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    題名: 這是玩偶還是藝術? -翁瑞徽數位影像創作論述
    其他題名: But is it Action Figure or Art?--The Digital Art Creation and Research by Weng Jei Hui
    作者: 翁瑞徽
    Weng, Jei-Hui
    貢獻者: 視覺與媒體藝術學系
    謝碧娥
    Pie-E Hsieh
    關鍵詞: 攝影;數位藝術;影像藝術;玩偶
    Digital art;Imaging art;Action figures;Photography
    日期: 2015
    上傳時間: 2015-09-10 16:44:06 (UTC+8)
    摘要:   為了彌補童年對於玩具未能被滿足的小小心靈與欲望,筆者選擇了玩偶做為創作題材,試圖藉由玩偶與真實情境的數位合成影像呈現故事性的畫面,抒發個人情感,也是對當代藝術現象的感知與反思。  本創作分為兩個系列,系列一是利用玩偶來重新詮釋童話故事中的經典,新的詮釋可以是一種黑色幽默,也可以是一種現實的對照,甚至是一種顛覆。系列二則是利用今昔時空的轉換,揣摩創作者孩提時代那些當紅的玩偶角色,這些現象,隨著歲月從紅極一時走向沒落的軌跡。  其次,透過剖析目前玩偶在影像藝術上的各類表現手法與創作脈絡,體驗拍攝玩偶實體,及其與真實影像差異的攝影趣味,進一步透過數位技術構成敘事場景,以敘事性和故事情節,突顯創作者對於玩偶、童話…等,以不同的詮釋方式,呈現這些看似不食人間煙火、天真浪漫的角色。同時也藉由影像刺激觀者,透過玩偶主體和場景的連結,在自己的記憶脈絡中,找到新的解讀和不同以往的擴散聯想。影像藝術的運用其本質特性是「弔詭與多義」、往往讓觀者在抽象連結中反反覆覆產生新的思考辯證。本創作研究,將讓創作者重拾幼年天馬行空的想像力,並藉由以假亂真的影像,來呈現個人的創作想像─一個孩童時期無法滿足的慾望。  本創作論文為筆者創作理念的詮釋與呈現,內容共分為六章︰第一章緒論,說明筆者「這是玩偶還是藝術?」創作論文的研究動機與目的,透過研究方法進行創作實踐與論文撰寫,擬定研究步驟與架構。第二章,探究寓意在藝術史上的延異,並探討後現代的模擬與權充,分析其藝術現象與特質。第三、四章,尋找當代藝術與通俗文化之間的連結,並藉由當代數位藝術家的作品探討玩偶主題在當代創作上的呈現、玩偶影像攝製及數位藝術創作表現,進一步闡述做為角色扮演的玩偶之藝術辯證。第五章,探討筆者數位藝術作品中玩偶創作運用的元素、形式技法與心路歷程,並分析每一件作品的意義與內涵。第六章,結論,為筆者創作心得、省思與未來展望。
      To compensate my unsatisfied heart and desires for toys could not be in my childhood, I chose the action figures as an inspiration, trying to display narrative image by digital synthetic pictures of the action figures and real situation. That not only expressed my personal feeling, but also the perception and reflection on contemporary phenomena.  Creation was divided into two series. Series one is reinterpreting the classic fairy tale stories by using action figures. The new interpretation may be not only a black humor, but also a contrast of reality, even a subversive. Series two is using space-time conversion of the present and the past to figure out those the role of those popular action figures in my childhood. These phenomena were from a smash hit to decline along with years.  Then, I analyzed action figures in all kinds of technique and creation on imaging art to take a photograph interest by taking action figures and true images. And further, the narration and stories plot through digital technology highlighted my different interpretations on action figures and fairy tales which look a dream and romantic roles. At the same time, images stimulated audience to find unique interpretation and different associations by connection between action figures and the scenes in the context of their memories. The use of imaging art whose essential characteristic is "the paradox and ambiguity," so that audiences often generate new dialectical thinking of the abstract connection again and again. The study will allow creators to regain infinite imagination in the childhood by deceptive images, and display the individual creative imagination – the unsatisfied desire in the childhood.  This study is my interpretation and presentation of creation concepts. The content is divided into six chapters:Chapter one is explaining my study motivation and purpose, "But is it action figure or art?" The study was written and put into practiced, drew up study steps and frameworks through research methods.Chapter two is exploring the continuity and transition of implied meaning in the history of art, exploring the postmodern appropriation to analyze phenomena and qualities.Chapter third and chapter fourth are looking for the link between contemporary art and popular culture, exploring action figures presented on contemporary creation, action figures’ photograph taking and creation in digital art. And further, that could be as the dialectical art of action figures of role play.Chapter fifth is discussing the use of elements, forms of technique and the course of mentality on action figures in my digital art creation, analyzing the significance and connotation of each creation.Chapter sixth is the conclusion. It’s my creative ideas, reflection and future prospects.
    顯示於類別:[視覺藝術與設計學系] 博碩士論文

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