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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.
51

文化創意產業經營策略行銷分析-以F公司為例 / Strategic Marketing Analysis for Cultural and Creative Industry: A Case Study of F Company

洪子琪, Hung, Tzu Chi Unknown Date (has links)
網際網路的發達,促成環境快速的變遷,單一化的企業經營型態,已無法在變動快速的商業生態圈中永續生存,而各國為了振新國內產業發展,與提升經濟水準,推出國家發展經濟政策,而在過去以代工為主的亞洲國家,為求轉型發展,文化創意產業,皆為亞洲各國近十多年來不可或缺的國家發展政策之一,以台灣為例,在2002年行政院即提出《挑戰2008:國家發展重點計畫》,「文化創意產業發展計畫」則為其發展計畫之一,台灣文化創意產業發展至今,文化創意結合青年創業,不斷出現更加創新的商業模式,與文創產業聚落和文創園區。 本研究以F公司為研究主題,F公司以活化空間改造,不動產租賃起家,但公司定位不以房東自居,以打造資源多樣性的平台為目的,提供微型創業者合適空間可發揮其才能。初階段平台打造過程中,F公司累積足夠各面向文化創意資源,進而成功轉型,以空間改造為核心,並發展文創聚落規劃設計與經營輔導,給予台灣更多老舊的建築,賦予新生命,在地創生,製造就業機會,吸引青年返鄉,扶植社會企業,讓人與人之間的美好,透過空間活化與街區的重新改造,而更加拉近關係,實現公司成立的主要訴求「創造幸福的小氛圍」。 本研究依個案研究法,深入訪談了解F公司創業初期至現今業務轉型的歷程,探討其經營困難因素與解決之道,本研究以商業模式圖分析其獲利模式,並以邱志聖(2014)策略行銷分析架構來探討其成效,其四種成本分別為:外顯單位效益成本、資訊搜尋成本、道德危機成本、專屬陷入成本。 研究發現F公司在現階段的業務主軸重心轉變為專案式業務,基石來自於初期的成功聚落典範標竿與將初期的目標客群文創業者,整合為關鍵合作夥伴,累積文創資源,形成資源庫,讓F公司有足夠實力可勝任各式在地化的專案街區活化或社區營造規劃業務。 研究結果認為,F公司在對應客戶的四個成本都具有相當大的優勢,以4C角度歸納出關鍵成功因素,並建議增加自媒體與年度節慶活動慶典持續舉辦的行銷宣傳,提高直接消費者粉絲數量,為微型創業者增加效益,更加降低承租人的C1,並且也將文創訊息與活動主動散播給更多一般直接消費者,而降低一般消費者的C2。 / In the past, the economic growth of Taiwan counts on exportation and OEM business, but this world is changing too fast when the internet comes into everyone’s life. The business model is also changing rapidly, too. Last 15 years, Most of Asia countries want to improve and invest culture and creative industry. In 2002 the Taiwan government decided to reform the system to promote and develop the cultural and creative industry. The development of "cultural and creative industry" was considered as one of the important tasks of Taiwan’s Challenge 2008 Six-Year National Development Plan established by Executive Yuan. And now, we can see many different types of business models in culture and creative industry in Taiwan. The Culture Creative Industry Park and Culture Creative Cluster with micro yang entrepreneurs are good examples. This study mainly focuses on the F company in culture and creative industry in Taichung. F company started up from refurbishing unused space and rent it to micro entrepreneurs. F company creates not only spaces but also a happy and creative platform where each entrepreneur can share the resource and ideas. It is exactly the mission F company wants to achieve. In this case study, F company is analyzed by "Business Model Canvas" and "Strategic Marketing 4C Analysis". It concludes F company have great 4C advantage for their clients. This study also suggests F company may consider expanding their "We-Media" and running regularly anniversary campaign to approach more potential clients and also enhance current client’s satisfaction and royalty. Therefore, C1 will be lower for the clients and C2 also will be lower for end-customers.
52

台灣文化創意產業經營之研究

林奎佑, Lin, Yufu Unknown Date (has links)
文化創意產業乃近年來政府所大力推動的重點產業,儘管文化究係一種「服務」或「產業」,爭議頗多,然而睽諸世界先進國家,如英國設有事權統一之文化媒體體育部(The Department of Culture, Media and Sport)職司全英文化政策之擬訂,並以發行彩券部份收入,鼓勵新穎多元之創作;再如丹麥政府早就發現企業界和文化界的語言渾然不同,發現國家需要教育課程來訓練學生如何經營文化事業,這包括建立對整個產業的知識,能夠斡旋協調、解決衝突,並擁有處理預算、智慧財產權、合約及版稅的能力,於是當務之急,是希望商學院可以把注意力多放在文化界的發展潛力上,增加相關主題、課程和所謂「第三級教育」的訓練;澳洲則就文化產業核心,從精英藝術與社區藝術之論述,進一步發展到休閒與娛樂;其文化態度,亦跳脫文化公民權之爭論,邁入文化消費期。凡此種種,皆從發展文化創意「產業」之角度,作為施政方針。   反觀台灣文化創意產業之經營環境日益艱困,至今未有事權統一之「文化部」,文化創意政府分工上,教育部獨置身事外以及至今未能建立諸如好萊塢的「完工保證」制度以吸引投資者等,因此本研究所欲探討之主題計有四項: 1.文化創意產特質為何?與過去台灣所擅長的製造業的價值鏈、商業模式等,有何不同? 2.政府政策之制訂與產業界之需求,其緊密度為何?是否尚有政策調整之空間與方向? 3.文化創意產業之經營者係一「守門人」之角色,此守門人之角色如何整合「線上成本」與「線下成本」中之各個成員角色,在「彈性專業化」的合作關係中,形成一種商業模式? 4.文化創意人普遍缺乏避險觀念,因此如何「以銷定產」,透過「創業財務」理論,經由「高概念」與「國際分工」募集資金,迴避風險,是為本研究所要深入探討的主題。 / The idea of developing cultural and creative industries has been putting forward by the government in recent years even though the arguments of culture being as a service or an industry remains disputable. However, policymakers in more advanced countries have moved beyond the debate and recognized the importance of the industries at different level: The United Kingdom sets up the Department of Culture, Media and Sport as the solo division in charge of policy formulation. Part of the income from National Lottery is devoted to encourage creation; Being aware of the differences between business professionals and creative talents, Denmark educates students with the know-how of cultural industry management, including the skills of negotiation and conflict solving and the abilities to deal with budget, copyright, contract and royalties. It also urges business schools to enhance entrepreneurial potential by adding more topics, classes and so-called “tertiary education” to their curriculums. Australia, on the other hand, has extended the core value of culture and creative industries from elite and community arts to recreation and entertainment. It has moved from the phrase of debating cultural citizenship into cultural consumption. With reference to the experience of other countries, we can conclude that culture and creativity sectors should be considered as “industries” rather than “services” for policy measures. On contrary, the business environment has become difficult for the cultural and creative sectors in Taiwan. There’s no one single government entity to take account of cul-tural factors and attach greater importance to promoting the development of cultural indus-tries in the course of policy formulation and implementation; Ministry of Education has not partake in studying the vision for development and direction for the industries; Lacking of completion guarantees leaves investors with big doubts and consequently hider the estab-lishment of finance resources. To solve the above-mentioned issues, this research will fo-cus on: 1.The characteristics of cultural/creative industries. How are they different from the value chains and business models of manufacturing that has dominated Taiwan's industrial sector? 2.The gaps between current policies and the real needs of the industries. What can be done to favor the development of the sectors? Any adjustment to make or ap-proach to establish? 3.The role of decision makers in cultural/creative industries as “gatekeepers.” How do they control the above and below the line costs and utilizing the concept of flexible specialization to manage their businesses? 4.The sales and marketing of creative products. Traditionally, creative talents have little knowledge on risk control. How to develop new products or services in the context of existing provision in the market? How to avoid risk and raise money by bringing in the notion of “high concept” and “co-production” in filmmaking?
53

文化創意產業經紀人暨平台價值之探究--以墨色國際,希嘉文化及中子創新為例

蕭穗真, Hsiao, Claire Unknown Date (has links)
研究旨在探討文化創意產業經紀人暨平台在促成供給與需求兩端所能發揮的價值,以及由個案去初探經紀人暨平台不同的樣貌等議題,盼能引起大眾對台灣美學大業支柱一端的經紀人的了解與重視。研究選擇非親屬關係的文化創意產業團隊個案進行探究,包括墨色國際、中子創新以及希嘉文化,藉由半結構式的深度訪談,輔以相關活動的實地觀察以及次級文獻資料的蒐集佐證,進行為期一年的研究。 本研究將「經紀人暨經紀平台」的角色定位為「擔任文創產業創作端與市場端的橋樑,建構文創市場的供給與需求」,研究問題及研究發現如下: 研究問題一:文化創意產業經紀人暨平台在供給端所能發揮的價值為何? 對應結論一: 文創產業經紀人暨平台在供給端所發揮的價值有四點,包括: 一、 辨識創作者潛力並予心理支持, 二、 原創作品商品化與延伸, 三、 決定合作對象並代為談判, 四、 打造並維護品牌。 研究問題二:文化創意產業經紀人暨平台在需求端所能發揮的價值為何? 對應結論二: 文創產業經紀人暨平台在需求端所發揮的價值有四點,包括: 一、 掌握趨勢並創造潮流, 二、 擴大目標客群, 三、 營造購物氛圍與情境, 四、 集結並經營社群。 研究問題三:文化創意產業經紀人暨平台有何不同的樣貌? 對應結論三: 文創產業經紀人暨平台的樣貌不同之處主要有三,包括: 一、 在「服務創作者數量的多寡」及「與創作者關係的緊密度」上的差異, 二、 品牌發展時程與作品延伸程度上的差異, 三、 兩種組合方式(Web 1.0與Web 2.0以及A型人)的差異。 共通點則在於除通曉「創意」與「產業」兩種語言外,對所經營的創意具有高度的認同與熱情。
54

論《文化創意產業發展法》與服務貿易總協定之互動關係 / Analysis on the legal interaction between the cultural and creative industries development act and general agreement on trade in services (GATS) – Based on the measures of subsidies and tax preferences

黃玉如 Unknown Date (has links)
文化是一種民族精神、社會價值、生命哲學與生活方式的體現,而創意是人類文化定位的重要成份,而以各式各樣的形式表現,兩者皆能透過產業流程與全球分銷去複製、推廣。文創產業是「那些以無形、文化為本質的內容,經過創造、生產與商品化結合的產業」,因此文創產業不僅涉及文化與創意,也包含由創意衍生之「文化商品及服務」(cultural goods and services)的經濟價值與商業運作。 我國為使發展文創產業之政策制度在施行上於法有據,經濟部乃多次召集會議邀請各部會及學者專家討論研擬《文化創意產業發展法》(以下簡稱《文創法》),並於92年9月24日函報行政院審核修訂,經過多年的推動與研議,該法終於2010年1月7日三讀通過,完成立法程序,並於2月3日以華總一義字第09900022451號總統令制定公布,相關子法亦陸續公布施行。 然而《文創法》內立意甚佳的產業措施,因台灣加入世界貿易組織(World Trade Organization, WTO)而不得不受到WTO相關協定的規範。作為掃除關稅與非關稅貿易障礙、確保自由貿易之WTO,經由多回合的貿易談判逐步開放市場,並藉由對關稅與補貼之約束以及服務業市場准入、國民待遇之承諾等建立市場開放之可預測性。文化商品與服務在其規範下並無例外,同樣必須接受WTO上述原則,即最惠國待遇、國民待遇與市場准入等義務的檢驗。鑑於《文化創意產業發展法》所具備產業扶植之本質,及其涵蓋之16種文化創意產業多屬服務部門,本文遂將檢驗重點聚焦在該法之獎補助及租稅優惠措施與GATS的互動關係上,尤其是《文創法》在服務業補貼暫行定義、第17條國民待遇、國內規章第6.1條與第23.3條非違反協定控訴之適法性分析,以作為日後執法或修正之參考。 但值得注意的是,相對於WTO以降低貿易壁壘,促進貿易自由化為職志,文化商品與服務之雙重特質在WTO無法獲得特殊之待遇或保障,2005年10月UNESCO通過之《保障及促進文化表現多樣性公約》(以下簡稱《文化多樣性公約》)卻主張國家有促進與保護文化表現多樣性之權利,並具有採行其認為適當之政策與措施達成該目的之主權。若《文創法》有其適用《文化多樣性公約》之可能,則我國在採行諸多文創產業推展措施卻有違WTO內括協定所涉及之貿易原則或義務時,是否得根據《文化多樣性公約》正當化該等爭議措施? 當《文化多樣性公約》與WTO內括協定產生規範衝突時,兩者之適用與解釋是否有互補或調和之可能? 在文化產業與貿易活動上,《文化多樣性公約》若能正當化違反WTO規範之政策措施,則我國《文創法》所擬定之政策措施在GATS框架下之解釋與義務即有所不同。因此在檢驗《文創法》與GATS之互動關係前,本文將先簡單介紹《文化多樣性公約》之優劣特性,及公約與WTO規範競合之解決與適用結果。 關鍵字:文化創意產業發展法、世界貿易組織、文化多樣性公約、國民待遇、非違反協定控訴 / Culture is the embodiment of a national spirit, social values, people’s worldview and life style, while creativity in all its manifestations presents an essential constitution of human culture. By way of industrialization and global distribution, the two are allowed to copy repeatedly and promote worldwide. Cultural and creative industries are “those industries that combine the creation, production and commercialization of contents that are intangible and cultural in nature”, which involve not only abstract culture and creativities but also material economic value and commercial operations of cultural goods and services derived from human ingenuity and originality. To make sure the policy and measures implemented in Taiwan to promote and flourish cultural and creative industries are legally based, the Ministry of Economic Affairs had invited the relevant ministries, scholars and experts in the field to deliberate and prepare the Cultural and Creative Industry Development Act (hereinafter referred to as "the Act") since mid-‘90s, and finally submitted the draft Act to the Executive Yuan for review and approval on September 24, 2003. After years of promotion and negotiations, the Act was passed its third reading in the Legislative Yuan on January 7, 2010 and promulgated on February 3 by Presidential Decree Hwa Zong Yi Zi No. 09900022451. The related rules and regulations were also proclaimed in effect one after another ever since. However, as a WTO (World Trade Organization) member, it is our duty to keep the deliberately constructed measures set in the Act in line with the WTO-related disciplines. WTO, acting as an international forum calling for free trade, vows to eliminate tariff and non-tariff trade barriers, facilitate further market opening by multiple rounds of trade negotiations, and increase the predictability of market dynamics through the establishment of binding tariff rates, subsidy disciplines, specific commitments and various requirements such as most-favored-nation treatment, market access and national treatment. The same principles and obligations mentioned above apply to goods and services with culture in nature equally with no exception. In this regard, the paper will examine how the Cultural and Creative Industry Development Act, especially its subsidy and tax preference measures legally interact with the articles related including Article 15 Subsidy, Article 17 National Treatment, Article 6.1 Domestic Regulation and Article 23.3 Non-violation complaints (in view of the measures adopted in the Act are industry-supportive oriented and most industries categorized in the same act are belonging to service sector) in General Agreement on Trade in Services (GATS) for reference of law enforcement and further amendments in the future. But it is worth noting that, while WTO (the organization and covered agreements) are dedicated to exterminate trade barriers, promote trade liberalization and ignore cultural goods and services have both an economic and a cultural nature, the UNESCO Convention on the Protection and Promotion of the Cultural Expressions (hereinafter referred to “the UNESCO Convention”) adopted by the General Conference of the United Nations Education, Scientific and Cultural Organization (UNESC) on October 20, 2005 recognizes member countries have their sovereign right to formulate and implement their cultural policies and to adopt measures to protect and promote the diversity of cultural expressions when necessary. If the rules and principles of the UNESCO Convention apply to the Cultural and Creative Industry Development Act, then is it possible for the Convention to justify the measures we adopt to nourish the cultural industries, but somehow in violation of WTO principles and obligations? And if the answer is “Yes”, all the interpretation and obligations derived from the Act will not be the same as those covered by GATS only. Therefore, the potential conflicts and the harmonization between the UNESCO Convention and WTO covered agreements (GATS in particular) will be explored before the legal relationship between the Act and GATS is examined. Keywords: Cultural and Creative Industry Development Act, World Trade Organization, UNESCO Convention on the Protection and Promotion of the Cultural Expressions, National Treatment, Domestic Regulation, Non-violation complaints
55

月老文化之數位化互動體驗形式探究 / The Research of Digitizing Interactive Experience in the Matchmaker Culture

賴建成, Lai, Jian Cheng Unknown Date (has links)
隨著文化創意產業的興起,傳統的宗教信仰如何結合數位互動科技,以輔助參與者加深對宗教信仰文化的理解與體驗,是數位內容產業值得研究的議題。月下老人是華人傳統信仰中的姻緣之神。本研究因此將針對月老文化內容,設計一多人互動體驗情境,以探究月老文化內容以傳統和數位化的形式呈現,對參與者體驗感受的影響程度。 在設計研究方法上,包括創作概念發想以及互動裝置雛型實作兩部分。首先透過文獻探討,歸納出互動體驗設計原則,接著針對月老文化進行數位化設計與互動體驗流程設計,並以Unity 3D遊戲引擎結合Kinect體感科技與Android系統平台,實作一數位化月老文化互動體驗情境,以兩大體驗主題:數位化月老之參拜體驗與體感互動之繡球牽線等情境,以呈現月老文化創意設計概念。 針對參與者對月老文化內容的理解程度與體驗感受,進行問卷與訪談分析後發現,本研究設計之互動體驗情境能有效提昇參與者對文化內容起源與意義的理解。再以Schmitt 提出之策略體驗模組(Strategic Experiential Modules, SEMs)進行分析,發現此體驗情境皆有助於提昇參與者於感官、情感、思考、行動、關聯體驗的感受程度與認同感,進而創造深刻的互動體驗感受。最後,期望此互動體驗情境的設計過程與雛形的實作經驗,能轉移到同性質的文化體驗情境設計的應用上,並提供建議給後續研究做參考。 / With the advent of the cultural and creative industry, it is worth to investigate the integration of traditional religious culture with the interactive technology to improve the participants' understanding of culture. The Matchmaker, the old man of the moonlight, is the god of marriage and love in Chinese traditional religious culture. In the thesis, the design of a multiplayer interactive experiential environment for the integration of the Matchmaker culture with the interactive technology is investigated and developed to improve the participants’ experience. For the design methodology, the creative concept design is performed and the interactive device prototyping is implemented. We draw out the related interaction design principles and used Unity 3D game engine along with the Kinect somatosensory Technology and Android platform to implement the Matchmaker interactive environment. Two themes of the developed environment are the digital prayer experience of the Matchmaker and the interactive embroidered ball throwing. To evaluation the user experience of the developed environment, the questionnaire analysis and interviews are performed based on the Schmitt’s strategic experiential modules. The result showed that the developed environment can enhance the participants' understanding of the culture of the Matchmaker and improve participants’ perception and recognition towards the experience of sensing, feeling, thinking, acting and relating.
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商管產學合作之關鍵成功因素與績效評估–以文化創意產業為例 / Key Success Factors and Performance Evaluation of Managerial industry-university cooperation – A Study of Cultural and Creative Industries

李天瑟, Lee,tien se Unknown Date (has links)
自金融風暴之後,不論是政府或是企業,皆意識到產業結構轉型之重要與迫切性,而產學合作於其中扮演不可或缺之角色。事實上,政府推動產學合作多年,過去產學合作之投入與產出、衍生效益不符,經探究,發現主要原因在於大學研發成果與市場端中間存有缺口(Gap),研究與技術對企業來說不具誘因,中間需要商管知識協助技術之商品化;此外,隨著產業結構之轉型,很大契機來自於商業模式之創新。 然而,過去學術界與實務業皆鮮少談論商管領域之產學合作,成功案例更是少之又少。商管知識相對無形,要執行產學合作勢必有所困難,但是,一旦成功將對企業甚至是社會作出貢獻。 是以,本研究透過文獻回顧探討促成產業界與學術界成功合作之主要因素,以及影響產學合作績效之重要要素,並藉由個案研究組織之分析提出關於商管領域產學合作之關鍵成功要素,作為未來執行商管產學合作之參考。此外,本研究更以關鍵成功因素為基礎,由現行產學合作相關績效評估模式中選取適合之模式,以商管學者於文化創意產業之產學合作為例,探究合作過程中商管學者應有之功能與角色,據以說明績效評估構面與關鍵績效指標應如何訂定,希冀架構一系統化之商管領域產學合作之績效評估模式,驅動更多之商管學者投入產學合作,為台灣產業之突破與創新做出貢獻。 / After the financial crisis,both government and enterprises are aware of the importance and urgency of industry structure transformation, and the industry-university collaboration in which plays essential roles. In fact, the government has promoted industry-university collaboration for many years. However, there is a discrepancy in the inputs and outputs of industry-university collaboration. From related researches’, the main problem is the gap between universities’ R & D results and market side. In other words, enterprises have no incentives to buy universities’ research results. Indeed, business and management knowledge can minimum the gap. In addition, with the transformation of industry structure, there’s a huge need for innovation of business model. However, academic and industry rarely talk about the managerial industry-university collaboration. And there are few success cases about it. In fact, managerial knowledge is more invisible than technology. It is difficult to implement managerial industry-university collaboration cases. But, if it succeeds, it will make great contribution to enterprise and industry. Therefore, this research is to explore the key success factors and performance evaluation of industry-university collaboration from literatures review, and to establish the key success factors and performance evaluation of managerial industry-university collaboration by case study. Hope of the research is to provide some guidance for related parties. Moreover, this research takes the key success factors of managerial industry-university collaboration as a basis of building up performance evaluation. Because of a lack of industry-university collaboration in cultural and creative industries, the research explores managerial scholars’ function and role in it, and then designs the structure and index of performance evaluation. The main object of the research is to systematize performance evaluation for managerial scholars in implementing managerial industry-university collaboration cases. Without right performance evaluation, managerial scholars have no incentives to help industry improve and solve practical problems.
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電影產業智慧財產權管理研究-從製片觀點分析

詹婷怡 Unknown Date (has links)
從知識經濟到創意經濟,我們看到一個新的產業典範來臨,主導現階段經濟發展的正是創意,並且能不斷生成、運用、及永續發展。 創意經濟時代,創意產業以智慧財產權為核心,是文化與商業的結合,要真正形成產業,進而產生效益並創造產值,在產業價值鏈的建構、智慧財產的創造、保護、流通與運用等面向,需要進一步探討與落實。 電影產業是創意產業的火車頭,是十分複雜的綜合體,談到電影,一般人應該是直接想到好萊塢,最近幾年,印度寶萊塢與韓流可能也映入腦中,後臥虎藏龍時代,華語電影則迅速竄起,吸引各界目光。 惟典型的關於電影討論與研究,多集中於電影發展的歷史、電影類型、電影風格、電影導演或演員的藝術成就、以及電影市場展介紹等。 電影創造的過程是最複雜的創意管理,電影的保護、流通與運用的過程,更是最複雜的智慧財產權管理,透過電影產業價值鏈當中契約交易過程,將可作為經濟財的智慧財產權的價值極大化,並經由多元管道及平台重複運用,是一項繁複的產業化的跨領域整合。 近年來,我國開始逐漸重視智慧財產相關理論研究與實務運作,惟相當程度仍侷限於所謂高科技產業的適用,就型態、內涵、及營運模式迥異的創意產業,由於其本身具有不同邏輯的產業特性,是否或如何適用,或是如何創新,相關研究仍屬缺乏。 從智慧財產權的創造、保護、流通與運用的角度,深入探究創意產業當中的電影產業,必須先了解電影產業的發展歷史、現況、與趨勢,並應同時針對產業特性以及產業價值鏈進行分析,才能夠清楚探討電影產業的智慧財產權管理相關議題。 對於高度變動性、內部價值鍊密切結合、混合複雜的創意團隊或個人的電影產業,實則是由各類型的契約組成,因此,透過交易契約內容之審視,將是分析及了解現代化電影產業結構及發展的重要切入面向之一,也才能真正活化電影產業並促進發展。 具有現代商業概念及操作的管理機制,在電影產業中已經同等重要,這項具有創意性的管理,即是由電影製片所擔綱,電影製片就如同一位新創事業的創業家,要致力於如何將促成一部成功電影的所有必要元素統籌成一份專案事業計畫,促成投資者投資,籌募足夠資金,並協調創意人完成電影專案並推向市場。 面對文化與藝術的體驗性、創意工作者對其作品的高度重視性、創作的不可確定性、成本的變動性、消費者及市場的不可預測性等,本研究從經濟運作及市場交易法則切入,探討電影產業背景、發展趨勢、產業價值鏈、與產業特性,並以製片觀點,分析電影產業的智慧財產權管理與相關實務契約,將商業及管理概念導入文化創意產業當中,以形成具體的產業發展典型。 文末並提出研究與研究建議。 以創意產業中相對複雜的電影產業作為研究對象,本研究希望除了促成並強化電影產業本身商業與藝術結合的健全發展之外,也期望可以作為其他創意產業領域發展的重要典範。 尤其是,創意產業由於具有無體性特質及外溢效果,在流通與應用本即具有多元化面向與特質,不能以傳統意義上的單一產業視之,而是藉由跨越多個產業多樣平台的價值實現過程,將相關產業連結在一起,包括動畫電影、影視與數位內容、數位影音、數位典藏、行動應用、表演藝術、流行音樂、品牌授權、甚至文化創意園區發展、閒置空間再造、文化觀光、城市及國家行銷等,將是跨越領域與界線的融合。 / In the transition from a Knowledge-Based Economy to a Creative Economy, we see the advent of a new industry mode. What dominates present-day economic development is Creativity, which is able to be regenerated, applied and developed in a sustainable fashion. In the age of the creative economy, the creative industries are centered on intellectual property rights, and are a union of culture, art and commerce. In order for them to become real industries, generate profit and create output value, we need to further explore the establishment of an industry value chain, and create, protect, circulate and apply related intellectual property. The film industry is the driving force of all creative industries. Film is an extremely complicated synthesis. The process of making a film involves the most sophisticated creativity management expertise, while the process of protecting, circulating and utilizing a film requires the most complex intellectual property right management skills. Through the contract negotiation process within the film industry’s value chain, the value of intellectual property rights as economic goods are maximized. With multiple channels and repeated use of application platforms, film-making is a complex multidisciplinary integration process. In recent years, Taiwan has begun to pay more attention to the study of the theory and practice of intellectual property. However, this study has so far been limited to applications of the high-tech industries. With regards to the creative industries, whose forms, contents and operating modes are rather different from those of the high-tech industries, little study has been conducted due to their different industry characteristics. To investigate the film industry from the angle of creating, protecting, circulating and applying intellectual property rights, one needs to first understand the history, current status and trends of the film industry as well as analyze the industry’s characteristics and value chain before investigating issues concerning management of the industry’s intellectual property rights and revitalization of the industry. Modern-day business concepts and management mechanisms are equally important to the film industry. The producer is charged with this creative management task. The producer is like the entrepreneur of a newly established business, who endeavors to turn all the elements a successful film contains into a business plan, raise sufficient funds and coordinate efforts to complete the film and release it. From economic and market perspectives, this study examines the film industry’s historical background, trends, value chain and characteristics. In addition, from the producer’s viewpoint, the study analyzes the industry’s management of intellectual property rights and contracts, and introduces business and management concepts into creative industries in order to form a concrete industry development model. At the end of the study, it puts forward its research findings and suggestions for future research. With the film industry, a relatively complicated industry within the creative industries, as the subject, the study hopes to promote integration of commercial and artistic aspects, as well as aspiring to set an example for other creative industries. As a result of their intangible nature and spillover effects, the circulation and application of creative industries possess diverse facets and qualities and therefore cannot be viewed as a single industry from a traditional perspective. Rather, through a value realization process spanning several industries and a variety of platforms, relevant industries that include animated features, visual and digital content, digital videos, digital archives, mobile applications, performing arts, popular music, and brand authorization are linked. Creative industries even include development of cultural parks, rejuvenation of disused spaces, cultural tourism, and city and national marketing. They are a fusion of different fields and boundaries.
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時裝設計產業智慧財產保護之研究 / A study on the intellectual property rights in apparel design industry

古詩苹 Unknown Date (has links)
快速時尚為目前服飾零售業的主流經營理念,快速時尚服飾零售業者自時裝週伸展台上的華服汲取靈感,透過對供應鏈的設計與改良,縮短產品自設計、生產到上架的時間,販售高度客製化的流行服飾產品。同時,隨著網路購物市場持續膨脹發展,網路購物模式不斷新生,如團體合購與代買、代下標、連線等突破跨國購物障礙的中介服務。快速時尚的即時生產概念與暢通的網路通路,彷彿仿製時裝的雙翼,使之如蒲公英的種子般輕盈地飄落全球、遍地開花。   在仿製時裝的態樣及規模皆與過往顯著不同的當下,智慧財產權相關法律制度是否賦予原創時裝設計師保障?在專利權與商標權方面,由於時裝設計的流行性本質與新式樣專利之創作性要件有所矛盾,亦不易符合立體商標之識別性要件,且專利權與商標權須申請註冊獲核准始受保護,設計師得花費大量時間、費用及作業勞力成本,所費不貲,設計師與欲藉該二種智慧財產權維護其權益,既有難度也不適合。而在著作權方面,本研究一一檢視著作權取得要件後,則認為時裝設計為得受現行著作權法保護之客體,且不限於平面形式之時裝設計圖,立體形式同受保護,原創時裝設計師得依該法主張權利。   我國司法實務見解及近期行政函示亦肯定時裝設計受著作權法之保護,認定抄襲改作屬侵害他人時裝設計作品著作權之行為,就此本研究擇我國時裝設計侵權訴訟中的代表性案例,分析法院判決理由。本研究另挑選美國最新時裝設計侵權訴訟二案,進行個案分析,自該二案例顯見於法律並未明文保護時裝設計之情況下,訴訟並非有效對抗仿製時裝之手段。   最後,本研究以產業分析、法律分析及個案分析之研究結果為基礎,分別對政府與企業經營者提供建議:政府應釐清時裝設計產業政策走向,選擇較適我國之快速時尚服飾零售業扶植之,繼而朝有利發展快速時尚服飾零售業之方向解釋著作權法;我國快速時尚服飾零售業者應穩固基礎建設、善用網路通路,前進大中華市場;我國原創時裝設計師則應注意各國法制動態,提升商品與服務品質,並把握利用侵權訴訟宣傳行銷品牌之機會。

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