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  • 學位論文

創意角色造形之設計與應用研究-以青少年的流行文化結合人物造形為例

Application and Design of Creative Character-A Case Study of Pop Culture

指導教授 : 張柏舟
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摘要


近幾年,角色圖像大量且廣泛的使用於我們生活週遭的物品上,如果你曾留心身邊的事物,打從你每日睜開眼後所有目光所及之處,幾乎都可以看到角色造形的身影。而這些以角色造形為代言或是角色本身所衍伸出的商品,能否讓消費者所接受,和角色本身的造形有著密不可分的關係。 時下青少年自我主張意識抬頭,凡事標榜個人自我風格,這可透過他們常用語言及穿著品味,感受到對流行文化的敏銳觸覺。隨著文化的多元發展,青少年接收流行資訊的年齡層逐漸降低,各方廠商當然也察覺青少年消費群是不可忽視的新市場,紛紛加強這方面的行銷策略,因此青少年消費行為儼然已躍升為消費市場的新寵。 本研究分析調查目前市場上廣受歡迎的角色造形,就其風格表現以及學理文獻,做分析與整理,並透過問卷針對青少年消費者的符號消費特性進行調查與分析,藉此了解消費者與符號消費行為之潛在關係。綜合歸納出創意角色造形表現設計之特點,以及一個成功的角色造形圖像設計,必須具備的條件以及設計師應該注意的視覺元素重點。並針對台灣地區的青少年族群,藉由文獻探討與實際接觸觀察的結果,歸納出屬於青少年的流行文化的發展及特色,並加以符號化,作為角色設計圖像創造的元素。研究的重點主要在於塑造角色,藉由對青少年流行文化的認知及觀察,試圖創造屬於青少年族群的人物角色-將角色造形與青少年流行文化做結合,藉由賦與角色造形的生命力及圖像化商品打入青少年的生活圈!

並列摘要


Recently, Characters’ Icons have been largely attached to our commodities. If we carefully examine these stuff, we shall be aware of that these we are surrounded by these icons. Financial products which are relevant to these characters are closely related to their icons. This would judge consumers’ behaviors. Individualism of current teenagers arises and they are highly concerned about their own identities as their fashion taste and slangs are all influenced by pop culture. Due to cultural globalization, younger generation has more access to pop culture. All companies have been aware of this new market and initiate to set up marketing strategies. Therefore, understandings of teenagers’ consuming behaviors become a new trend. This research analysis investigates currently widely popular role style on the market, analyze and tidy up, and aim at the symbol of teenager consumer consumption characteristic to carry on investigate and analyze through the questionnaire for its style performance and academic theories cultural heritage, with this latent relation that understands that the consumer and symbol consumes behavior. Synthesize to induce the distinguishing feature of the performance design of the style of the creativity role, and a successful ICON of the role style design, have to have of the condition and designer should note of the point of the vision element.Also aim at teenager's ethnicity of Taiwanese region, the result observed by cultural heritage study and street, induce to belong to popular and cultural development and special feature of the teenager, and take into symbolic, is the element that the role designs an ICON creation.The point of research is mainly lie in molding a role and try the person role that the creation belongs to teenager's ethnicity by spreading cultural cognition and observation to the teenager-spread role style and teenager's culture to do wedge bonding, by giving vitality and ICON of role style to turn the living space that the merchandise beats into a teenager!

參考文獻


(6)馬藹屏,1997,青少年次文化初探,學校衛生,30期。
(1)林芳民,2004,消費者生活族群與消費型態特性之分析,碩士論文,國立台灣大學,台北。
(一)中文參考文獻
1、期刊
(1)柯凱仁,2007,角色造形世界與設計方法,台灣美術期刊,68期第17卷4期。

被引用紀錄


李建呈(2016)。跑酷遊戲《烏嘎比剌母》創作論述與原住民元素在數位遊戲設計之應用〔碩士論文,國立臺中科技大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0061-2207201602071300

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