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題名:比較動漫與漫畫對於觀賞意象之研究:以「名偵探柯南」為例
書刊名:International Journal of Digital Media Design
作者:林峰正陳俊宏 引用關係
作者(外文):Lin, Feng-chengChen, Jun-hong
出版日期:2023
卷期:15:2
頁次:頁77-91
主題關鍵詞:動畫漫畫符號學語意差異分析法AnimationComicsMangaSemioticsSemantic differential
原始連結:連回原系統網址new window
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  • 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:20
  • 點閱點閱:32
本研究主要目的是比較觀眾/讀者在觀賞動畫與漫畫的意象感受,希望藉此研究能更深入了解這兩種傳播媒材的獨特性。本研究以暢銷動漫「名偵探柯南」為樣本,擷取漫畫與動畫相同劇情之片段,依據其內容設計12 題語意差異量表作為問卷調查之基礎。問卷受測者為123 名大專院校設計系相關學生,受測者分為A、B 兩組,A 組48 人觀看動畫後接續觀看漫畫。B 組75 人,分別測試,B1 只看動畫,B2 只看漫畫,觀賞完畢後各自填寫問卷。研究結果發現(一)動畫在偏"正面"的語意態度上高於漫畫。(二)A 組12 題中僅有1 題動畫與漫畫的意象看法不同,B 組有5題看法不同。(三)無論A 組或B 組測試結果都呈現正相關,表示測試者對於動畫與漫畫的意象看法相似。(四)利用因素分析法將動畫與漫畫的觀賞意象歸納成三種因素:1.「評價」-感官經驗的滿足 2. 「力量」-投入的心理感覺 3.「行動」-動態的娛樂效果。總結來說,比較原作動畫與漫畫,動畫表現形式可加強觀眾”正向”的意象感受,但兩者觀看意象的感受差異不大。
The main objective of this study is to compare the audience's perceptual experiences when watching
animation and reading comic. The popular anime series "Detective Conan" was selected as the sample,
and segments with the same plot were extracted from both the comic and the animation. A 12-item
Semantic Differential scale was designed based on the content and used as the basis for the
questionnaire survey. The survey was conducted among 123 college students majoring in
design-related fields. The participants were divided into group A (participated animation test followed
comic test) and B (participated animation and comic test separately). The research findings revealed the
following: (1) The animation received higher scores in terms of "positive" semantic attitudes compared
to the comic. (2) In Group A, only one item out of the 12 items exhibited different perceptions between
the animation and the comic, while in Group B, five items showed different perceptions. (3) Pearson
correlation coefficient tests showed that there was a positive correlation between image perceptions
towards animation and comics. (4) Utilizing factor analysis, this study categorized the perceptual
experience of the animation and the comic into three factors: 1. Satisfaction of sensory experience, 2.
Psychological involvement, and 3. Dynamic entertainment effects. In conclusion, when comparing the
original animation and comic, the animation form enhances the audience's "positive" perceptual
experiences. However, the differences between the two media are not significant.
期刊論文
1.Schmitt, R.(1992)。Deconstructive comics。Journal of Popular Culture,25(4),153-162。  new window
2.Osgood, C. E.(1964)。Semantic Differential Technique in the Comparative Study of Cultures。American Anthropologists,66(3),171-200。  new window
3.郭玲瑜(2015)。從日本動漫的跨媒體發展來看文本/媒介的互涉--以《名探偵柯南》為例。文化研究季刊,152,21-31。  延伸查詢new window
4.Duncan, R.(1999)。Toward a theory of comic book communication。Academic Forum,17,71-88。  new window
5.朱善傑、鐘世凱(20041200)。動畫中漫畫表現形式研究--以漫畫造型與漫畫符號為中心。藝術學報,75,121-142。new window  延伸查詢new window
6.彭靖婷(20200400)。當代藝術中的動漫符號學研究--以陳怡潔的《圈圈島》為例。議藝份子,34,107-127。new window  延伸查詢new window
學位論文
1.張又心(2011)。連環漫畫頁面切割形式與時間表現的關係(碩士論文)。國立臺灣師範大學。  延伸查詢new window
2.陳伯拯(2005)。以符號學觀點分析動畫角色圖像的象徵性(碩士論文)。中原大學。  延伸查詢new window
3.施智仁(2008)。漫畫式圖像在視覺藝術表現上之創作(碩士論文)。國立臺灣師範大學。  延伸查詢new window
4.吳佩芬(2002)。3D動畫中美式卡通角色運動視覺語言之時間元素建構:以分析「玩具總動員」動畫電影為例(碩士論文)。國立臺灣藝術大學。  延伸查詢new window
圖書
1.Peirce, C. S.、Hartshome, C.、Weiss, P.、Burks, A. W.(1974)。Collected Papers of Charles Sanders Peirce。Cambridge, MA:Harvard University Press。  new window
2.陳俊宏(19880000)。色彩嗜好與色彩意象之調查分析:為商業設計之色彩計劃而做的研究。臺北:藝風堂。new window  延伸查詢new window
3.Johnston, O.、Thomas, F.(1995)。The Illusion of Life: Disney Animation。Hyperion Books。  new window
4.袁建滔(1992)。新漫畫語言。臺北:尖端。  延伸查詢new window
5.塚本博義(2007)。漫画バイブル。マール社。  延伸查詢new window
6.Furniss, M.(2016)。A New History of Animation。Thames & Hudson。  new window
7.McCloud, S.(1993)。Understanding comics: The invisible art。Kitchen Sink Press。  new window
8.Reitberger, R.、Fuchs, W. J.(1972)。Comics: Anatomy of a Mass Medium。Little Brown & Co。  new window
9.Sabin, R.(2013)。Adult comics。Routledge。  new window
其他
1.Fiske, J.(1993)。Introduction to Communication Studies (Second Edition)。  new window
2.(2023)。【2023 年最新】漫画売上ランキング! 累計発行部数の歷代TOP100を紹介,https://nekokuma.com/113131/。  延伸查詢new window
3.Neo, A.(2012)。心理學對漫畫擬聲擬態語的效果考察 想撼動人心必須從耳眼雙方圍攻,https://pansci.asia/archives/18746。  延伸查詢new window
4.ペンダコ(2012)。マンガで使われる「シーン」や「ガーン」など擬音語・擬態語の効果とは?,https://news.mynavi.jp/article/20120617-a016/。  延伸查詢new window
圖書論文
1.Barthes, R.(2016)。The death of the author。Readings in the Theory of Religion。Routledge。  new window
 
 
 
 
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