英文摘要
|
This study focuses on the exhibition of "teamLab Borderless," which uses large-scale electronic images as the surface skin, to immerse the audience in the exhibition through different perspectives and interactive effects. Furthermore, this study notes that along with the popularity of selfies, this exhibition also releases the personal desire of performance. During the performance, the magic of selfies symbolizes the visual images in the exhibition, and form a special narrative structure in social media, which will continue to attract new audiences and allow them to participate in the exhibition.
|
参考文献
|
-
施伯燁(2014)。社群媒體-使用者研究之概念、方法與方法論初探。傳播研究與實踐,4(2),207-227。
連結:
-
陳永賢(2005)。互動式媒體藝術創作觀念之探討。藝術學報,77,51-66。
連結:
-
曾鈺涓(2005)。電玩成為藝術形式的可能性。中外文學,34,65-84。
連結:
-
Charitonidou, Marianna(2019).Digitization’s Impact on the Design of Art Museums: New Tendencies in Interactive Digital Interfaces.International Conference Architecture for Art: Spaces for Exhibiting,Ischia, Italy:
-
Chianese, Angelo,Piccialli, Francesco(2014).Designing a Smart Museum: When Cultural Heritage Joins IoT.2014 Eighth International Conference on Next Generation Mobile Apps, Services and Technologies,Oxford, United Kingdom:
-
Friedberg, Anne(2006).The Virtual Window: From Alberti to Microsoft.Cambridge:MIT Press.
-
Haslem, Wendy(2020).Teamlab Borderless: Bridging Borders in Simulated Ecologies.MAST: The Journal of Media Arts Study and Theory,1(2),242-263.
-
Kipper, Gregory,Rampolla, Joseph(2012).Augmented Reality: An Emerging Technologies Guide to AR.Amsterdam:Syngress/Elsevier.
-
Klütsch, Christoph(2007).Computer Graphic-Aesthetic Experiments between Two Cultures.Leonardo,40(5),421-425.
-
Manovich, Lev(2001).The Language of New Media.Cambridge:MIT press.
-
McCormack, Jon(ed.),d’Inverno, Mark(ed.)(2012).Computers and Creativity.Heidelberg:Springer.
-
Mine, Mark R.(2012).Projection-Based Augmented Reality in Disney Theme Parks.IEEE Computer,45(7),32-40.
-
Raskar, Ramesh(2001).Shader Lamps: Animating Real Objects with Image-Based Illumination.Proceedings of the 12th Eurographics Workshop on Rendering Techniques,Vienna:
-
Raskar, Ramesh(1998).The Office of the Future: A Unified Approach to Image-Based Modeling and Spatially Immersive Displays.Proceedings of the 25th Annual Conference on Computer Graphics and Interactive Techniques,New York:
-
Raskar, Ramesh,Welch, Greg,Fuchs, Henry(1999).Spatially Augmented Reality.Proceedings of the International Workshop on Augmented Reality: Placing Artificial Objects in Real Scenes: Placing Artificial Objects in Real Scenes (IWAR '98),Massachusetts:
-
Reichardt, Jasia(ed.)(1971).Cybernetics, Art, and Ideas.London:Studio Vista.
-
Stokes-Rees, Emily(2019).Exhibition Review Essay and Reviews.Museum Worlds,7(1),238-261.
-
Sung, Yongjun(2016).Why We Post Selfies: Understanding Motivations for Posting Pictures of Oneself.Personality and Individual Differences,97,260-265.
-
Verostko, Roman(2010).Form, Grace and Stark Logic: 30 Years of Algorithmic Drawing.Leonardo,43(3),230-231.
-
厄里, John,拉森, Jonas,黃宛瑜(譯)(2016).觀光客的凝視3.0.臺北:書林.
-
史特肯, Marita,卡萊特, Lisa,陳品秀(譯),吳莉君(譯)(2013).觀看的實踐:給所有影像世代的視覺文化導論.臺北:臉譜出版.
-
弗埃爾, Sarah,張靜儀(譯)(2020).解密Instagram:一款拍照軟件如何改變社交.北京:中信出版集團股份有限公司.
-
江凌青(2013)。數位時代的錄像藝術展示:從多元放映平臺的興起到一種趨向敘事的策略。現代美術學報,26,37-61。
-
艾瑞爾, Sinan,許貴運(譯)(2021).宣傳機器.臺北:遠見天下文化.
-
伯格, John,戴行鉞(譯)(1993).藝術觀賞之道.臺北:臺灣商務印書館股份有限公司.
-
吳修銘, Tim,黃庭敏(譯)(2018).注意力商人:他們如何操弄人心?揭密媒體、廣告、群眾的角力戰.臺北:天下雜誌股份有限公司.
-
林怡秀(2012)。超主觀空間:日本teamlab的影像實驗室。典藏今藝術,223
-
邱誌勇(2012)。賽璐璐之後的活動影像:數位影像本體轉向的理論性探究。2012年年會:跨域與轉型:變動時代中的傳播媒介與互動,臺中:
-
邱誌勇(2012)。幻化流形:後電影時代的數位活動影像。現代美術學報,23,101-123。
-
邱誌勇(2013).關鍵論述與在地實踐:在地脈絡化下的新媒體藝術.臺北:數位藝術基金會.
-
邱誌勇(編)(2015).數位藝述第肆號:數位設計創客與自造時代.臺北:財團法人數位藝術基金會.
-
格勞, Oliver,陳玲(譯)(2007).虛擬藝術.北京:清華大學.
-
格雷厄姆, Beryl,庫克, Sarah,龍星如(譯)(2016).重思策展:新媒體后的藝術.北京:清華大學.
-
莫則夫, Nicholas,林薇(譯)(2016).給眼球世代的觀看指南.臺北:行人文化實驗室.
-
曾靖越(2019)。從線上到線下:一個虛實整合的觀展想像。現代美術學報,37,6-44。
-
曾鈺涓(2007)。程式、系統與數學邏輯──談60年代之電腦藝術創作。美育雙月刊,157,10-19。
-
圖溫吉, Jean M.,坎貝爾, W. Keith,吳緯疆(譯)(2014).自戀時代.新北:八旗文化.
-
龔卓軍(2008)。視覺之系譜及其蟲洞:身體/視覺機器的史前史。典藏今藝術,186,147-148。
|