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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

解讀宜家的消費文化意涵─以布迪厄的日常生活言行理論為之

周汶昊 Unknown Date (has links)
本研究以宜家家居(IKEA)為研究對象,在台灣的社會文化脈絡下,探究其中包含的消費文化意涵。研究分為兩大部分,第一部分是整理宜家的消費特色;第二部分則是深入訪談不同社經背景的消費者對宜家的看法,並以布迪厄的概念工具對研究結果進行分析,最後針對兩部分的研究結果提出批判性的結論。   第一部分的研究乃是參照文獻與訪談宜家人員的結果,描述宜家的消費特色,以及宜家的台灣分店有何不同之處,藉此說明宜家此一消費場域的情況。第二部分則是以質性的深入訪談法,訪問十六位背景各異的台灣消費者,再以紮根理論精神的資料分析程序將訪問結果譯碼,並配合布迪厄的日常生活言行理論,分析出影響消費者對宜家觀感的慣習及資本因素為何。研究者除了以消費行為與文化意義兩個面向對宜家的消費現象提出討論之外,也提出個人的批判性關懷做為結論。   最後,研究結論認為,在本土文化力量薄弱的情況下,台灣的消費者未能發展出適合的認同,而隨著感性消費的趨勢起舞。在感性消費所訴諸的生活型態是仿自中產階級的情況下,台灣普遍存在著「跛腳的布爾喬亞人」-只有羨想,但缺乏行動。而這樣的情結,也穩固了既有中產階級的優勢社會結構。   另外,研究者也指出,關於夢想社會和感性消費的相關論述,有可能是一種為現存資本體制與國家合法性服務的再生產論述,身為知識分子,必須有所意識的看待這些來自於國外或國家體系提供的資訊。
2

深海水域展示設計之研究 ─以台灣海生館之「世界水域館」為例

萬 榮 奭, Wang, Jung Shih Unknown Date (has links)
【中 文 摘 要】 博物館功能主要為「展示、教育、研究、典藏」,其中「展示」為博物館與大眾接觸最直接的方式。在現代科技發展中,「展示」的觀念與形式也有所改變,互動式展示日受重視,虛擬呈現的比例亦逐漸加重。 本研究以「國立海洋生物博物館」之BOT專案「世界水域館」《深海水域》電子展示設計為主題,以實務個案為例,探討自然博物館如何規劃與製作深海水域的生態展演,與如何利用〝虛擬實境〞、〝人工智慧〞與〝即時運算〞等尖端技術,架構出「世界第一」無水水族館的展示模式。 往昔自然生態展示以活體展示為主,即複製生態空間讓水中生物悠遊水族箱內。但為了超越時空,讓全球代表生態皆能集中於特定展示館內,遂有電子展示的觀念與製作,以擬仿物取代真實,創造尚‧布希亞的「超真實」世界。 本研究於製程的影音紀錄與相關人員的訪談中,歸納、整理出發展生態電子展示設計的因素與理想,探討製作上的困難之處,同時也以研究者觀點對展示設計過程提出檢討與建議。 深海水域生態在陸地上展示係屬跨越時空的創舉,本個案不但為台灣首例,在世界上亦為先驅。創新嘗試,成果雖不如預期,但以整個專案的具體呈現而言,實為相關領域之前鋒。本研究認為,整理與探討本個案,對未來電子展示設計與製作皆有參考價值;同時,由本個案所建置的生態電子展示平台,亦為台灣博物館界提供國際化的新思維,對博物館未來的展示設計奠定了新的基礎,創造一個新的開始。 / Abstract The main functions of museums are demonstration/exhibition, education, research and collection/preservation. “Exhibition” provides the most direct link between a museum and the public. As modern science and technology continue to develop, the concepts and formats of “exhibition” have also evolved. Interactive exhibits become more valued, and virtual simulation approaches have also increased in proportion. The focus of this research study is the electronic display design for the Waters of the World – BOT (Build-Operate-Transfer) Project, pioneered by the National Museum of Marine Biology & Aquarium. This study uses this project as a case study to explore how a Nature museum planned and produced an exhibit of The Deep Sea waters ecology, and with the use of the most advanced technology such as VR (Virtual Reality), AI (Artificial Intelligence), and the “real-time operation,” etc., how the museum built the world’s first protocol for a water-less aquarium. In the past, ecological exhibits mainly constituted real living creatures, by duplicating the ecological environment necessary for underwater creatures to survive in an aquarium. But, in order to go beyond the limitation of space and time, and to facilitate the presentation of global ecology within a specific exhibition space, the electronic display concept and production has thus been introduced. It is to imitate reality and create a world of hyper-reality, as depicted by Jean Baudrillard. Relying on historical video and audio records, and actual interviews with key people on the project, this research study summarized factors and objectives of the original design, and discussed difficulties encountered in the production process. In addition, the study also provided input and recommendations concerning the design process. The exhibition of The Deep Sea waters ecology on land is a pioneering act, second to none. The case is not only a 1st in Taiwan, but also a 1st of its kind in the world. Although the new attempt has not exactly achieved the expected outcomes, it did initiate a pioneering work within ecology demo field. The researcher believes that the case study is a valuable reference for future electronic display design and production. In the meantime, the ecological electronic-platform created by this project provides an international perspective, and establishes a new milestone for further development in the future.
3

從布希亞解讀詹姆斯喬伊斯的《都柏林人》 / A Baudrillardian reading of James Joyce’s Dubliners

李欣娟, Lee, Xin Juan Unknown Date (has links)
本篇論文旨在探討,將尚.布希亞所觀察到的擬仿物應用到詹姆斯.喬伊斯的《都柏林人》之可能性。擬仿物是一種自我指涉、和真實脫離關係的符號,且擬仿物的誕生即代表了真實的死亡。擬仿物的論證有助於解釋《都柏林人》中二元對立的瓦解,例如真實∕想像,民族主義∕帝國主義,精神性∕物質性,加害者∕被害者,過去∕現今等。除此之外,其他和布希亞擬像理論相關的概念如墨比絲環迴繞的否定性、退卻的歷史,和內爆,都能闡釋都柏林中意義的蒸發。從<會議室裡的常春藤日>中的民主選舉擬仿物,<賽車之後>中的民族認同擬仿物,<阿拉比>中的商品擬仿物,<伊芙琳>中的父權擬仿物,<一抹微雲>中的國界擬仿物,到<死者>中的歷史擬仿物,喬伊斯的都柏林人在察覺真實的消失之後,感到震驚或無法反應。儘管喬伊斯典型的結局透露出一絲灰暗,將布希亞應用至喬伊斯,確實提供都柏林人從二元對立的結構中獲得自由的機會。

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