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内容大纲
本教材将探讨技术、文化和全球化的关系,以及与之相关的理论和实证问题,尤其关注全球数字技术的进步对文化的发展带来的影响,涉及数字平台、数字鸿沟、青年文化、数字身份等全球数字文化的研究重点,覆盖电影、电视剧、音乐、短视频、电子竞技、数字游戏、虚拟现实等数字领域内容,辅之以典型案例,对数字技术的演进与数字文化产业新现象等多个方面进行深入剖析。
教材秉持立德树人的教学理念,精心编写内容积极、时代感强、具有国际视野的内容,且严谨挑选具有新时代青年数字文化代表性的实证研究作为教材案例,每章都围绕以下三条主线叙述:
(1)数字叙事时代国际传播生态研究;
(2)国际本土化理论与实践探索研究;
(3)数字叙事时代中外多元主体形象塑造的比较研究。 -
作者介绍
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目录
LECTURE & SEMINAR 1 Communication, Technology and Society
1.1 Introduction
1.2 Theory
1.2.1 What Is Globalization?
1.2.2 What Is Technology?
1.2.3 What Is Culture?
1.2.4 Culture and Globalization
1.3 Conclusion
1.4 Extended Readings
1.5 Post Questions and Discussion
1.6 Bibliography
LECTURE & SEMINAR 2 Digital Divide
2.1 Knowledge Gap and Digital Divide
2.1.1 Knowledge Gap Hypothesis
2.1.2 New Media vs.Old Media
2.2 ICT and Digital Divide
2.2.1 TypesoflCT
2.2.2 ICT and Digital Access
2.2.3 Digital Divide: From Access to Use
2.3 Digital Access and Digital Divide
2.3.1 Access as a Method of Technology Appropriation
2.3.2 The Theoretical Framework for Analyzing Access
2.3.3 Determinants in a Successive Phase of Access
2.4 Conclusion
2.5 Extended Readings
2.6 Post Questions and Discussion
2.7 Bibliography
LECTURE & SEMINAR 3 Youth Culture, Audio-Visual Communication, and Platformalization
3.1 Digital Platform
3.1.1 The Creativity of Youth Culture
3.1.2 The Creativity of Audio-Visual Communication
3.2 Subculture
3.2.1 What Is Subculture?
3.2.2 Categories of Subculture
3.2.3 Subculture and Digital Platforms
3.3 Case Study
3.3.1 Case 1: An Example of Popular Revenge
3.3.2 Case 2: Urban Entertainment Subculture and Black Music: Blues, Ragtime and Jazz
3.3.3 Case 3: China's Cultural Evolution: Egao, Digital Parody, and Politics
3.3.4 Case 4: Harajuku Culture in Japan
3.4 Conclusion
3.5 Extended Readings
3.6 Post Questions and Discussion
3.7 Bibliography
LECTURE & SEMINAR 4 ESport, Platform Economy Career Development and Wellbeing
4.1 Background
4.2 Theory
4.2.1 Platformization and Infrastructuralization
4.2.2 Stigma Power
4.3 Case Study
4.3.1 Case 1: Tencent--The Platformizing ESports Conglomerate
4.3.2 Case 2: Challenges Faced by Chinese ESports Professional Players
4.4 Conclusion
4.5 Extended Readings
4.6 Post Questions and Discussion
4.7 Bibliography
LECTURE & SEMINAR 5 Hip-Pop, Music and Technological Power
5.1 Theory: Critical Transculturalism
5.I.1 Cultural Syncretism
5.1.2 Cultural Hybridization
5.1.3 Cultural Imperialism vs.Cultural Pluralism
5.2 Case Study: Hip-Hop in China
5.2.1 Background: Keywords that Help to Understand Hip-Hop
5.2.2 Globalization of Hip-Hop
5.2.3 Chinese Hip-Hop Music
5.3 Conclusion
5.4 Extended Readings
5.5 Post Questions and Discussion
5.6 Bibliography
LECTURE & SEMINAR 6 Chinese Cinema History and Globalization
6.1 Background
6.2 Chinese Cinema History
6.2.1 Beginning of Chinese Cinema
6.2.2 Early Communist Era: 1949-1960s
6.2.3 Cultural Revolution: 1967-1977
6.2.4 The Fifth Generation: Mid-Late 1980s and 1990s
6.2.5 The Sixth Generation: 1990s-
6.2.6 Current Cinema Culture in China
6.3 Transnational Chinese Film Studies
6.3.1 Yransnationalism of Transnational Chinese Films
6.3.2 Challenges of Transnational Chinese Film Studies
6.4 Conclusion
6.5 Extended Readings
6.6 Post Questions and Discussion
6.7 Bibliography
LECTURE & SEMINAR 7 Film Making, Communication, and Technical Skills
7.1 Visual Narration
7.1.1 Cinematography vs.Mise-en-Scene
7.1.2 Composition of the Frame
7.1.3 Aspect Ratio
7.1.4 Mobile Framing
7.1.5 Cinematography and Perspective
7.2 Technical Narration
7.2.1 New Style: Virtual Reality
7.3 Interactive Narration
7.3.1 Case Study: Netflix and Interactive Films
7.4 Conclusion
7.5 Extended Readings
7.6 Post Questions and Discussion
7.7 Bibliography
LECTURE & SEMINAR 8 Consumption of Image Representation Discourses
8.1 How to Analyze Images
8.1.1 Theories of Signs: Linguistics and Semiotics Approaches
8.1.2 Culture Study Approach: Hall's Representation Theory
8.1.3 Foucault's Discourse Theory: Power and Discursive Practices
8.2 Case Study
8.2.1 Case 1: The Semiotics in Advertising
8.2.2 Case 2: Representation of Girlfriendship in the TV Drama
8.3 Conclusion
8.4 Extended Readings
8.5 Bibliography
LECTURE & SEMINAR 9 AI in Media
9.1 Background
9.2 Theory
9.2.1 Machine Generated Content
9.2.2 intelligent Recommendation
9.2.3 Extended Reality
9.3 Case Study
9.3.1 Case 1: Quakebot: Automated Earthquake Reports
9.3.2 Case 2: Douyin: Intelligent Recommendation for Short Video
9.3.3 Case 3: Motion-Driven VUPs and Data-Based Virtual Anchors
9.4 Conclusion
9.5 Extended Readings
9.6 Post Questions and Discussion
9.7 Bibliography
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