a semio-rhetorical epistemology for visual documents, one capable of accounting for both their internal configuration, which we shall call the compositional dimension, and their persuasive force within public space, or their rhetorical dimension. The field of reference will be that of identity-related images on social networks, because compared to other kinds of images, such as artistic or professional ones, they adopt new c…
Semiotics of Machinic Co-Enunciation
In this paper, we propose a semiotic study on generative artificial intelligences, considering the work of Midjourney and DALL·E, that are computational devices capable of producing original images on the basis of the training they have received on large databases of visual, verbal and multimodal documents. The aim is to frame their functioning from a semiotic point of view and to describe the operations that can be performed during image composi…
Kinetic images. A genealogy of visual media based on the concept of movement
This paper aims to propose a new line of research on the historical and expressive evolution of visual media, capable of linking the archaeological approaches of media studies and post-structuralist semiotics around the concept of movement. The central idea of my paper is that of image-movement, expressive systems based on the intrinsic fusion of the qualities of the images and the qualities of movement. The history of visual media will be reinte…
Introduction
Images are today at the centre of multiple social and technological tensions as a consequence of the adoption of digital coding, of the massive diffusion of social networks and of the algorithmic processing to which they are subject, resulting in new opportunities for developing analytical inquiries and meaning-producing social actions. In this introduction, the authors intend to reconstruct the broad context that makes images one of the most imp…
From the Ontology of Video Games to the Epistemology of Digital Movements. Towards a Semiotics of Virtual Practices
In this paper, we intend to construct an original integration between the ontology and hermeneutics of video games proposed in the field of game studies and the post-structuralist approach of contemporary semiotics. The aim is to propose a new epistemology of video game and virtual reality experiences grounded in the concept of movement. These media will be reconceptualized as image-movements: expressive systems that rely on the interrelation of …
Enunciation and identification in video game spaces
Starting from a semiotic perspective, this article explores the relationship between interaction, immersion, and identity in the digital spaces of video games. In the first part, we further develop the existing theory of kinetic enunciation, which is grounded in the analysis of movement. Every video game experience requires the user to perform movements through an interface (joypads, virtual helmets, gloves, motion sensors), which are then transf…
Semiotics of Space in the Era of Computational Logic and Digital Practices
Semiotics of Space in the Era of Computational Logic and Digital Practices: A Contemporary Perspective aims to revisit the relationship between spatiality and meaning, examining it through the lens of computational logic and digital practices that characterize the current algorithmic era
Sémiotique de l’espace à l’ère de la logique computationnelle et des pratiques numériques
Les IA génératives visuelles entre perception d’archives et circuits de composition
Cet article aborde les intelligences artificielles génératives visuelles telles que Midjourney et DALL·E afin d’analyser leur fonctionnement sémiotique. Le point de départ est la définition de la discipline sémiotique proposée par Pierluigi Basso Fossali, décrivant celle-ci comme la science qui étudie la gestion sociale du sens, et qui s’articule en quatre sphères fondamentales : la perception, l’énonciation, la communication et la transmission. …
Art (6 obras) · Computer Science (5 obras) · Philosophy (5 obras) · Aesthetics (4 obras) · Cultural Insights and Digital Impacts (4 obras) · Epistemology (4 obras) · Semiotics (4 obras) · Semiotics and Representation Studies (4 obras) · Digital Games and Media (3 obras) · Humanities (3 obras)