Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/33179
DC FieldValueLanguage
dc.contributor.advisor盧非易zh_TW
dc.contributor.author郭家融zh_TW
dc.creator郭家融zh_TW
dc.date2006en_US
dc.date.accessioned2009-09-17T07:42:01Z-
dc.date.available2009-09-17T07:42:01Z-
dc.date.issued2009-09-17T07:42:01Z-
dc.identifierG0924530071en_US
dc.identifier.urihttps://nccur.lib.nccu.edu.tw/handle/140.119/33179-
dc.description碩士zh_TW
dc.description國立政治大學zh_TW
dc.description廣播電視學研究所zh_TW
dc.description92453007zh_TW
dc.description95zh_TW
dc.description.abstract數位時代,媒體的敘事語言產生許多變異與革新,諸多理論、觀念與想像不斷萌發,同時具體的實驗和作品也不斷在數位媒體的發展下產生。本研究嘗試在理論與實務之間,求取一個對話與測試的實踐空間,一方面進行數位敘事的理論整理與思考,一方面則將這些理論想像具體化,建構出一個實際的數位敘事實驗作品。\n\n 本研究分為兩個部分,第一個部分是「關於數位敘事的幾種理論與思考」,包括了數位敘事的理論整理,如互動非線性敘事、後設敘事、互文性與資料庫、解放性書寫、真實與虛擬、銀幕空間、共時性敘事與有機敘事文本等等,並經由一些電玩遊戲和電影文本的觀察,提出了互動非線性敘事需要的可能是如「近文本性」的「無關緊要的敘事結構」、解構敘事元素並重新加以拼貼的「自製電影」式的後設敘事玩法、真實虛擬風格成為數位敘事主要類型文本,以及數位敘事中建構互動故事世界與空間之重要性等等的設想與思考。\n\n 第二部分則為具體的「觸景生情」網站作品(http://www.denniskuo.com/)與闡述其製作理念與過程的工作報告。「觸景生情」網站應用了Benjamin的斷裂式回憶與Bachelard的家屋想像於網路空間中,呈現一個家屋與之中的物件,點選每一個物件便會出現其代表的一段回憶,閱讀形式上成為不具前後順序的非線性結構。視覺形式上使用多媒體整合並且如同一個「線上漫畫」,以停格靜止方式提供讀者選擇進而呈現故事。主文本之外並有許多近文本的設計,如網路小遊戲、元電影資料庫介面設計、閱讀動線設計、網路攝影機使用以及對話空間平台等等。除了數位敘事上的實驗之外,最後還包括了以Web2.0為概念所設計出的網路商務模式,網站在主文本之外,有一個介面可以讓讀者上傳自己的影像、聲音或文字素材等等,經由「客制化」或「精緻化」兩種模式的選擇模式,讀者可以建立一個屬於自己的「網路動態明信片」,將想說的話透過網路或下載以多媒體方式向他人訴說。\n \n「觸景生情」的內容在傳統媒體的範疇與定義裡是一個簡單的故事,但在數位網路化世界裡,可以藉由網際網路的特性產生許多趣味變化、閱讀方法、甚至延伸的網路商務應用,思考並呈現了數位時代敘事語言的豐富樣貌。zh_TW
dc.description.tableofcontents壹、關於數位敘事的幾種理論與思考\n\n一、新媒體的發展與特性..................................................................................................1\n 1-1 電腦與新媒體.......................................................................................................1\n1-2 新媒體的發展.......................................................................................................2\n1-3 新媒體的特性.......................................................................................................4\n二、數位敘事結構...............................................................................................................6\n2-1 電影與電玩:互動性的敘事..............................................................................6\n2-2 再思考樹枝狀結構:\n以電玩「全面失控」(Indigo Prophecy)為例................................................8\n2-3 邁向「無關緊要的分枝結構」........................................................................10\n2-4 「自製電影」:後設的數位敘事......................................................................10\n2-5 互文性與資料庫.................................................................................................12\n2-6 一些互文性與資料庫敘事的實驗...................................................................14\n2-7 更徹底的解構:\n3D遊戲引擎電影(Machinima)與電影夢工廠(The Movies).......................15\n三、數位空間與敘事系統................................................................................................17\n3-1 銀幕空間與介面.................................................................................................17\n3-2 空間的蒙太奇與共時性敘事............................................................................19\n3-3 互動故事世界與有機敘事文本.......................................................................22\n四、數位解放與昇華的理念............................................................................................25\n4-1 去中心、解放性的數位敘事理念.....................................................................25\n4-2 真實與幻覺的交替書寫....................................................................................27\n五、結語.............................................................................................................................28\n\n貳、「觸景生情」創作論述\n\n一、創作目的與背景........................................................................................................30\n二、作品素材、流程與工具............................................................................................33\n 2-1 素材收集..............................................................................................................33\n 2-2 後製工具..............................................................................................................37\n三、故事結構.....................................................................................................................40\n 3-1 非線性文本.........................................................................................................40\n 3-2 故事結構設計.....................................................................................................41\n 3-3 故事文本大綱.....................................................................................................42\n四、視覺形式.....................................................................................................................47\n4-1 多媒體整合.........................................................................................................47\n 4-2 空間的蒙太奇與線上漫畫................................................................................48\n五、互動性與特殊設計....................................................................................................50\n 5-1 互動與互動性.....................................................................................................50\n 5-2 Flash小遊戲設計.................................................................................................52\n 5-3 閱讀動線設計.....................................................................................................59\n 5-4 使用網路攝影機的反身性策略.......................................................................59\n 5-5 對話空間平台.....................................................................................................63\n 5-6 哭泣段落..............................................................................................................65\n六、延伸商務應用.............................................................................................................66\n 6-1 Web2.0與網際網路商業模式............................................................................66\n 6-2 延伸商務應用:網路動態明信片.....................................................................67\n 6-3 延伸商務應用模式1:客制化模式...................................................................69\n 6-4 延伸商務應用模式2:精緻化模式...................................................................70\n參考文獻..............................................................................................................................71\n附錄......................................................................................................................................74\n「觸景生情」網站導覽.............................................................................................74\n一、網站地圖...........................................................................................................75\n二、分頁導覽...........................................................................................................76zh_TW
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dc.source.urihttp://thesis.lib.nccu.edu.tw/record/#G0924530071en_US
dc.subject數位敘事zh_TW
dc.subject線上漫畫zh_TW
dc.subject互動性zh_TW
dc.subject互動敘事zh_TW
dc.subjectWeb 2.0en_US
dc.title「觸景生情」---一個數位敘事的思考與實驗zh_TW
dc.typethesisen
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