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次文化創意產品設計之研究-以臺灣網路文化創意產品設計實務為例

A Practice-based Study of Taiwan's Cybercultural Product Design

摘要


全球化與資訊科技的發展改變了當前經濟消費模式,文化創意產業已成為各國經濟發展的重點產業之一,我國行政院更於「挑戰2008:國家發展重點計畫」中揭櫫文化創意產業政策的施政方向。然而近年國內文創產業產值漸趨平緩,為突破困境,開拓創新發展方向,本研究從次文化角度出發,探討臺灣網路次文化運用於文化創意產品的可能性,進而分析次文化如何創新轉化應用於實體產品。最後,透過本研究三階段循環反思行動研究,提出網路次文化產品設計流程、要素與特色,作為未來次文化創意產品的創作參考,並提供相關領域設計工作者具體建議。

並列摘要


Nowadays, consumers place emphasis on quality, personalization, and uniqueness of products. Price is not the main effect of consumption any more. As a result, creative and cultural products become a favorite with the market. The distinguishing features of cultural products are their abstract value and the mental fulfillment consumers get. From the point of view of producers, cultural industry replaces stock with considerable creation and knowledge. Its investment limitation is much lower, but it can bring enormous value. Thus, developed countries address one strategy about cultural industry after another. The Executive Yuan brought forth cultural industry strategies. Cultural industry has become one of the economical-strategy industries in Taiwan. However, the development of cultural industry is limited in these years; its output value grows extremely slow. In such situation, a new developmental aspect is the point of this study. This study, based on subculture, is going to find the connection between culture and product design from subcultural products in Taiwan. What’s more, it will enter the core of cultural products, design subcultural products, and find out another possibility of cultural products through reflection and research. Research motive: (1) probing into the application of cybercultural in cultural products; (2) analyzing how culture is transformed and applied on products; (3) discussion on cultivation and application of cultural products. Research contribution: (1) observing and analyzing the public acceptance about subcultural products for the application; (2) analyzing cybercultural products and their inner value; (3) providing designers with suggestions about new cultural products.

參考文獻


聯合國教育科學文化組織 UNESCO , 2009 。 2009/6/11 取自: http://portal.unesco.org
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Kemmis, Stephen,Carr, Wilfred(1986).Becoming Critical: Education, Knowledge and Action Research.Basingstoke:Falmer Press.
McNiff, Jean,Jack, Whitehead(2002).Action Research: Principles and Practice.Routledge.
上海辭書出版社(2006)。辭海。上海:上海辭書出版社。

被引用紀錄


邱宗德(2015)。廟宇文化創意加值商品之研究-以溪口鄉天臺殿玉皇大帝神祇為例〔碩士論文,國立虎尾科技大學〕。華藝線上圖書館。https://doi.org/10.6827/NFU.2015.00146
林昆燕(2017)。台中樂成宮文化產品設計〔碩士論文,朝陽科技大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0078-2712201714432734

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