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題名 《貓與狗》—以網路媒介作品探索數位敘事中的選擇與命運
“Cat and Dog”: The Creation and Study of Web-based Interactive Storytelling
作者 呂沛軒
Lu, Pei-Hsuan
貢獻者 林玲遠<br>李蔡彥
呂沛軒
Lu, Pei-Hsuan
關鍵詞 互動敘事
網路媒介
動態貼圖
漫畫
Interactive storytelling
Web-based media
Animated sticker
Comics
日期 2017
上傳時間 2-Oct-2017 10:21:35 (UTC+8)
摘要 我們的生活中充滿著選擇,尤其在數位科技與網路媒介的影響下,目前更是選擇超載的時代。利用網路進行互動時,當選擇越是超載,我們越是活在麻痺之中。因此,本創作的主旨在於突顯選擇之重要性,意圖喚起「選擇意識」。本創作之形式與內容皆來自對網路媒介特性之觀察,包括網路超連結的結構方式、即時通訊之動圖運用,以及網路圖像之可愛動物偏好,主題則基於最能反映選擇之重要性的人際關係議題,以此進行故事創作。
本創作分為兩大部分,第一部分模擬即時通訊和社群影像日記的介面,透過動圖與體驗者之互動選擇進行敘事。第二部分乃漫畫形式,在互動選擇之後,會有連環漫畫呈現,漫畫紀錄著各種選擇歷程,以此呼應命運是由自身選擇所決定,其不可回溯之特性也強調選擇之後的「命運」。本創作期望體驗者透過漫畫和互動動畫的結合,在觀察兩個媒介之異同時,從中獲得共感和趣味。
Life has many options, as digital technology and network media rapidly booming, we are living in a world full of choice-making. We usually use Internet to interact with others, but we rarely notice which choice we make. Therefore, this creation and study aims to emphasize the importance of choice-making, and attempts to enhance people’s awareness of that. The form and content of this creation and study are made from observing the features of Internet, including hyperlinks in Internet, animated stickers in instant messaging and adorable images of animal in websites. Based on the importance of choice-making, the theme of this creation and study is interpersonal relationships, and named “Cat and Dog”.
There are two parts of “Cat and Dog”. In the first part, the players experience the story with the website which imitates the interface of instant messaging and blogging site, they will see the animated stickers and have to choose the options between two conversations. In the second part, after completing the interactive narrative of the part, the players will get a PDF file containing several pages of comics which records all the choices made by the players. The immobile, static, fixed pages highlight that destiny is decided by our choices. In addition, through the contrast between comics and animated stickers, the players may have fun in observing the similarity and difference between the two media.
參考文獻 Crawford, C. (2012). Chris Crawford on Interactive Storytelling (2nd Edition). Lewiston, NY: New Riders.
Danesi, M. (2016). The Semiotics of Emoji: The Rise of Visual Language in the Age of the Internet. New York, NY: Bloomsbury Academic.
Davis, M. & Edberg, P. (November 22, 2016). Unicode® Technical Report No. 51. The Unicode Consortium. Retrieved from http://www.unicode.org/reports/tr51/ - Identification
Foucault, M. (1972). The Archaeology of Knowledge. London, UK: Tavistock Publications.
Horton, W. K. (1990). Designing and Writing Online Documentation: Help Files to Hypertext. New York, NY: Wiley.
Landow, G. P. (1997). Hypertext 2.0: The Convergence of Contemporary Critical Theory and Technology. Baltimore, MD; London, UK: The John Hopkins University Press.
Laurel, B. (2013). Computers as Theatre (2nd Edition). Upper Saddle River, NJ: Pearson Education, Inc.
McCloud, S. (1994). Understanding Comics. New York, NY: Harper Perennial.
Nittono, H., Fukushima, M., Yano, A., & Moriya, H. (2012). The Power of Kawaii: Viewing Cute Images Promotes a Careful Behavior and Narrows Attentional Focus. PLoS ONE. Retrieved from https://doi.org/10.1371/journal.pone.0046362
Oxford Dictionaries. (November 16, 2015). Oxford Dictionaries Word of the Year 2015 is… Oxford Dictionaries. Retrieved from http://blog.oxforddictionaries.com/2015/11/word-of-the-year-2015-emoji/
Takahashi, T. (2014). Always on and Connected: Young People and Their Mobile Social Media Use in Japan, the US, and the UK. Retrieved from Toshie Takahashi official Web site: https://blogs.harvard.edu/toshietakahashi/2014/12/26/always-on-and-connected-young-people-and-their-mobile-social-media-use-in-japan-the-us-and-the-uk-japan-foundation-london/
Walther, J. B., & D’Addario, K. P. (2001). The Impacts of Emoticons on Message Interpretation in Computer-Mediated Communication. Social Science Computer Review, 19(3): 324-347.
Weng, C.-I., Lu, H.-P., & Wei, P.-S. (2016). Did You LINE Today? Strategies for Creating LINE Online to Offline Customer Experiences. Hawaii International Conference on System Sciences. 49: 2136-2145.
朱光潛譯(1979)。《拉奧孔》,北京:人民出版社。(原書:Lessing, G. E. [1766]. LAOCOON.)
郭文平(2013)。〈超連結文本在網路新聞場域中的使用:一個文化實踐觀點的研究〉,《新聞學研究》,117:135-178。
Chen, B. (2016年3月24日)。〈【LINE 2016】開放平台資源吸引企業與開發者,目標成為用戶的「智慧人口」〉,《TechNews科技新報》。取自http://technews.tw/2016/03/24/line-conference-tokyo-2016-summry/
陳光棻譯(2007)。《可愛力量大》,台北:天下遠見。(原書:四方田犬彥 [2006]. 《「かわいい」論》。日本東京:筑摩書房。)
陳怡廷(2015)。《語言與思維:英文與中文母語者在表情符號使用上的差異》。國立政治大學廣播電視學系研究所。
陳思齊(2000)。《超文本環境下敘事文本結構與類型對閱讀之影響》。國立交通大學傳播研究所。
楊建美(2008)。〈兒童文學中動物形象的類型及其演變〉,《中國教育》,6期。取自http://big.hi138.com/jiaoyuxue/zhiyejiaoyu/200803/104767.asp#.WHail7E8Uy4
描述 碩士
國立政治大學
數位內容碩士學位學程
103462009
資料來源 http://thesis.lib.nccu.edu.tw/record/#G1034620091
資料類型 thesis
dc.contributor.advisor 林玲遠<br>李蔡彥zh_TW
dc.contributor.author (Authors) 呂沛軒zh_TW
dc.contributor.author (Authors) Lu, Pei-Hsuanen_US
dc.creator (作者) 呂沛軒zh_TW
dc.creator (作者) Lu, Pei-Hsuanen_US
dc.date (日期) 2017en_US
dc.date.accessioned 2-Oct-2017 10:21:35 (UTC+8)-
dc.date.available 2-Oct-2017 10:21:35 (UTC+8)-
dc.date.issued (上傳時間) 2-Oct-2017 10:21:35 (UTC+8)-
dc.identifier (Other Identifiers) G1034620091en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/113316-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 數位內容碩士學位學程zh_TW
dc.description (描述) 103462009zh_TW
dc.description.abstract (摘要) 我們的生活中充滿著選擇,尤其在數位科技與網路媒介的影響下,目前更是選擇超載的時代。利用網路進行互動時,當選擇越是超載,我們越是活在麻痺之中。因此,本創作的主旨在於突顯選擇之重要性,意圖喚起「選擇意識」。本創作之形式與內容皆來自對網路媒介特性之觀察,包括網路超連結的結構方式、即時通訊之動圖運用,以及網路圖像之可愛動物偏好,主題則基於最能反映選擇之重要性的人際關係議題,以此進行故事創作。
本創作分為兩大部分,第一部分模擬即時通訊和社群影像日記的介面,透過動圖與體驗者之互動選擇進行敘事。第二部分乃漫畫形式,在互動選擇之後,會有連環漫畫呈現,漫畫紀錄著各種選擇歷程,以此呼應命運是由自身選擇所決定,其不可回溯之特性也強調選擇之後的「命運」。本創作期望體驗者透過漫畫和互動動畫的結合,在觀察兩個媒介之異同時,從中獲得共感和趣味。
zh_TW
dc.description.abstract (摘要) Life has many options, as digital technology and network media rapidly booming, we are living in a world full of choice-making. We usually use Internet to interact with others, but we rarely notice which choice we make. Therefore, this creation and study aims to emphasize the importance of choice-making, and attempts to enhance people’s awareness of that. The form and content of this creation and study are made from observing the features of Internet, including hyperlinks in Internet, animated stickers in instant messaging and adorable images of animal in websites. Based on the importance of choice-making, the theme of this creation and study is interpersonal relationships, and named “Cat and Dog”.
There are two parts of “Cat and Dog”. In the first part, the players experience the story with the website which imitates the interface of instant messaging and blogging site, they will see the animated stickers and have to choose the options between two conversations. In the second part, after completing the interactive narrative of the part, the players will get a PDF file containing several pages of comics which records all the choices made by the players. The immobile, static, fixed pages highlight that destiny is decided by our choices. In addition, through the contrast between comics and animated stickers, the players may have fun in observing the similarity and difference between the two media.
en_US
dc.description.tableofcontents 第一章 緒論 1
第一節、創作動機 1
第二節、創作背景 3
第三節、研究目的與創作目標 6
第二章 文獻探討 8
第一節、網路媒介下的互動敘事 8
一、定義與特色 8
(一)何謂超連結? 8
(二)主動的讀者 9
二、互動敘事結構類型 10
(一)超文本連結方式 10
(二)選擇與命運 13
第二節、尋找網路媒介的圖像呈現 15
一、網路媒介圖像化溝通的現象 15
(一)Emoticon & Emoji 15
(二)貼圖Stickers 18
二、網路媒介圖像化溝通的原理 29
第三節、動圖與漫畫表現方式之比較 35
一、敘事上的時間性 35
(一)漫畫的時間序列 35
(二)動圖的片刻性 37
二、表現方式 38
(一)動圖:具有表現性的片刻 39
(二)漫畫:具有起伏的連環過程 40
第三章 創作計畫 41
第一節、創作主題規劃 41
第二節、創作發想 47
第四章 創作內容 50
第一節、內容與操作流程 50
一、內容設計 50
(一)表現手法和風格定位 50
(二)腳本規劃 51
(三)角色設計 54
二、操作流程 55
第二節、動圖與漫畫製作 57
一、動圖製作 57
二、漫畫製作 59
第三節、介面設計與互動 61
第四節、作品展出與評估 65
ㄧ、作品展出 65
二、作品評估 68
(一)問卷設計與訪談流程 68
(二)評估結果 70
三、小結 75
第五章 結論 76
第一節、創作檢討 76
一、內容面 77
二、形式面 77
三、操作面 78
第二節、創作反思與未來展望 79
參考文獻 81
附錄 84
zh_TW
dc.format.extent 53531179 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G1034620091en_US
dc.subject (關鍵詞) 互動敘事zh_TW
dc.subject (關鍵詞) 網路媒介zh_TW
dc.subject (關鍵詞) 動態貼圖zh_TW
dc.subject (關鍵詞) 漫畫zh_TW
dc.subject (關鍵詞) Interactive storytellingen_US
dc.subject (關鍵詞) Web-based mediaen_US
dc.subject (關鍵詞) Animated stickeren_US
dc.subject (關鍵詞) Comicsen_US
dc.title (題名) 《貓與狗》—以網路媒介作品探索數位敘事中的選擇與命運zh_TW
dc.title (題名) “Cat and Dog”: The Creation and Study of Web-based Interactive Storytellingen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) Crawford, C. (2012). Chris Crawford on Interactive Storytelling (2nd Edition). Lewiston, NY: New Riders.
Danesi, M. (2016). The Semiotics of Emoji: The Rise of Visual Language in the Age of the Internet. New York, NY: Bloomsbury Academic.
Davis, M. & Edberg, P. (November 22, 2016). Unicode® Technical Report No. 51. The Unicode Consortium. Retrieved from http://www.unicode.org/reports/tr51/ - Identification
Foucault, M. (1972). The Archaeology of Knowledge. London, UK: Tavistock Publications.
Horton, W. K. (1990). Designing and Writing Online Documentation: Help Files to Hypertext. New York, NY: Wiley.
Landow, G. P. (1997). Hypertext 2.0: The Convergence of Contemporary Critical Theory and Technology. Baltimore, MD; London, UK: The John Hopkins University Press.
Laurel, B. (2013). Computers as Theatre (2nd Edition). Upper Saddle River, NJ: Pearson Education, Inc.
McCloud, S. (1994). Understanding Comics. New York, NY: Harper Perennial.
Nittono, H., Fukushima, M., Yano, A., & Moriya, H. (2012). The Power of Kawaii: Viewing Cute Images Promotes a Careful Behavior and Narrows Attentional Focus. PLoS ONE. Retrieved from https://doi.org/10.1371/journal.pone.0046362
Oxford Dictionaries. (November 16, 2015). Oxford Dictionaries Word of the Year 2015 is… Oxford Dictionaries. Retrieved from http://blog.oxforddictionaries.com/2015/11/word-of-the-year-2015-emoji/
Takahashi, T. (2014). Always on and Connected: Young People and Their Mobile Social Media Use in Japan, the US, and the UK. Retrieved from Toshie Takahashi official Web site: https://blogs.harvard.edu/toshietakahashi/2014/12/26/always-on-and-connected-young-people-and-their-mobile-social-media-use-in-japan-the-us-and-the-uk-japan-foundation-london/
Walther, J. B., & D’Addario, K. P. (2001). The Impacts of Emoticons on Message Interpretation in Computer-Mediated Communication. Social Science Computer Review, 19(3): 324-347.
Weng, C.-I., Lu, H.-P., & Wei, P.-S. (2016). Did You LINE Today? Strategies for Creating LINE Online to Offline Customer Experiences. Hawaii International Conference on System Sciences. 49: 2136-2145.
朱光潛譯(1979)。《拉奧孔》,北京:人民出版社。(原書:Lessing, G. E. [1766]. LAOCOON.)
郭文平(2013)。〈超連結文本在網路新聞場域中的使用:一個文化實踐觀點的研究〉,《新聞學研究》,117:135-178。
Chen, B. (2016年3月24日)。〈【LINE 2016】開放平台資源吸引企業與開發者,目標成為用戶的「智慧人口」〉,《TechNews科技新報》。取自http://technews.tw/2016/03/24/line-conference-tokyo-2016-summry/
陳光棻譯(2007)。《可愛力量大》,台北:天下遠見。(原書:四方田犬彥 [2006]. 《「かわいい」論》。日本東京:筑摩書房。)
陳怡廷(2015)。《語言與思維:英文與中文母語者在表情符號使用上的差異》。國立政治大學廣播電視學系研究所。
陳思齊(2000)。《超文本環境下敘事文本結構與類型對閱讀之影響》。國立交通大學傳播研究所。
楊建美(2008)。〈兒童文學中動物形象的類型及其演變〉,《中國教育》,6期。取自http://big.hi138.com/jiaoyuxue/zhiyejiaoyu/200803/104767.asp#.WHail7E8Uy4
zh_TW