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  • 學位論文

《128空間現場》 互動式敘事影像創作論述

128 Spatial Scenes

指導教授 : 李道明
共同指導教授 : 林祺政

摘要


本文是《128空間現場》作品的創作論述。筆者在《128空間現場》這部作品中,採用了多重敘事的結構,打破以往綫性時間的限制,並製作遊戲式的互動式敘事影像,讓觀者來可以按自己的意志去瀏覽這部作品。這部作品主要是想表達人對於自我的省思與真實環境的抗拒與矛盾。 在這個世界裡,大部分的人學會了如何活在當下。然而有一部份人的想法是,如果過去的事物對未來沒有任何影響,那麼就沒有必要停駐在過去。如果現在的行為也對未來沒有什麼影響,那麼我們也不需要對現在的行為太過在乎。這個想法聽起來可笑,是因為說出這樣的話的人,多多少少正在逃避現階段的生活,他們對於當下的抱怨,是由於他們很輕易的把問題歸咎於當初自己的選擇錯誤。但是,如果艾福雷特(Hugh Everett)的「平行世界理論」真的能夠成立,而又很幸運的所有的平行世界皆可以交錯並在日常生活當中實現,使他機會重新做選擇的話, 那些抱怨的人是否依然會抱怨呢?我想答案是肯定的。然而,在時間平行的運行當中,所有人的過去時間點,都只有一個。能夠改變這個現況的,不是時間也不是環境,而是個人的態度。 在本次的作品中,筆者設計了一個空間,是可以產生各種真實或虛擬的事件作為情節點。每個情節點皆可經由觀者的選擇而讓故事達到完整。故事的主軸是以時間和空間的流動互換為主,真實與想像融合而成的故事走向。觀者可以自己作為主導的一個元素,在故事空間中走向不同的未來和不同的體驗。事實上,整個故事在於一個追尋自我認定的結果;在尋找的同時,發現自己最深處的渴望。有趣的是,沒有人可以確定那選擇後的結果,每個人都只會有自己的獨特故事,就如同自己的人生一般。一切的一切都只是個選擇。

並列摘要


This article is the introduction to the genre and texture in this disquisition. The author uses a multiple narrative, breaking the linear barriers of general logics of time. In order to fully carry the innate conflicts and contradicts between our self-consciousness and the reality to the readers, this work contents various game-like interactive narrative movies and pictures. In today’s world, everyone has learnt to look upon what are happening and to live just for the present. That is, for a certain number of them, they believe that since there is no close relation between what had happened in the past and what will happen in the future, there is; therefore no need to stop and wait; similarly, if what they do today has definitely no impact on tomorrow then should they care about the future. This idea is pretty much of an absurdity. The fact is that, more or less, those who think things that way are cheating themselves from reality. They often complain how things are today, claiming the cause to be decisions which they made at the very first. Given that Hugh Everett’s Many World Theory is true and luckily enough that each world to be the alternatives of one another which enables them to remake the choices again, would those who complained still complain? I think the answer is positive. However, in the worlds here, for every moment of someone’s in the past there would be just one. The key to change and to improve the situation at the present is not time nor the environment – it is the attitude that one has toward the things he/she faces. In this work, the author designed a space that generates and connects various different types of whether real or simulated events which combine to become plot points. Each plot point is alternatively selected by the readers to make the whole story complete. All the stories share one purpose – to assimilate whether real or simulated events and fuse them into a stream of ideas that is filled with the inter-circulation of both time and space. The readers can actually be the one to decide which direction to take and to farther walk into different futures with different experiences await. In fact, the whole story is aimed to search for a definition of self and meanwhile, to find the deepest desire of oneself. What is funny is that no one knows exactly where each decision you make lead to and what the endings are until you actually see the endings. The decisions you make decide what plot points you get. As the plot points vary, everyone has a different story - just like the way life is, everything that occurs is nothing but about a simple decision. Keyword: multiple perspectives, interactive narrative, many worlds theory, plot point

參考文獻


Mark, S. M.(2003). Pause & Effect:The Art of Interactive Narrative.
Yen, C. (2006) 互動式敘事電影
Alan, L. (1996)愛因斯坦的夢(童元方譯)。台北:爾雅。
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Robert, H.H. (2000)意外的禮物-生命中的機緣與巧合(假芝雲譯)。台北:方智。

被引用紀錄


陳詩晴(2013)。互動敘事電子童書創作〔碩士論文,中原大學〕。華藝線上圖書館。https://doi.org/10.6840/cycu201300621
張淑晶(2009)。「三十歲以前…」---創作的三種探索〔碩士論文,國立臺北藝術大學〕。華藝線上圖書館。https://doi.org/10.6835/TNUA.2009.00041

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