112年
大人味動漫週邊設計模式研究
Research on the design mode of “Adult’s Taste” anime/ comic peripheral策展政治的流變與轉化:從二二八紀念美展到酷兒展演
The becoming and transformation of curatorial politics:From the 2-28 Incident to Queer Performativity時尚漆藝產品設計模式之研究
Study on the Design Mode of Fashion Lacquer Products111年
垃圾媒介考古:新媒體藝術中「舊」媒介研究
Trash Media:Media Archaeology as an Method of New Media Art Practice平台企業國際化策略與動態能力之研究——以遊戲產業為例
Internationalization Strategies and Dynamic Capabilities of Platform Companies - A Case Study of the Game Industry兩岸中文歌劇對歷史題材的改編比較研究 ——以兩岸中文歌劇《西施》為例
A Comparative Study on The Adaptation of Historical Themes of Chinese Operas on Both Sides of The Strait——Take the Chinese opera Xi Shi as an example新冠疫情下,數位科技應用對服務設計與體驗創新的影響之研究以臺灣文化古蹟爲例
Cultural Heritage Service Design and Experience Innovation under the COVID-19 Pandemic: A case study of Taiwan電影多畫面影像美學之發展史與敘述策略研究
The History and Narrative Strategies of the Multi-Image Aesthetics in Film110年
以服務主導邏輯觀點探討繪畫創作型企業社會創新之要素
Exploring the Social Innovation Factor of the Art-creation Painting Enterprises from the Perspective of Service-dominant Logic凡事講求效率促使社會大眾的生活步調越來越緊湊,現代人的壓力指數也越來越高。近年來國內外掀起一股主打「療癒」的商業模式風潮,其目的在以商業經營模式去解決情緒舒緩的社會現象,透過以「繪畫創作」所產生的療癒效益帶來很大的市場發展,也形成了一種嶄新的服務創新觀點...
The pursuit of efficiency in all kinds of things makes the life of the social community more and more compact. The level of stress on a daily basis in modern society is also getting higher and higher, and furthermore...
台灣當代藝術教育口述集
Oral-history of Taiwan Contemporary Art Education當代藝術能教嗎?如何教?如果我門把這個問題設定在學院的範疇,那似乎有點明知故問,如果不能教,那麽這些教師在做什麼?學院為什麼還會存在?
Through interviews with various Taiwanese contemporary art masters, this book provides an artistic ecology from different perspectives.
博物館數位圖像授權之開放式創新策略研究
Research on Open Innovation Strategy of Digital Image Licensing in Museums本研究旨在探究博物館 數位圖 像授權在臺灣之發展,探討博物館 的數位 圖像授權 系統 之 當前發展及其 實踐脈絡,進而瞭解博物館於此脈絡中所創造的價值、策略與潛力。
This research aims to explore the development of museum digital image licensing in Taiwan, and explore the current development, value, strategy and potential of practical context.
湯尼・奧斯勒(Tony Oursler)作品中「後台」的前移 ──以〈 LOCK2,4,6〉為例
Research of Tony Oursler’s Artworks Moved the Backstage forward: A case study of LOCK 2,4,6.今年初甫於高雄市立美術館展出之美國錄像藝術家,湯尼・奧斯勒( Tony Oursler,以下簡稱奧斯勒)《黑盒幻魅於形-湯尼・奧斯勒 個展》,此展覽中,除了展示藝術家長期關注人類心理活動以及當代視覺文化下的流行圖像語彙,也展露出這些作品的「後台」,也就是毫不掩飾的投影機、線路等等作品必須具有的設備,但又不屬於觀看體驗一部分的物件。
At the beginning of this year, Black Box, was exhibited at the Kaohsiung Museum of Fine Arts. In addition to showing the artist’s long-term attention to human psychological activities and popular image vocabulary under contemporary visual culture, it also reveals the "backstage" of these works. That is, the undisguised projectors, overt cables, and others. Such equipment that are necessary to present the work, but not a part of the viewing experience.
109年
數據可視化敘事是近幾年來出現的一種相對較新的資訊表達方式。相關技術在數據可視化中的應用越來越普遍,用戶也越來越容易接受。藝術家可以運用各種
Visual data storytelling is a relatively new terminology that has emerged over the last decade. The use of information
根據台北市觀傳局調查,大稻埕擠下北投溫泉區,成為台北市最受國際旅客喜愛景點第三名。一度沒落的大稻埕正從蕭
According to the survey by Department of Information and Tourism,Taipei City Government, Dadaocheng has become the third most
黑色幽默認知研究應用於陶瓷藝術創作
A Case Study of Applying ‘Black Humor’ to Ceramic Art Performance本研究主要目的在於透過一個陶瓷藝術創作展覽個案,探討「黑色幽默」的理念應用於藝術創作的可能性
The aim of this study is to explore a concept of “black humor” applying into art performance through a case study
包浩斯劇場⟪三元芭蕾⟫先期研究
The Pilot Study of the Theater of the Bauhaus包浩斯學校(The Bauhaus)成立後,為使學生跨領域學習,校長葛羅培斯(Walter Gropius)希望畫家莫斯卡・史萊莫
After the establishment of Bauhaus School, in order to enable students to study across fields, the principal
博物館沈浸式互動設計
Museum Immersion Interactive Design: Taking the Children Art Gallery Exhibition as an Εxample藝術品是博物館的典藏,教育則是博物館的心臟。博物館的經營以3E:「教育、娛樂、充實」(Educate, Entertain, Enrich)為目的。1960年代
臺灣基督新教藝術家創作實踐之意義初探 —— 以安力·給怒「心樹·新靈」個展爲例
A Preliminary Study on the Meaning of the Creation Practice of Protestant Artists in Taiwan -- A Case Study of the Exhibition在台灣,基督新教的藝術活動頗多,但對於台灣基督新教藝術家創作實踐的意義爲何?仍模棱兩可,故本研究以安力·給怒「心樹·新靈」個展
There are a lot of Protestant art activities in Taiwan, but what is the meaning of the artwork
台灣小吃感質體驗屬性之探索研究
A Study of the Qualia Characteristics of Taiwanese Food美食體驗是國際旅客瞭解在地文化的重要途徑,相關研究發現感質體驗是產品設計的重要議題,感質體驗感受攸關消費者對於美食體驗的滿意度。而大多數研究僅提到感質的影響因素
Food experience is crucial for international tourists to understand local cultures. Studies have revealed that qualia are critical for product design
異材質在時尚造型設計應用之探究
Research on the Utilization of Unconventional Materials in Fashion Styling近年來,使用異材質作為形象設計整體造型已成為一種趨勢。基於「異化」(Alienation)和「審美體驗」(Aesthetic Experience)理論,本文探討了在時尚造型設計中以熱熔膠作為整體造型設計,非常規或另類
The use of unconventional materials as a fashion design has become a trend in recent year. Based on the “Alienation” [1] and “Aesthetic Experience” theories [2].
108年
We can often see a lot of art works set in our living environment, and the “Act on Setting of Public Art” has also been promulgated by government for more than 20 years.
服裝設計師運用藝術家的繪畫於布料與服裝設計,使服裝成為行走的藝術。本研究透過研究者自行創作的風景繪畫進行轉化成為布料印花...
西方藝術市場運作模式與機制,在東亞落地發展至今將近滿六十年。自1960年起首先在台灣萌芽成長......
107年
揚琴初級系統化教材之探討
A Study of the Systematic Curriculum for the Yangqin Beginner揚琴為中國民族樂器中兼具世界性及民族性的擊弦樂器,多年來,揚琴的發展無論從自身型制或是...
The yangqin is both an international and ethnic strike stringed instrument in...
誰需要電影博物館?—臺灣電影文化資產的論述建構與展示實踐
Who Needs a Film Museum? --- The Cultural Governance and Exhibition Practice of the National Film Heritage in Taiwan電影與博物館都是在十九世紀末引入臺灣,然而長年來,兩者在組織實務與學術研究上並無深入的連結交集。本文...
Both films and museums were introduced to Taiwan at the end of the 19th century. However, for many...
筆者為學齡前駐校藝術師,長期參與觀察主題教中的活動從 過往的教學與園所觀察經驗中發現:大多數幼兒...
互動展示之觀眾行為意向研究—以創價藝文展覽為例
Interactive Exhibition and Visitor Behavior Intention -The Case Study of SOKA Culture Exhibitions本研究探互動展示的觀眾參與經驗,應用總體學習成果模式(Generic Learning Outcomes, GLOs)理論...
This study explores the audience participation experience and applies the Generic Learning Outcomes (GLOs) theory...