• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 99
  • 92
  • 10
  • 7
  • 1
  • Tagged with
  • 109
  • 109
  • 64
  • 33
  • 28
  • 25
  • 24
  • 22
  • 21
  • 19
  • 18
  • 16
  • 14
  • 14
  • 13
  • 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.
41

收編與轉喻-90年代後鑲嵌於中共官方意識型態下的台灣流行歌曲 / Metaphor and metonymy—embedded in the ideology of the Chinese communist government of the Taiwanese pop music after 90s

黃翔翔, Huang,Hsiang Hsiang Unknown Date (has links)
90年代後,中國大陸的文化政策逐步鬆綁,流行音樂市場呈現百家爭鳴。其中,台灣流行音樂的市占率超過80%,傳播其所承載的意識型態,伴隨著一代又一代的中國大陸青年成長,對中國大陸社會的影響不曾間斷。在文化政策的宏觀調控下,中共官方對台灣流行音樂持續施展政治性的運用,運用黨國機器的管制與特殊的演出場域收編轉喻台灣流行音樂;而台灣歌手在「政治正確,商演不斷」市場的考量下,也樂於登上黨國控管的演出場域。這也使得中國大陸市場上的台灣流行音樂,鑲嵌於中共官方政策意識型態中。 / Since the 90s, cultural policy of the Chinese mainland has deregulation.The music market is more divers, and Taiwan's pop music market share over 80%. Chinese government tries to Metaphor and Metonymy Taiwanese pop music, Taiwanese singer to move closer Party-state field to market incentives.
42

粵語流行曲歌詞語言特點研究 = Study on the linguistic characteristics of Canton Pop lyrics / Study on the linguistic characteristics of Canton Pop lyrics

宋琨 January 2010 (has links)
University of Macau / Faculty of Social Sciences and Humanities / Department of Chinese
43

自由文化中的音樂商業模式初探:以獨立音樂為例 / A preliminary research on the music business models in a free culture:the example of independent music

楊佳蓉, Yang, Chia Jung Unknown Date (has links)
Lawrence Lessig在Free Culture一書中探討了法律、新興科技以及媒體產業如何形成許可文化的制度,來控制我們的創作自由和取用公共財的權利,他指向一個核心問題:私益(private interest)與公益(public interest)之爭——在網路科技與智慧財產權交互作用之下的自由文化中,私益與公益如何達到平衡狀態? 「音樂」具有可被數位化的特性,是傳播自由文化的理想範例,而筆者意欲探求的是:以臺灣的音樂產業為例,是否有可能在自由文化中形成一個讓「獲利」與「分享」並行不悖,甚至相輔相成的運作模式?最重要的是,這個模式要能發揚自由文化帶給大眾的公益,也要保障音樂工作者的私益。而在音樂產業中,「獨立音樂」次領域向來重視創作自主性,而自由文化鼓勵發想創意,兩者或許有媒合的空間,故本研究聚焦於獨立音樂。 本研究視臺灣的獨立音樂產業為資訊內容的生產與消費過程,運用Bourdieu的場域理論、資本理論、再製理論等學說,找出有哪些因素影響自由文化和獨立音樂的發展,並且探討贊成∕質疑自由文化這二種立場之間的辯證過程,以及各種利益如何折衝、妥協,從何達成平衡點。故本研究的目的包括:擬將探討結果回饋至對自由文化的省思,此為研究目的之一;嘗試建立一個自由文化中的音樂商業模式,此為研究目的之二。 本研究以深度訪談法訪談四種不同類型的獨立音樂創唱人(包括完全獨立的個體戶、社運歌曲創作者、大型唱片工業體系以外的獨立廠牌、大型唱片公司釋放出來的音樂人才,共訪談五組個人與團體),以及五家數位授權音樂網站(KKBOX、ezPeer、Omusic、StreetVoice、iNDIEVOX),並輔以參與觀察法和分析次級資料,來說明主要研究發現。 在「場域內行動者對於自由文化的認知」方面,本研究發現,「自由文化」這個名詞還不夠普及,這種現象反映出兩個事實:(一)受訪者對於自由文化的認知是分歧的:Lessig所言之自由文化是「在相當程度上開放他人據以再創造的文化」(Lessig, 2004/劉靜怡譯,2008,頁57);然而,獨立音樂創唱人的認知則是創作行為上的自由、自由文化要能保障授用雙方的自由、自由文化等同CC授權制度、自由文化是一種行銷廣宣工具、自由文化等同網路賦予大眾使用的自由;授權音樂網站經營者們則認為「自由文化的核心概念是『服務』」。(二)Lessig的自由文化理念與實務有差距:研究結果發現,受訪之獨立音樂創唱人的開放心態和行為,要比Lessig「保守」許多,大多是停留在提供免費聆聽,少數開放下載,而其目的多半是為了廣告與宣傳效益。 在「獨立音樂創唱人的線上/線下活動與資本應用策略」方面,可以看出獨立音樂創唱人經營創唱事業的幾個重點:(一)線上∕線下資本會互相流動和兌換;(二)獨立音樂創唱人專注創作,唱片公司致力發行,二者保持地位對等的平衡關係;(三)獨立音樂創唱人有成為專職的趨勢。 在「想像一個自由文化中的音樂經營模式」方面,本研究根據各家授權音樂網站的經營特色,以及配合獨立音樂創唱人的需求、大眾的公益考量,擘畫了一個自由文化中的獨立音樂商業模式,其規劃重點在於:(一)免費與付費並存;(二)虛擬與實體並行;(三)著作權安定運作秩序;(四)經紀事務拓展人脈。整體而言,此模式試圖建構一個整合網路發表平台、付費授權網站、經紀公司的場域,各行動者之間要維繫的是一種夥伴關係,而非從屬關係。 / In his book Free Culture, Lawrence Lessig investigates how the legal system, modern technology, and media industry shape a permission culture to define our rights of consuming public goods and our freedom of creation. He orientates his core research question towards the dispute over the relative importance of private interests and public interests. In other words, how do we balance private interests against public interests under the dual impacts of the Internet technology and intellectual property rights in a free culture? “Music” can be digitalized, and it is a prime example of free culture propagation. This thesis examines the music industry in Taiwan and thereby explores the possibility of shaping an operational model that makes “profiting” and “sharing” compatible with or even complementary to each other in a free culture. More importantly, such a model should be able to promote the public interests generated from a free culture and, at the same time, secure the private interests of musicians. “Independent music,” as a subfield in the music industry, always emphasizes autonomy in creation, and a free culture encourages creation and innovation. Accordingly, we may couple independent music with free culture, and this thesis primarily deals with their relationship. This thesis treats Taiwanese independent music as a process of information production and consumption. It adopts Bourdieu’s theories about field, capital, and reproduction to identify the effective factors in the development of free culture and independent music. In addition, this thesis investigates the dialectical process between defending and challenging free culture, and how a variety of interests negotiate, compromise, and finally strike a balance among themselves. Therefore, this thesis aims to, on the one hand, use the research findings to reflect on free culture and, on the other hand, establish a music business model in a free culture. This thesis employs in-depth interviews, participant observation, and secondary data analysis to answer my research question. I interviewed four types of independent music composers/singers (a total of five cases of individuals and bands who are wholly-independent individuals, composers of social movement songs, independent brands outside the system of the large-scale record industry, or musical talents released from major record companies) and five licensed digital music websites (KKBOX, ezPeer, Omusic, StreetVoice, and iNDIEVOX). Regarding “the inside-field actors’ understanding about a free culture,” this thesis finds that the term “free culture” is not as popular as it is expected to be. This phenomenon implies two critical points. Firstly, the interviewees perceive the term free culture in different ways. According to Lessig (2004: 30),”Free Cultures are cultures that leave a great deal open for others to build upon.” However, for composers/singers of independent music, a free culture implies the freedom of creation. A free culture should be able to guarantee the freedom and rights of both original creators and users. It is equivalent to the Creative Commons licensing scheme. It is a tool of marketing and advertising. The freedom embedded in a free culture is similar to that offered by the Internet. In contrast, for managers of licensed music websites, “service” is the core concept of a free culture.” Secondly, there exists a gap between Lessig’s idea of free culture and practice. The research findings indicate that the composers/singers of independent music interviewed by the author are more “conservative” than Lessig. With the primary goals of advertising and propagating independent music, most of their works remain free for listening, while some of them are free for downloading. Concerning “the independent music composers/singers’ on-line/off-line activities and their strategies of using capital,” this thesis points out three critical points in their career management. Firstly, the on-line capital and the off-line capital flow to and exchange with each other. Secondly, these composers/singers devote themselves to creation, and record companies concentrate on issuing their works. Composers/singers and record companies maintain a peer status and a balanced relationship. Thirdly, the “composer/singer of independent music” seems to become a potential profession. With regard to “envisioning a music business model in a free culture,” this thesis designs a business model based on the managerial features of licensed music websites, the needs of composers/singers of independent music, and public interests. The model contains the following characteristics. Firstly, non-payment coexists with payment. Secondly, virtuality runs parallel with reality. Thirdly, copyrights stabilize the order of operation. Fourthly, agency transactions help establish connections among independent music composers/singers and people who are able to provide better performance opportunities. In general, this model seeks to open up a field that integrates platforms of Internet publication, paid licensing websites, and agencies. The relationship among the actors is equal rather than hierarchical.
44

韓國音樂產業全球化策略研究-以「S.M.Entertainment」為例 / A study on the globalization strategy of Korean music industry - A case of 「S. M. Entertainment」

朴允善, PARK, YUNSEON Unknown Date (has links)
匯流時代來臨,内容的流傳速度愈來愈快,資訊以即時的方式傳達到世界各地。流行音樂單曲長度大於為5分鐘,相較於其它娛樂商品,音樂本身沒有語言的隔閡,因此音樂在文化產業當中,最適合數位環境,也最容易進行全球化。從音樂產業角度來看,韓國偶像團體「Super Junior」與「少女時代(Girls’Generation)」跨越亞洲,席捲歐洲市場,可説是匯流時代的成功案例。 本研究試圖借鏡韓國音樂產業的案例,找出因應匯流時代的全球化策略與關鍵因素,提供給音樂產業者,也希望本研究能夠幫助台灣音樂產業更發揚光大。 本研究以匯流、全球化及價值鏈為基礎,藉由目前在亞洲市場令人矚目的「Super Junior」與「少女時代」的經紀公司「S. M. Entertainment」(以下簡稱S. M. )案例,去分析匯流時代所帶來的全球化策略與成功因素。主要的研究方法是藉由分析韓國學者與資深記者發表的各種相關研究論文、學術季刊、書籍、新聞、雜誌、網路、影片等,來回答本研究問題,同時也進行S. M.、韓國政府及記者的深度訪談,來彌補文獻資料所帶來的侷限。 從S. M. 的案例研究,發現S. M. 首先建立獨特的培訓系統及全球化策略Culture Technology,再長期投資内容研發與跨國合作,來提高内容的品質,也具備在全球市場上的競爭力;隨著新媒體的出現,S. M. 也積極應用各種手段,加速全球化的發展。另外,S. M. 採用OSMU(One source multi-use)方式進行事業多元化及跨產業合作,不斷發掘新的收入來源。本研究也發現台灣與韓國相似,有市場規模的限制以及有全球品牌智慧型手機的大環境;音樂產業以產製為中心,發掘能吸引全中華市場的歌手;以中國作爲目標市場等共同點。因此可考慮結合兩國的優勢為合作共識,攜手成爲亞洲最合適的合作夥伴。 / Digital convergence leads to a global transformation in entertainment industry. Comparing with films or other entertainment products, music takes the advantage of short performance time for international coverage. Also, music can overcome the language barriers and become popular in global cultural industry. In South Korea, the Super Junior and Girls' Generation are successful cases in the music industry. This study tries to analyze the reasons why these two pop idol groups can become a fashion. By reflecting the global strategies for music industry in the age of convergence, this research also tries to contribute to music industry in Taiwan. This research investigates a famous music company in South Korea, called “S. M. Entertainment”, the management company of Super Junior and Girls' Generation, examines its global strategies in the age of convergence. By interviewing S. M. Entertainment managers, the South Korea government agency and an entertainment journalist, this study gets deep interpretation for the globalization strategy of Korean music industry. Also, researcher collects secondary data by journal papers, books, newspapers, magazines, and films to triangulate the authenticity. This study comes up with a global sourcing framework for culture technology. By sourcing local talents and building a unique incubation system, S. M. Entertainment can keep a qualified talent pool. By cooperating with global music experts and investing in music content innovation, the company can reach outstanding music intelligence globally. By innovating business model, such as “One source multi-use” (OSMU), the company can discover new opportunities by cross boundary cooperation. Taiwan’s music industry is also constrained by the market scale as South Korea. However, Taiwan has competitive technology in smart phone and in other digital technology. By leveraging the advantages of S. M. Entertainment, Taiwan’s music industry may have great breakthrough in Mainland China. Also, it may be an important stage for Taiwan and South Korea to become strategic partners in Asia’s culture industry.
45

帶走一首曲子:結合音樂與敘事之數位繪本創作 ─以《心弦之歌》App為例 / Bring back a piece of music: a creative project of combining music and storytelling in the interactive music picture app-”Song of Heartstrings”

游馨婷, Yu, Hsin Ting Unknown Date (has links)
本創作嘗試發展一套結合音樂與故事元素的數位繪本,以非線性敘事為架構,融入音樂敘事元素,以「帶走一首曲子」的閱讀形式,創造一種新的繪本閱讀經驗。在閱讀繪本的過程中,讀者可以透過選擇場景中的角色,在閱讀完該角色故事後,獲得代表角色的音樂元素。隨著多次選擇互動,背景的音樂元素也慢慢增加,讀完故事的最後,可以得到一首完整的曲子。根據讀者的選擇不同,將得到不同的音樂結果,此結果也詮釋了每一次的故事經驗。 本繪本創作以「心弦之歌」為主題,透過主角與城市人物的互動,產生聽覺和視覺的變化。本創作期望創造一個由單一至豐富的閱讀體驗,透過音樂、人物與故事的結合,加深作品所要傳達的訊息,並結合音樂和繪本的療癒特性,來達到滿足的效果。 創作完成後進行作品實測與評估,施測對象根據目標對象及評估目標,由21-30歲具繪本閱讀經驗者及潛在讀者、具數位繪本或音樂相關互動App使用經驗者、具音樂背景者所組成,分別就內容及形式兩個面向,透過作品實測、問卷和深入訪談的方式來評估是否達成創作目的,並針對問卷及訪談的結果進行歸納分析,最後提出結論和建議。 / The purpose of this research is to develop an interactive digital picture book app which combines musical and narrative elements by adding musical narration into non-linear narrative structure. This digital project, “Song of Heartstrings”, is aimed at creating a new reading experience of picture book by designing the reading form: “Bring Back a Song”. “Song of Heartstrings” shows auditory and visual changes through the interactions between protagonist and other characters. Through the reading process, audience can select one or more characters among all, and collect corresponding soundtrack after finishing the character’s storyline. The goal of this app is evaluated by readers’ experiences test, questionnaires and in-depth interviews. After that, we use inductive approach to analyze the result of questionnaires and in-depth interviews, and make conclusion and recommendation.
46

想像的實踐與夢的主題呈現──音樂專輯《Dream Walker》的創作與製作 / The Project of “Dream Walker”-- The Music Album of Dreaming Produced through the Process of Imagination

李宜棻, Lee, Yi Fen Unknown Date (has links)
想像是一種說故事的媒介。說故事的方法有很多種,文字、圖像、音樂,以及影像等等,這些都是將腦中的想像具體化的方式。而作「夢」,也是一種想像,一種不受人、事、時、地、物的影響,最自由的想像行為。 本作品將以「夢」為創作發想,並以〈Night Dream〉以及〈Day Dream〉兩種夢的主題為創作核心,並在故事中加入「反烏托邦」的元素,以音樂作為說故事的媒介,進行想像的實踐,進而完成一張音樂創作專輯。 / Imagination is a media of telling stories. There are many ways to tell stories, which include words, pictures, music, videos, and so on. These are ways of making imaginations become stories. “Dreaming” is also a kind of imaginations, which will not be confined to no matter who, which, what, when, where, and how: it’s the freest attitude of imaginations. This project is to produce a music album. And “Dream” is the theme of this project, which includes both “Night Dream” and “Day Dream”. The idea of “Dystopia” also plays an important role when creating stories. Telling stories through music is the purpose and also the process of making imagination into practice in this project. A music album will be produced as the achievement of this project.
47

青少年音樂盜版行為因素之探討

李欣蕙 Unknown Date (has links)
隨著數位科技的快速發展,消費者不當使用電腦的行為越來越多。像是不斷改良的MP3壓縮技術、低價且日漸普及的燒錄器、簡單易學的燒錄技術,都使得製作盜版或是從網路下載MP3變得輕而易舉。唱片業也因為實體的以及網路上的音樂盜版而遭受巨大的衝擊與損失。面對這重大議題,唱片業以及管理學界都想瞭解,究竟有什麼因素使得消費者從事音樂盜版行為? 是否又存在一些因素能促使消費者購買正版唱片? 而唱片界面對數位科技的變革,除了防制盜版,又該如何有效運用數位音樂的優勢,發展出理想的創新經營模式? 本研究將消費者的音樂盜版行為分為兩種形式:一為購買實體的盜版音樂產品,二是燒錄唱片或透過電腦/網路下載未經授權之MP3。本研究綜合了過去學者研究個體道德決策過程、消費者軟體盜版行為、購買盜版產品行為所獲得的研究結果與理論模型,彙整出6項重要影響因素(包括:道德強度、知覺到的風險、消費者個人特質、法律知識),再納入消費者的偶像崇拜心態、對正版音樂的滿意度以及盜版與正版的產品屬性表現,綜合探討這些因素是否與音樂盜版的態度以及行為意圖有相關性,同時研究,不同的音樂盜版型式,是否會使得上述因素的影響也產生不同的結果。而本研究重心在研究消費者的偶像崇拜心態,是否對音樂盜版行為有顯著的負相關,甚至有抑制的作用。 為凸顯偶像崇拜的作用,本研究以青少年為對象,以LISREL為分析工具,經實證結果顯示,在兩種音樂盜版行為模式中都顯示,音樂盜版此議題的道德強度、消費者所知覺到的風險與音樂盜版的整體態度有負相關;盜版與正版的產品屬性表現,與消費者音樂盜版的整體態度呈正相關;消費者對音樂盜版的整體態度,與他們對偶像的音樂產品的盜版意圖有正相關。而消費者的偶像崇拜程度,與其購買盜版唱片的整體態度以及購買偶像的盜版唱片的意圖有顯著的負相關。另一方面,消費者的法律知識、以及對正版的滿意度,都與消費者燒錄唱片或下載未經授權MP3的整體態度呈現負相關。 最後,根據上述的實證結果,針對唱片業者提供如何減少音樂盜版情形以及未來可能的創新經營模式的建議。
48

台灣線上音樂營運模式之探索

白紀齡 Unknown Date (has links)
隨著資訊通訊科技的全球化發展,讓世人見識到了許多且頻繁的「創造性破 壞」的經濟活動,特別是在商品以「內容」型態呈現且「載具」可數位化的領域裡,因為,這同時隱含了消費者「複製能力」的提升,而其中最具代表性也最引起關注莫過於台灣唱片工業所受到的衝擊。 現今,台灣唱片工業面臨的三難局面:如影隨形的盜版問題因為科技的進步而產生了「質」與「量」的改變,非法的線上音樂業者與善用複製能力的消費者後來居上;市場萎縮與電子商務「去中間化」的雙重打擊重創了實體通路系統;合法的線上音樂業者至2006年所能提供的年產值僅新台幣4.8億。相對於唱片工業由100億台幣的市場規模驟降至20億台幣,如何存活,將是這個產業的所有參與者須共同面對的難題。本研究試圖尋求一個符合唱片工業現況且能順應未來線上音樂發展的營運模式,以維繫音樂產業價值鏈上的主要參與者之間的夥伴關係、協同商務關係與彼此核心能力如何互補、銜接以及最後的利潤分享,讓這個符合現況且能順應未來發展的營運模式啟動。 當產業的營運模式一旦展開,會有許多不同的以公司型態出現的個別參與者在其中,而其中的每一家公司或許又擁有數個不通焦點的商業模式,從顧客端角度來看,價值的來源往往是由一群公司所組成的價值網絡所提供,組織與組織之間,甚至行業與行業之間的界線已漸趨模糊,以營運模式作為分析的單位,可以跨越組織與產業的界線。商業模式概念、以情境模擬為基礎的營運模式改變方法,可幫助企業培養創造力、競爭優勢,並透過商業模型之組合與模擬,增進對產業未來的理解與掌握,讓台灣的唱片工業無懼於釋出內容;線上音樂業者無懼於開創新服務,進而提供可依循發展的生存之道。
49

以Web2.0民眾分類法建置音樂推薦系統之研究 / A Music Recommendation System Based on the Web 2.0 Folksonomy Approach

鄭學侖, Cheng,Allen Unknown Date (has links)
近年來,數位格式的音樂使得音樂市場活動逐漸由實體轉移到線上,消費者也開始會透過線上服務自己搜尋並取得在網路上大量的音樂。但是由於過量的音樂資訊,使得消費者在下載音樂試聽後,往往真正會去購買的比例是微乎極微,因此造成唱片業者對於音樂下載的觀點仍非常保守。因此,如何去提升在消費者下載之歌曲數量與真正消費之音樂的比例,將是線上音樂市場的一項發展重點。 本研究希望透過近年在Web 2.0網站上常見之標籤系統,實作一個由群眾定義音樂分類的音樂資訊交流平台,並基於此標籤式的分類法,發展一套推薦系統,來提高消費者接觸到喜歡之音樂的比例,近一步解決上述之問題。在系統發展中,本研究提出一套用於推薦系統之演算法則,並在建置之實驗音樂資訊交流平台上驗證其可行性。最後,本研究亦針對未來研究議題方向,提出一些建議。
50

能表達音樂特徵的人體動畫自動產生機制 / Automatic Generation of Human Animation for Expressing Music Features

雷嘉駿, Loi, Ka Chon Unknown Date (has links)
近年來電腦計算能力的進步使得3D虛擬環境得到廣泛的應用。本研究希望能在虛擬環境中結合人體動畫和音樂的特色,以人體動畫來詮釋音樂。我們希望能設計一個智慧型的人體動作產生器,賦予虛擬人物表達音樂特徵的能力,讓動作會因為“聽到”不同的音樂而有所不同。基於人類聽覺的短暫性,系統會自動抓取音樂特徵後將音樂切割成多個片段、對每一片段獨立規劃動作並產生動畫。過去動畫與音樂相關的研究中,許多生成的動作都經由修改或重組運動資料庫中的動作。本研究分析音樂和動作之間的關係,使用程序式動畫產生法自動產生多變且適當的詮釋動作。實驗顯示本系統能通用於LOA1人體模型和MIDI音樂;此外,透過調整系統中的參數,我們能產生不同風格的動畫,以符合不同使用者偏好和不同音樂曲風的特色。 / In recent years, the improvement of computing ability has contributed to the wide application of 3D virtual environment. In the thesis, we propose to combine character animation with music for music interpretation in 3D virtual environment. The system proposed in the thesis is an intelligent avatar motion generator, which generates expressive motions according to music features. The system can extract music features from input music data, segment a music into several music segments, and then plan avatar animation. In the literature, much music-related animation research uses reconstruction and modification of existing motion to compose new animations. In this work, we analyze the relationship between music and motions, and then use procedural animation to automatically generate applicable and variable motions to interpret music. Our experiments show that the system can accept LOA1 models and midi as inputs in general, and generate appropriate expressive motions by modifying parameters according to users’ preference or music style.

Page generated in 0.0393 seconds