GEN II綜二410 W8W9Wa
課程主要透過對於數位科技、網際網路、數位藝術、與創意產業四個單元內容的 探討,提供學生全面性的思考。課程內容包括數位科技的定義、媒體與網路相關 理論、數位藝術思維與發展、以及創意產業趨勢等議題。課程期盼培養學生對於 科技藝術與創意設計之概念。
Course keywords: 數位科技,創意產業,文化創意,數位媒體,媒體識讀 課程目標: 本課程目標在於透過對數位科技,網路媒體,數位藝術和創意產業四個主題的廣泛討論,建立數 位 設計與創意產業為學術研究領域的概念,提供學生對創意產業的理解和創新思維。課程內容包括 數 位科技趨勢,社群媒體和網絡,創意設計和科技藝術,以及文化資產在創意產業的意義。本課程 鼓 勵學生運用個案研究方法,結合跨領域學術和創新學科理論,培養學生的跨學科學習能力。課程 依 照個案研究與理論探討,進行實際數位設計與創意媒體內容分析,提供學生由研究中印證目前相 關 的創意媒體產業發展理論。 Creative industries includes entertainment industry, music industry , film industry ,television industry, publishing industry, and game industry. The aim of this course is to provide students comprehensive understanding and creative thinking of the digital design in the creative industries. Through the survey of the topics of digital technology, internet applications, digital design, and creative industries, this course defines the subject of Creative Industries as an area of academic study combine with Art ,design, media, game, and architecture. Course content includes the trends of digital technology, social media and network, creative design and digital art, and the cultural heritage in creative industries. This course encourages students to develop interdisciplinary learning skills by using content analysis methods combined with various academic and creative disciplines theory in the study of digital design and creative media. Course Schedule Week 1 Introduction to the course Week 2 Creative industries overview Week 3 Definitions of creative industries Week 4 Characteristic of creative industries Week 5 Economic contribution of creative industries Week 6 Technologies for creative industries Week 7 Technology roadmap for the creative industries Week 8 ICT innovations in creative industries Week 9 ICT research and innovation in social media Week 10 Digital design in media production Week 11 The Creative process in digital design Week 12 Creative collaboration in digital design Week 13 Entrepreneurship in creative industries Week 14 Intellectual property of artistic works Week 15 Marketing the creative industries Week 16 Global entertainment and the cultural marketplace Week 17 Diversity in creative industries Week 18 General discussion 教學方式: 教學方法包括:講述、討論、文獻閱讀、心得報告、以及專題研究 一、理論講述與討論(40%) 鼓勵同學上課充分發言。提出不同見解主張論點、辯論、爭論有助於釐清觀念。所有課堂活動與 作 業著重於專業能力培養,請隨時注意學習活動的學術研究價值。 二、個案分析 (30%)選定指定閱讀,上課導讀報告與參與撰寫心得報告五篇 請同學針對數位內容八大產業,選定目前媒體流行項目進行個案分析,並在課堂上報告討論。本 課 程希望藉由文獻研讀與上課討論達到學習目標,請充分利用網路功能交換資訊。希望同學按時閱 讀 指定作業、並依照個人經由分析、批判所得心得主動參與課堂評論。 三、行動實作與報告(40%) 期末論文報告一篇 研究報告包括研究緣起、文獻回顧、請同學針對數位內容產業發展歷史進行文獻回顧,並能夠具 體 陳述目前台灣創意內容產業現況與未來發展趨勢。建議同學能夠運用社會學觀點探討。 撰寫心得報告將會是每週學習活動主要要求,請同學按時繳交作業、準時上課。 對討論議題的 事 先 準備是上課收穫的重要因素,請於每次上課前能充分準備。 評量方式: 一、上課參與(40%) 二、表現評量(30%) 三、作業評量(30%) 參考書目: 1. Flew, T. (2012). The Creative Industries: Culture and Policy. London: SAGE 2. De Beukelaer, C. (2015), Developing Cultural Industries: Learning from the Palimpsest of Practice, European Cultural Foundation 3. Creative Industries, (2014). UK Creative Overview. http://www.thecreativeindustries.co.uk/ 4. UNESCO(2018).Creative Industries. http://www.unesco.org/new/en/santiago/culture/creative- industries/ 5. International Trade Centre (2018). Creative industries: Publications and online resources. http://www.tradeforum.org/Creative-industries-Publications-and-online- resources/ 6. Lawson, B. (2006). How Designers Think: The Design Process Demystified. New York: Elsevier. 7. Wilson, S. (2002). Information Arts: Intersections of Art, Science, and Technology. Cambridge, MA: MIT Press. 8. 經濟部工業局(2010)。數位內容產業年鑑(網路版)。臺北:經濟部工業局。 ISBN:9789579631402
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本課程為16週課程。
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