:::

詳目顯示

回上一頁
題名:一個以全球資訊網為基礎之機造影片創作管理平臺系統
書刊名:創新研發學刊
作者:張明裕黃耀民
作者(外文):Chang, Ming-yuheHuang, Yao-min
出版日期:2011
卷期:7:1
頁次:頁104-125
主題關鍵詞:機造影片專案管理文化創意產業動畫短片製作MachinimaProject managementCultural and creative industryAnimation and film product
原始連結:連回原系統網址new window
相關次數:
  • 被引用次數被引用次數:期刊(0) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:0
  • 共同引用共同引用:9
  • 點閱點閱:57
文化產業即指結合創作、生產和商業交易的產業,其作品築基於無形的文化與內容,這些內容作品的形式可能是產品或是服務。文化產業具有創作製造與消費交易等行為,因此創意的商業價值成為文化產業發展的重點與方向。許多學者指出:任何產業都需要管理,文化創意產業亦是如此。機造影片具有產業性與商業性,必然要注意時間、品質與成本的管理問題,一個講求創意的產業中,若無適當的管理,則容易為了充分展現創意,而不斷進行創意發想,甚至演變成創意發散,失去主體,最後造成了工期不斷展延、資源不斷損耗,資金永遠不夠用,終使成果難產而以失敗收場。導入知識與技術管理,能夠改善甚至於避免上述問題,因此,如何管理機造影片製作,即為本研究的核心目的。本研究探究機造影片的製作流程,以專案知識管理為主體,發展製作機造影片的管理模式與專案管理平台。
The cultural and creative industry (CCI) is an industry combined with creativity, production and commerce. The essence of those factors is the invisible form consisting of culture and its variant representations in products and/or services. There are business behaviors like those occurrences of creative activity/producing and consumption/commerce in the CCI. Therefore, to increase the core value the commerce behaviors carry out has become a point and the extent of development in the CCI. Many studies addressed that management is necessary to any business, so is it in the CCI. In the CCI, the machinima, producing animation and/or film product by playing games according to some specific scenario, surely needs to manage the time, quality and cost when building projects. If there was no project management appropriate for the content production in machinima, the content produced is likely to lose the core value of commerce in the CCI when there is nothing but creativity only. The effect as the mentioned above would cause to increase the work time, run out of the resource and consume the money invested continuously and then result in a failed project. In this paper, the proposed management and its platform could help the problems being avoided in machinima production. The study will focus to explore the work process and utilize the technique of project management to develop a management model and implement its platform in machinima production.
期刊論文
1.陸定邦、林群超(20050600)。臺灣設計和應用藝術教育於專業知識與技能之供需調查及研究。設計學報,10(2),89-104。new window  延伸查詢new window
2.Lipnack, J.、Stamps, J.(1999)。Virtual Teams: The New Way to Work。IEEE Engineering Management Review,4,90-95。  new window
3.Jarvenpaa, Sirkka L.、Leidner, Dorothy E.(1999)。Communication and trust in global virtual teams。Organization Science,10(6),791-815。  new window
4.Maznevski, Martha L.、Chudoba, Katherine M.(2000)。Bridging Space Over Time: Global Virtual Team Dynamics and Effectiveness。Organization Science,11(5),473-492。  new window
5.陳熙灝(2008)。成功的專案管理。經營決策論壇,53,28-31。  延伸查詢new window
6.Snelson, Chareen(2010)。Virtual Movie Sets and Branching Video: Developing Interactive Educational Machinima with Second Life and YouTube。TCC 2010,1(1),16-30。  new window
7.van Langeveld, Mark Christensen、Kessler, Robert(2009)。Two in the middle: digital character production and machinima courses。ACM SIGCSE Bulletin - SIGCSE '09,41,463-467。  new window
8.Niederman, F.、Beise , C. M.(1999)。Defining the Virtualness of Groups,Teams, and Meetings。SIGCPR,99,14-18。  new window
9.Dellario, Frank R.(2011)。The Future of Machinima as a Professional Animation Resource and its Growth as Real-Time Animation in Virtual Worlds。Visual Culture,10(1),89-92。  new window
會議論文
1.Inbaria, M.、Shayo, C.、Olfman, L.(1999)。On Becoming Virtual: The Driving Forces and Arrangements。The 1999 ACM SIGCPR Conference on Computer Personnel Research,27-41。  new window
2.Bardzell, Effrey、Bardzell, Shaowen、Briggs, Christian、Makice, Kevin、Ryan, William、Weldon, Matt(2006)。Machinima Prototyping: An Approach to Evaluation。Bloomington。  new window
3.Speier, C.、Palmer, J.(1998)。A Definition of Virtualness8,571-773。  new window
學位論文
1.呂婉瑜(2000)。功能性角色對虛擬團隊效能之影響(碩士論文)。國立中山大學。  延伸查詢new window
2.李松喬(2006)。虛擬專案團隊管理模式之建構(碩士論文)。中華大學。  延伸查詢new window
3.邱木欣(2008)。專案組型態與專案績效之研究─以A公司為例。國立中山大學。  延伸查詢new window
4.崔雨蓉(2008)。數位時代下創意發想之協同作業模式-以廣告代理業為例。世新大學。  延伸查詢new window
5.劉柚佑(2007)。群體創意過程之管理實務:元智大學之實證個案。元智大學。  延伸查詢new window
6.于遠航(2005)。虛擬團隊專案中知識整合與成效之研究:以ERP 系統為例。國立中山大學。  延伸查詢new window
7.王怡婷(2009)。可適化協同專案管理系統建置。亞洲大學。  延伸查詢new window
圖書
1.陳郁秀(2005)。2004文化白皮書。臺北市:行政院文化建設委員會。  延伸查詢new window
2.Gido, J.、Clements, J. P.(2004)。Successful project management。Canada:Thomson。  new window
3.Davison, S. Canney、Ward, K.(1999)。Leading International Teams。Berkshire, England:McGraw-Hill International。  new window
4.鄭秋霜(2007)。好創意,更要好管理:第一本臺灣文化創意產業經營體檢書。台北:三采文化出版事業有限公司。  延伸查詢new window
5.熊培霖(2004)。專案管理知識體系導讀指南。  延伸查詢new window
6.許成績(2004)。現代專案管理教材。  延伸查詢new window
7.Levy, Frederick(2004)。Short Films 101: How to Make a Short Film and Launch Your Filmmaking Career。  new window
 
 
 
 
第一頁 上一頁 下一頁 最後一頁 top
:::
無相關書籍
 
無相關著作
 
QR Code
QRCODE