Proposals should provide for developing and validating an economically sustainable model, or a portfolio of approaches, that address this challenge. A suitable set of CCI sector(s) or/and cross-sectoral issues should be selected to focus on, which allow significant impacts to be achieved.
The approach(es) developed should address the adoption of new sustainable business models, including the use of new technologies and possibly the development or adaption of new technological solutions, as well as gaps in skills and capacities. The proposed models should be valid across different Member States/Associated Countries (where appropriate including regions), and address the needs of small, micro as well as larger companies. Different Member States/Associated Countries should therefore be involved, as well as a wide set of stakeholders including concerned policymakers, in order to ensure that solutions developed are effective and realistic.
Solutions may involve the use of platforms or networks to facilitate sharing investments, facilities or competencies among several companies or across sectors. In such cases, established platforms, networks or clusters for CCIs should be taken into account, to avoid duplication of efforts. Remarks
Projects should contribute to all of the following expected outcomes:
• Enhanced and updated understanding of the challenges and opportunities for the cultural and creative industries (CCIs) in relation to a sustainable climate transition.
• Research and knowledge-based approach(es) on how innovative business models, including use of new technology, can make Europe’s CCIs true drivers of a sustainable climate transition.
• Significant contributions to help European CCIs become better prepared to adapt to and contribute to the climate transition in line with the 2030 goals spelled out under a European Green Deal. (https://ec.europa.eu)
Note:
Proposals should build on existing knowledge, activities and networks, notably the ones funded by the European Union. Furthermore, links should be established and synergies sought with closely related actions, such as relevant R&I actions funded by Horizon Europe or Horizon 2020. In particular, when appropriate cooperation with projects funded under the topic ‘Cultural and creative industries for a sustainable climate transition’ of the Horizon Europe Cluster 2 2024 calls should be sought. (source: https://www.timemachine.eu)
The ten pillars of sustainable digital transformation, as presented in the World Economic Forum playbook
HORIZON-CL2-2023-HERITAGE-01-02: Cultural and creative industries for a sustainable climate transition
Action type: Research and Innovation Actions Opening date: 14 December 2022
Closing time: 14 March 2023 17:00 (Europe/Brussels)
Budget per project: € 4 000 000 of total € 12 000 000
Estimated number of projects funded: 3
Scope
The cultural and creative industries (CCIs) are an important source of growth and job creation in the European economy. Moreover, the CCIs play a key role in shaping culture, values and perceptions across the European Union and beyond. Thus, the role of the CCIs in achieving the European Union’s climate transition objectives is crucial.
At the same time, the CCIs are characterised by a large and diverse number of chiefly small and micro enterprises, as well as by hefty differences across geographical and sectorial divides. Large parts of the CCIs, thus, lack the capacity to take the necessary measures to adapt to and thrive under the climate transition, not to speak of driving this transition.
Specific approaches are therefore needed to enable Europe’s CCIs to develop their full potential to support a sustainable climate transition.
Prime Minister Datuk Seri Najib Razak today announced that Genovasi Malaysia has received approval from the Higher Education Ministry to establish Genovasi University College (GUC).
Najib said GUC would be a design-thinking dedicated university focusing on the ‘fourth Industrial Revolution’.
“This will enable Genovasi Malaysia to reach out to a wider audience and position Malaysia as a hub to promote design thinking.
“This aligns with other initiatives such as the Design Thinking Association of Malaysia which, among others, looks to expand Genovasi and design thinking into the Asean region,” he said at the ‘Cultivating a Thinking Culture’ showcase today.
Also present were Education Minister Datuk Seri Mahdzir Khalid, Minister in the Prime Minister's Department Datuk Seri Nancy Shukri, Agensi Inovasi Malaysia chief executive officer Datuk Mark Rozario and Genovasi Malaysia Sdn Bhd chief executive officer Datuk Lee Yew Meng.
The prime minister also announced that nine out of 10 pilot schools from the International Baccalaureate-registered (IB) Middle Years Programme (IBMYP) had received the IB World School accreditation.
“The remaining school is expected to receive verification later this year. Our nine schools now join a select cadre of 1,424 IBMYP schools worldwide.”
The nine schools are Sekolah Menengah Kebangsaan (SMK) Sungai Tapang, Samarahan, Sarawak; Malay College Kuala Kangsar, Perak; SMK Sultanah Bahiyah, Alor Setar, Kedah; SMK Putrajaya Presint 9(2), Putrajaya; SMK Pantai, Federal Territory Labuan; and Kolej Tunku Kurshiah, Bandar ENSTEK, Negri Sembilan.
Others were SMK Seri Tualang, Temerloh, Pahang; SM Sains Tengku Muhammad Faris Petra, Kota Bahru, Kelantan; and Sekolah Menengah Kebangsaan Agama (SMKA) Sheikh Abdul Malek, Kuala Terengganu, Terengganu.
The IBMYP was established soon after the i-Think programme and Design Thinking programme, both implemented in 2012.
“The i-Think programme was introduced to foster higher order thinking skills in classrooms and thus ensure our next generations develop critical thinking skills.
“Today, four years on, I am proud to share that more than 156,000 teachers have been trained in the i-Think methodologies,” said Najib. (Source: NST)
In its long list of recommendations, the AI ‘client’ suggested first taking the cost and logistics of the project into account and considering how the initiative can fit into a larger integrated launch campaign. It's also useful for copy writing.
Maybe you need a series of social posts for a brand event. AI-generated suggestions for posts can help you get to the final product more quickly, subject to your (human) changes, re-writes and modifications. I’ve found ChatGPT’s ability to enhance how we communicate and collaborate together the most useful aspect of the technology, and it extends far beyond the work environment.
Together with my three-year-old daughter, Zoe, I recently got ChatGPT to generate a bedtime story for her that had Zoe as the protagonist and featured a unicorn cat. For all the possibilities this technology presents, the dystopian implications cannot be dismissed.
At We Are Social, we recently investigated the current discourse around AI in art, with artists now questioning their relevance and continued existence. For our investigation, we used AI to generate artworks inspired by its understanding of the biggest news headlines for any given day. We named our research Social Diffusion, a reference to Stable Diffusion, the text-to-image algorithm that provides its visualization functionality.
We were blown away by the AI’s ability to create something that was contextualised to a news story using just the headline and to select a style of art that related to the story. For example, for the news headline: “Hurricane Ian continues to batter Central Florida as residents cope with record flooding”, the AI came up with the following prompt and generated an accompanying expressionistic image: “The image is of a large body of water with trees and houses partially submerged. There is debris floating in the water and people are standing on the shore looking at the damage.
The image is in the style of Abstract Expressionism, utilizing expressive brushstrokes to convey the feeling of chaos and destruction caused by the hurricane. The image is large and chaotic, with bold colours and lines representing the destructive force of the storm.”
This was achieved through a chain of data exchanges between multiple layers of AI that are optimized to process a facet of the artwork creation. But as fascinating as this process was, it also showed us how integral human intervention is to it.
In this installation, the creation of art was the subject of exploration. But even in this case, you still need a human mind to put things into motion and chain these machine learning models together. While this technology raises serious ethical questions, it is possible to figure out a way to proceed that ensures human creative output is protected.
Napster was hailed as the death knell for the music industry when it first emerged, but, instead of destroying it, it forced the industry to develop streaming technology, revolutionising it in the process.
At We Are Social, we will always work with human creatives, illustrators, designers, artists, writers, craftspeople. Human creativity is critical to us and to the creative industries. But right now every creative technologist out there is experimenting with these tools.
Will there be AI-generated creative agencies in the future? Perhaps, but we won’t be one of them. We believe AI has the power to supercharge, not kill off, our creativity.
Manolis Perrakis is drector of innovation at We Are Social Singapore.
From ideation to creating assets, advisement to copy writing, ChatGPT is fast becoming an indispensable enabler for creative teams.
Few technologies have sparked as much interest and controversy as GPT, as the world grapples with the implications of generative AI across everything from art to education. The creative industry has greeted this new era of machine learning with equal parts excitement and horror, thanks to the technology’s eerie ability to mimic aspects of creativity.
But AI shouldn’t be thought of as a substitute for human creativity. I view it as an intelligent tool that can extend my abilities in the creative field. Unlike regular software like Photoshop, working with AI-generative algorithms is like having an intelligent support system that can vastly speed up the process of generating and executing ideas.
For example, when looking for a very specific image online, it can take hours to find the right one. With AI-assisted image generation tools, you describe what you need and the process is instant. If you don’t like what it comes up with, you fine-tune your request to get a better response.
This boosts creatives’ ability to communicate their ideas with clients and creative collaborators, such as illustrators and designers. At We Are Social, we’re experimenting with ChatGPT which is a conversational version of GPT3, GPT3 being a language transformer model created by OpenAI that’s trained on billions of written text samples in a variety of styles. We’ve worked with it in the ideation process, copy writing and creating assets.
AI can enhance the creative process by offering a different point of view or a variety of angles on a brief. When brainstorming ideas, you can also embark on creative role-playing where the AI takes the role of the client.
For example, I asked ChatGPT to pretend it was a consumer electronics client reviewing an idea for a campaign that projects characteristics of a phone, like the camera shape, onto buildings in New York and London.
KUALA LUMPUR, April 14 — Genovasi University College has created a special business programme aimed at addressing all the practical aspects of the business workplace, in response to the problems raised by the Malaysian Employers Federation (MEF)
Genovasi said the programme was designed to remedy employee shortcomings over the past two decades that the MEF highlighted.
“These weaknesses are chronic and mostly focus on issues such as poor working attitude amongst new graduates, poor command of the English language and weakness in applying IT skills,” it said in a statement.
Genovasi added that these problems seriously hamper national productivity and negatively impact the earnings of the employees.
“They will address these shortcomings through knowledge enhancement using technology and incorporating design thinking approaches to enable their students to take control of their career through continuous self-directed lifelong learning.
“They are betting big on a flexible e-learning approach to accounting and financial studies,” it said.
Asides from teaching regular subjects like accounting, economics and business management, Genovasi has evolved a course in design thinking tailored to specially give their students a competitive edge and advantage over their peers.
“The professional degrees not only include accounting, financial and corporate subjects but also subjects like employability and entrepreneurship.
“These topics together with the design thinking module helps the student to be more management or employer-centric. With these innovative subjects, students are expected to greatly enhance their employability, facilitate promotion opportunities and self-actualization upon graduation,” Genovasi said.
Its Department of Accounting and Financial Studies, which created and will spearhead the programme, will train the students in their chosen field especially in accounting, financial intelligence and corporate management, ready for practice upon completion of their business courses.
“However they seek out ideas using technology to focus on helping students, especially for those students who for whatever reasons missed out on opportunities to further their education.
“Genovasi’s courses help to improve their learning attitude and to secure the necessary skills to advance their career. They will then contribute better to the economy and increase productivity within the context of becoming lifelong learners,” it said.
Genovasi’s unique package offering includes online learning, flexi-hours and flexi-location learning, a unique financial intelligence syllabus, and learning outcomes addressing professional exposure.
The department is currently headed by Adjunct Professor Dr. Christopher Heng Kee Chai and assisted by Adjunct Associate Professor Dr. Chan Khin Thiam.
Lady Bird has been A24’s greatest financial success to date, grossing over $75 million on a $10-million production budget, and the company has recently expanded into the growing television-content business. While A24 has had its share of financial misses as well, it has succeeded beyond compare at building a deep connection to filmgoers and consumers of entertainment programming. And it’s done this by establishing a direct relationship with its audience and telling meaningful, beautiful stories.
Let me say a bit more about this relationship to audiences. Imagine if Steven Spielberg had a personal email list and multiple social media channels personally connecting him with all the filmgoers who have seen his movies during the last forty or so years. While Spielberg does have an immense brand, the main way he communicates with his audience is through mass media and expensive, metric-resistant platforms such as billboards and television commercials. By contrast, A24 has a direct relationship with a young, active audience and personal relationships with filmmakers who themselves enjoy close connections to their audiences. Both A24 and their collaborators can reach their audience directly at little or no cost to the parent company and the project they’re promoting. These one- or two-degree separations between brand and consumer give A24 reliable and growing influence in the entertainment industry. The studio not only has created an ideal platform for genuine creative storytellers, they have a machine in place to directly share with their customers and the expertise to collaboratively amplify their messages.
A24 was founded in 2012 with a mission to shake up the production industry and create films and TV shows with a distinct point of view.
A24 is a fully integrated, global entertainment company with a cult following, creating films and TV shows that are both unique and distinctive in style and story
A24 was founded in 2012 with a mission to shake up the production industry and create films and TV shows with a distinct point of view. Over the last 10 years, A24 has cultivated relationships with talented storytellers and creatives to deliver high-quality, original content through a unique lens.
A24 has built a premium library of films and TV shows that have been met with exceptional commercial and critical success. The team has continued to build upon the success of films such as ‘Moonlight’, ‘Uncut Gems’ and ‘Lady Bird’ with more than 100 other films and numerous successful TV releases, including ‘Euphoria’.
In building a relationship with the A24 team for many years, we have been amazed by the impact of their iconic storytelling globally. A24 is synonymous with incredible content, and their commitment to supporting creative talent is unmatched. In 2022, Stripes was chosen to lead A24’s first institutional financing since inception because of our experience in scaling global brands. We are excited to partner with the A24 team as they continue to expand the breadth and reach of their storytelling capabilities globally.
The information noted above is representative as of the time noted/March 2022 and has not been updated.[https://www.stripes.co]
In 2012, Daniel Katz, David Fenkel, and John Hodges left their jobs at Guggenheim Partners, Oscilloscope, and Big Beach, respectively, to start a new, independent film company aimed at redefining the way indie movies were made and marketed. As Katz explained, “I always had dreams of [starting a company]. And on some level, honestly, I was afraid to go out on my own and try to make it work. And I was with a bunch of friends [driving] into Rome and I kind of had this moment of clarity. And it was on the A24 [motorway]. And in that moment I was like: Now it’s time to go do this.”
Katz and his fellow founders had been great admirers of 1990s independent cinema and felt there was now a void when it came to films with that kind of boldness and artistic quality. They decided to start a New York-based company focused on “the films and filmmakers, not us.” This meant they would give the creatives—the directors and the writers—control of their work. As Harmony Korine, director of Spring Breakers, puts it, “Hollywood is run by accountants at this point. And so anytime you speak with someone who’s not a pure accountant, is not a pencil pusher, it’s exciting. They had heart to them.”
And that heart has made all the difference with filmmakers. While this approach is not new or novel, it’s rare. Entrepreneurs and business leaders who are open-minded and intelligent enough to enable creatives while providing them support and expertise to realize a truly differentiated vision are few and far between, but the ones who do it well are able to leave their mark on culture and exponentially improve their returns.
Viewed through the lens of the Age of Ideas, A24 represents a prime example of the Creator’s Formula in action. The studio enables gifted filmmakers—experienced creatives—to tell distinct, emotionally generous stories from a personal perspective. And it has developed marketing expertise and credibility after repeated, flawless execution. The way A24 supports its filmmakers’ creative expression while also doing everything right when it comes to the strategic sharing of its movies with the world has created a brand has few peers in the world of entertainment.
Four years after its inception, the company’s first original production, Moonlight, won the Academy Award for Best Picture. As of 2018, A24 has received a total of twenty-four Academy Award nominations, including a Best Picture nomination for Lady Bird, plus a Golden Globe nomination (Best Motion Picture–Musical or Comedy) for The Disaster Artist.
A24’s marketing is innovative, even brilliant. Out of necessity early on, they turned to lower-cost digital platforms and creative guerrilla marketing tactics to build buzz around their films. And while these tactics cost less, such platforms, as we’ve been exploring, are also notably effective in the modern market, especially with the under-forty demographic.
Their film Ex Machina premiered at the 2015 SXSW Festival, and A24 used the dating app Tinder to market to unwitting festival visitors. When Tinder users clicked on an attractive woman named Ava, she would engage and eventually invite them to check out her Instagram. When potential daters visited her Insta page, it featured only a trailer for Ex Machina. This was not only an incredibly creative and engaging marketing tactic to target socially active festivalgoers, it reinforced the film’s premise of artificial intelligence and in itself was buzzworthy. The film ended up being received very positively at the festival and went on to become a hit at the box office, grossing $35 million on a $15-million production budget.
“Yeah, they don’t need to know what it’s about. They just need to know how it feels.”
- Barry Jenkins, Director, ‘Moonlight’
Moonlight.
Ladybird.
The Disaster Artist.
A Most Violent Year.
It Comes at Night.
Spring Breakers.
The Lobster.
The Florida Project.
Amy.
Supersonic
Ex Machina.
(Below: A24's Everything, Every time, At Once, is the big winner of 95th Oscar [2023], including the first ever Asian Best Actress. A Malaysia born star who first began her movie career in Hong Kong)
Almost every movie that has meant something to me over the past five-plus years has been made by A24, an independent film company started in 2012 in New York. When I see their logo (an awesome one, by the way), I anticipate I’ll be taken on a journey of emotional discovery, experiencing a life or points of view that provoke deep thought and consideration.
Early on, while admiring their logo and loving their films, I didn’t know much about A24 and how they became such prolific enablers of great creative work. But in writing this book, I began researching the company, watching it more closely, and marveled repeatedly at the way A24 has proved exceptional at strategic sharing. Not only do does this studio foster superlative films, it demonstrates a profound understanding of how digital media, storytelling, collaboration, direct influence, and trust-building can propel a company from zero to sixty in the Age of Ideas.
Like Supreme, David Chang, or Ian Schrager, A24 makes a product that intrigues me, that inspires excitement, aspiration, and irrational loyalty. What do I mean by irrational loyalty? (Call out Curtis) I mean the willingness to pay more for a branded product or service with minimal added practical benefit. I listen to the A24 podcast and I’m signed up to the A24 email list. I follow their social media feeds. This isn’t the way I usually engage with movie companies. A24 has developed a direct-to-consumer relationship with me and become my trusted film curator. When their latest release comes out, I don’t even need to check reviews because I believe in them and the work they’re doing. They’ve consistently delivered great films, and this has led me to trust them with my entertainment needs.
Why craft is intimately related to what we commonly understand as innovation.
In her foreword to an important new report today from the Crafts Council, Annie Warburton cites David Pye's The Nature and Art of Workmanship from 1968 where he considers the skilled manipulation of material that affords unplanned breakthroughs. This characterisation of craft should make it clear why it is intimately related to what we commonly understand as innovation.
For all the limitations of the official statistics in measuring craft activity, and thanks to the Crafts Council's earlier research we know that these limitations are many, they do show one undeniable feature: namely, the embeddedness of craft activity across different sectors of the economy. In fact, it turns out that craft occupations are amongst the most widely distributed of creative occupations across industries.
This combination – the intrinsic potential of craft to contribute to innovation, and the high degree of embeddedness of craft – raises the possibility that craft may be making very significant contributions to innovation – and therefore growth – in the UK economy. Or, as the report puts it, innovation through craft as opposed to innovation in craft.
Although it is intuitive, finding quantitative evidence of the causal linkages between different activities like craft and business innovation is exceptionally difficult, because a business's propensity to undertake activities like craft is likely anyway to be correlated with its propensity to innovate. That is why rigorous qualitative research of the type undertaken by KPMG for the Crafts Council in today’s report is so important.
This work should be seen as an example of a wider effort to understand the role of creativity in driving economic growth – an effort which has in the UK, given the understandable focus on fast-growing individual sectors (the creative industries), paid insufficient attention to the cross-sectoral innovation that is the subject of this report. This is a theme that Nesta has long championed in studies like Beyond the Creative Industries, Creating Innovation, and Creative Credits.
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McKercher, B., & Cros, H. d. (2010). 文化觀光:觀光與文化遺產管理(劉以德, Trans.): 桂魯.
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實際經營觀光活動或旅遊套裝行程中展現給旅客的文化,其實是對一地的本真文化 面進行了選擇、提煉、添加、甚至是再造後形成的, Barbara Kirshenblatt-Gimblett(1988)將這樣的揀選過程稱為「策展干預(curational interventions)」,將物件抽離其原有文化社會背景,將它重新分類、貼上標籤、神聖化成為文化遺產。這種汰除陰暗面,呈現光明面甚至於糾正歷史的步驟若不經審慎思慮其客觀性與妥善使用,可能致使一處文化遺產淪為個彰顯權力或榮耀的空殼,對於歷史的真實性有欠偏頗。為了夠滿足、迎合或者創造旅遊者的需求,文化遺產表現出來的是一種文化的「舞臺性」。
為引人入勝,一個文化景點需經過精心設計、包裝既有的資產成為饒富趣味的故事,藉著故事中的人物或情節和遊客的知識或社會背景產生連結,使人留下深刻的印象,激發遊客想進一步了解資產的遊興,讓資產的內涵達到易於內化吸收的效益。維多利亞時代的城鎮風景以及各式各樣的工業時代機具,這些一景一物不只出現在歷史課本的照片上,而是藉由這個露天博物館活生生的躍於遊客眼前(如圖 4.2)。英國 BBC 電視台曾使用小鎮作為其一系列「維多利亞藥房(Victorian Pharmacy)」紀錄片的拍攝場景,播出後造成廣泛迴響,當遊客來此地參訪時不免聯想至劇中場景,若未來能透過電影電視成功塑造鮮明的目的地形象,他日或許能將文化資產運用於影視觀光之上。
(二)使資產生動化:
會敘述故事還不夠,要能活用各種方法生動呈現文化遺產,讓體驗不致於呆版無趣,這點小鎮這個露天博物館可說是提供了多樣化的景點類型,體驗型態不再侷限於以往凝視告示牌上平鋪直敘的說明文字(圖 4.3),還為了促進可參與性,館方加入了多媒體(入口遊客中心的影片介紹、坐著採礦小車進入礦坑的數分鐘聲光秀)、觸覺(在銀行將英鎊兌換為舊時的先令、手工工作坊、試穿維多利亞戲服攝影)嗅覺(走訪陶土礦坑)味覺(炸魚薯條店販賣舊時使用牛油烹調的炸魚薯條、糖果店則有當時孩童最喜歡的零嘴小食),遊客可獲得多重感官上輕鬆有趣的體驗,這樣的經驗會使他們願意花費更多時間停留,進而有更多深度消費資產的可能性(McKercher & du Cros, 2010),而穿著維多利亞戲服的博物館人員、專業演員與志工們除了各司其職、演繹小鎮居民的生活外,更有意思的是與遊客進行互動,不僅娓娓道來此地的文化脈絡,也接受遊客開口詢問任何關於這個博物館的問題,可說是知無不言,言無不盡。
使用工業遺產的特色發展文化觀光,是一種管理者創意運用資產的表現。但工欲善其事,必先利其器;僅擁有文化資產還不夠,如欲發展遊憩活動與文化觀光,管理者需要先以將文化資產轉化成為文化景點為著眼點,學者 McKercher與 du Cros(2010)歸納出,成功的文化觀光產品大多因其具有(一)敘述故事、(二)使資產生動化並讓遊客可參與、(三)使體驗對遊客具有相關性、(四)突出品質和真實性數種關鍵要素而成功吸引遊客。
在發展整個河谷作為博物館群的框架下,布里茨山維多利亞小鎮(Blists Hill Victorian Town,原名為布里茨山露天博物館)亦是計畫中的一份子,一開始就以一個露天博物館的形式存在於整個鐵橋谷博物館系統下,1973 年開放大眾參觀時一開始著眼的是當地工業的過往,包含原址保存下什羅普郡的一段運河,19世紀遺留下的鼓風爐遺址與往昔的陶瓷、磁磚工廠。隨後園區又納入了湯馬斯·特爾福德 1(Thomas Telford)在什魯斯貝里市(Shrewsbury)西邊謝爾頓地區(Shelton)建造的收稅站、還有一座位處紐波特市(Newport)的河岸倉庫,也被購入改建為木匠的工作坊,收藏赫福德郡(Herefordshire)印刷設備。自此之後博物館快速擴張發展,越來越具規模,形成了「小鎮」的風貌1。本文意欲探討布里茨山維多利亞小鎮於管理層面應用了何種策略將景點打造成文化觀光產品?又在遊客一趟造訪程中設計出什麼樣的方式詮釋文化景點,進以達到露天博物館作為一種活的歷史教材,提供遊客「寓教於樂」的體驗呢?
Thomas Telford (1757-1834),英國建築師與土木工程師,改良了建築拱橋的鑄鐵技術並將其發揚光大,在英國各地建造許多橋梁、道路與運河。
何謂露天博物館?
根據《國際博物館會議》(International Council of Museums, ICOM)將博物館定義為:「一座以服務社會為宗旨的非營利機構,它負有蒐集、維護、溝通和展示自然和人類演化物質證據的功能,並以研究、教育和提供娛樂為目的。」2 從文藝復興時代出現第一個公共博物館,到現代的博物館演化出各色各樣的型態,吾人能發現今日博物館的呈現方式已不再侷限於將文物剝奪原有的時空環境,貼上標籤後鎖入玻璃展示櫃,逐漸發展出成為強調某時空居民與其生活社區共存的樣貌,呈現其經濟、科技發展與歷史文化脈絡軌跡的型態 3 。
1 參考 Blists Hill Victorian Town Souvenir Guidebook
露天博物館的觀念源自 19 世紀的斯堪地那維亞,原先為的是保存工業革命風潮席捲下面臨重大型態變革的傳統生活方式。瑞典學者亞瑟.哈茲里烏斯(Artur Hazelius)自斯堪地那維亞民俗博物館(Museum of Scandinavian Folklore)得到靈感,於是興建了世界上第一座露天博物館―斯堪森(Skansen)露天博物館,這樣的創舉給予了北歐其餘國家不少啟發,類似的博物館開始如雨後春筍般紛紛成立。歐洲各國的露天博物館大部分以展示農業型態生活為主,英國則以保存工業地景文化為多;除了小型規模的地方博物館展示民俗及生活歷史外,較為著名的為位於杜倫郡(Durham)的畢密胥―北英格蘭戶外博物館(Beamish,The Living Museum of the North),伯明罕附近的布萊克地區生活博物館(Black Country Living museum),與本文著眼的布里茨山維多利亞小鎮。
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之一就是希望能讓展品處於開放的狀態,並希望參觀者能夠使用觸覺感受文化遺產。利用將解說資訊放在抽屜的方式引導參觀者自行拉出,或者是將展覽內容相關的周邊知識設計成可以互動測驗的巧思,讓參觀者主動去發現驚喜。其中令人印象深刻的是在 The Great Port 區甚至還提供可以聞到味道猜測是當時何種進口產品的裝置。此外也可細聽由演員扮演的歷史人物在鏡頭前講解的生動歷史故事、在皇家軍團區試戴不同軍帽、也可在人民的歷史區體驗結合了利物浦流行音樂的歷史而設置的大受歡迎的卡拉 OK。博物館還運用了大量的高科技產品來做為解說的輔助工具。在不同展場有多樣化的互動裝置。不僅讓孩童可以藉操作的機會學習知識,甚至成人也樂在其中。
體諒到孩童的身高,整座館內不僅在較矮處特意設置了也能孩童也能看到的展品,也規劃了專屬六歲以下的孩童專區 Little Liverpool。孩童專區中的Liverpuddles 是以梅西河為基礎的水流互動裝置。以充滿趣味動手玩樂的重要性教導孩童維持水域的潔淨對於保護動物的重要性,以及他們對於環境的責任。
博物館擁有三層樓,共九座展廳,分別是一樓的 The Great Port、Global City、 Little Liverpool;二樓的Liverpool Overhead Railway、History Detectives 、City Soldiers;以及三樓的 The People's Republic、Wondrous Place 、Skylight gallery。在一、二樓層皆有教育空間,二樓目前有 Liverpool Doors、Postcode 兩特展,三樓則有固定時間開放入場的披頭四秀以及還有足球表演。展覽重點從冰河時期相關文物及歷史一路到現代社會,並介紹了利物浦如何從一個入潮口成為工業革命時世界上最重要的港口之一。此外,除了介紹利物浦當代的流行音樂及運動文化以外,也呈現了當地居民的不同故事。
在水域方面,亞伯特碼頭周遭也提供了各式各樣不同的活動。例如亞伯特碼頭圍繞起來的水域中有提供觀光客上高桅横帆船參觀的機會。建於 1899 之波羅的海貿易船 Glaciere,在那時用來運送石頭建材從英國到丹麥,利物浦的亞伯特碼頭部分也是藉由它幫忙運送建材而蓋成的。在荒廢多年後經由利物浦的航行愛好者 Dave Murray 改造,現在成為讓人們體驗帆船的最佳平台。它除了停泊在亞伯特碼頭供人觀光客上船參觀外,也提供了出海航行的多日體驗以及各式各樣的潛水課程。航行體驗內容包含教導參加者駕駛帆船外、航行相關知識、海上求生技巧。航海與潛水課程並無年齡限制,也非常歡迎孩童或是行動不便的人士參加。藉由發展「體驗」為其服務增加價值以及其獨特性,使觀光客不在只是被動地接收知識,而是主動地投入參與,這也是將既有資產活化使用的極佳例子。
黃色鴨艇(Yellow Duckmarine)是運用在 1940 年代作為海灘運送的軍用船隻以及二次大戰中的登陸工具,經過改造之後現在成為利物浦市區觀光路線之移動工具。水陸兩棲的功能是其最大賣點,在遊覽過市區知名景點後從 Salt house Dock 進入水域。除此之外,停泊在 Albert Dock 旁的黃色潛水艇船隻被改造成水上高級旅館,船隻的外貌依披頭四著名專輯黃色潛水艇封面模樣打造而成。除了供遊客住宿體驗以外,也能成為開派對的另類場所。這種創意地運用既有資源,結合當地歷史文化的概念,使得亞伯特碼頭多了更多獨特的賣點。
「想像穿越後門進入後,進入約翰藍儂阿姨 Mimi 為他煮茶的廚房,或是站在約翰藍儂跟保羅麥卡尼寫下〈I Saw Her Standing There〉這首歌的地點」都讓整個資產充滿了畫面及故事性,也讓遊客的參觀體驗更加生動且深刻。當然,遊客來到利物浦,並不只是想要嚴肅的熟知披頭四團史或者走馬看花各景點,使體驗有趣、輕鬆、娛悅就成為了博物館/導覽行程的基本守則,因此利物浦博物館提供了卡拉 OK 室讓男女老少都可盡情高歌,小朋友們也很開心的戴上道具又唱又跳(圖 6.6.1)。
The Beatles Story 結合了各種新式科技、聲光效果,如 Discovery Zone、Fab 4D Experience,都是以娛樂體驗為主要訴求。擬真式布景滿足披頭四歌迷的需求,遊樂園造景配合各式各樣道具,館內到處都感受得到輕鬆活潑氣氛,讓年齡層較低的小朋友們也玩得不亦樂乎(圖 6.6.2)。而最後一個策略但其實也是最重要的就是表現過去與現在的直接聯繫,披頭四解散至今已經四十多年,要如何延續披頭四魅力持續吸引新世代遊客前來?
The Beatles Story 館長表示,披頭四的音樂魅力至今仍是全球性文化,走在利物浦街頭上,隨時可聽見披頭四的音樂放送,因此,音樂的力量就是過去與現在的直接聯繫,在 76 號公車上恰好遇見前往 Strawberry Fields 的一群西班牙青少年就是最明顯例子,披頭四音樂隨著世代交替而傳承,超越了音樂的物質性,成為一種文化價值與意義,生生不息循環著(Wicke, 1990)。
反思
流行樂/搖滾樂讓人感到無所不在的真正原因,是它與大眾傳播方式的緊密結合—唱片、廣播、電視、電影等,經由這些現代媒體科技,音樂穿透到世界各角落。利物浦音樂觀光之所以成功,是因為在這樣的文化機制下,利物浦運用了創意整合城市所擁有的披頭四文化資產,創造出像是 The Beatles Story 或是Mendips 等高品質的觀光商品,滿足要求高品質與真實性的披頭四樂迷/文化觀光客。但是,現在全世界到處可找到與披頭四相關的建築、博物館、景點等,除非文化資產的故事能被適當說出,否則它們本身並不具太大意義。
因此,利物浦如果想要永續經營披頭四音樂觀光,單靠利物浦博物館、The Beatles Story 等點似乎稍嫌薄弱,保羅麥卡尼與約翰藍儂舊家在國家信託的委託保存下,呈現 1950 年代保羅與約翰童年居住時的樣貌,吸引了許多披頭四樂迷前往參觀,就是相當成功的文化資產轉化與妥善經營利用。
如果將位於郊區的它們設為第一層次景點,配合第二層次的景點,例如 Casbah Coffee Club、Cavern Club、Strawberry Fields,附上解說看板,使之形成披頭四音樂觀光路線,在較大的區域如 Penny Lane 可開闢觀光區,再結合年度披頭四節慶活動,必能吸引更多遊客前往或是延長停留天數。
在 Strawberry Fields 訪問到的巴西母子檔與其友人共三人,他們也是為了披頭四專程造訪利物浦,看到出現在披頭四歌曲中的 Strawberry Fields 場景媽媽覺得有種奇怪感,因為虛幻的事物竟化為真實出現在眼前,但友人則表示親眼看見這些景點令她深受感動。 兩組都是來自南美洲的遊客,為了感受披頭四尋求徹底的逃避性體驗,千里迢迢來到了利物浦 Mendips,亦或是參加“Beatles Fab Four Taxi Tour”以求沉浸在披頭四氛圍中。在這過程中他們聆聽友人/司機解說,主動積極發問,體驗在娛樂美感教育性及逃避性四象限中獲得平衡,達到中心的甜美點(sweet spot),也將產生高價值之參觀記憶。
這次我將自己視為尋求披頭四音樂體驗的遊客,單打獨鬥展開披頭四音樂朝聖之旅,搭著 76 號公車,40 分鐘後抵達郊區,步行公車路線沿途所經的 Mendips、Strawberry Fields、St. Peter’s Church Hall 以及 Penny Lane,在主動尋求體驗的情況下,某種程度算是逃離現實生活來到了一個完全新奇的世界。但是相較於利物浦博物館或是 The Beatles Story 提供大量的相關資訊,互動式體驗增加娛樂與教育效果,隻身在郊區的披頭四景點資訊相對的稀少許多,降低了體驗參與度。因此如何呈現或活化一文化資產就是另一個值得探討的課題。(下續)
4.音樂製作/表演景點(Sites of production/places of performances)
在利物浦最知名的就是馬修街(Mathew Street),披頭四發跡的街道,街上有 Cavern Club,披頭四從默默無名到最終累積超過上千場表演的俱樂部,以及其他披頭四曾數次表演之酒吧。現在的馬修街周圍已成為酒吧林立的區域,在 Cavern Club 對面也出現了二店,夜晚時分便充滿慕名而來的歌迷和遊客,現場樂團演出頗有向披頭四致敬之意味,歌迷們也在此滿足披頭四音樂觀光中真正一飽耳福之機會。 5.導覽行程(Guided tours)與套裝行程及路線(Niche Package Tours and Itineraries)
導遊/司機配合景點進行故事敘述,將所有代表景點包裝成為一套裝行程或路線使資產生動化,例如“Liverpool Beat Route”、“Beatles Fab Four Taxi Tour”、國家信託提供之“Beatles' Childhood Homes Tour”。為追求真實性和景點可及性,此為現今利物浦音樂觀光最盛行之方式。在兩到三個小時的行程中,可看遍與披頭四團員生平相關之景點、歌詞性景點以及音樂表演景點,司機/導遊配合圖片等輔助道具述說歷史背景,不僅讓參訪充滿真實性和故事性而生動活潑,導覽者與參訪者的互動也能製造更深層共鳴,行程包裝更解決了披頭四音樂觀光客所可能面臨的窘境,例如景點遠離利物浦市區或者是點跟點之間的距離相差甚遠。
音樂觀光=音樂體驗?
遊客造訪利物浦尋求披頭四音樂觀光體驗時,對於景點的選擇仍待商榷,故藉由分析外來遊客訪談可獲得更多一手資料。但不可否認的是遊客參與度與景點真實性呈現某種程度的正向關係,就 Trip Advisor 網站上利物浦最受歡迎景點前三名,分別為約翰藍儂舊家、保羅麥卡尼舊家及 Casbah Coffee Club(披頭四表演場所之一,擁有披頭四團員協助之室內佈置),皆為與樂團相關之景點,說明了遊客容易感受其真實性,以及這類原物真實性(Objective authenticity)景點的獨特性和不可取代性。至於另一類高度參與的披頭四觀光景點則是歌詞性景點,例如 Strawberry Fields,是根據歌曲塑造之景點,此類景點長期下來,由遊客針對觀光目的地景物投射個人信念、期待、偏好、既有印象或文化所建構而成為建構真實性(Constructive authenticity)。演變至最後,遊客追求不再只是真實性,或許是替代性,因遊客親身參與而活化的存在真實性(Existential authenticity),例如 Cavern Club 在暑假期間都會舉辦一年一度為期一週的 International Beatle week 活動,讓遊客充分沈浸在披頭四氛圍之中。The Beatles Story 儘管只能提供部分真實性,但大量運用體驗式參與,也是另一存在真實性的完美呈現。
(續上)位於亞伯特碼頭的 The Beatles Story 則是另一風格截然不同的私人經營博物館,不特別強調原物真實性,而改採故事敘述手法,結合新穎科技設備,生動呈現披頭四團史與其發展。語音導覽藉由虛擬約翰藍儂妹妹茱麗亞的聲音述說,使遊客可在館內盡情肆意地體驗披頭四魅力。館內動線從披頭四的相遇結合,德國現場表演意外走紅,結合解說與報導重現各關鍵場景(圖 6.2),如披頭四發跡的馬修街(Mathew Street)與洞穴俱樂部(the Cavern Club),讓遊客更加深刻體驗披頭四成名歷史。
(Places connected with the lives of the singer/band): 如約翰藍儂高中母校(Quarry Bank Grammar School,現稱為 Calderstones)保羅麥卡尼舊家(20 Forthlin Road)、約翰藍儂舊家(Mendips)、約翰藍儂與保羅麥卡尼初識教堂(St. Peter’s Church Hall)等。具有價值且高度相關聯之景點,如保羅麥卡尼舊家 20 Forthlin Road 和約翰藍儂舊家 Mendips 就受到英國國家信託(the National Trust)保護管理,沒有事先預約無法入內參觀。其他如團員出生之醫院、曾就讀學校、團員相識教堂等,大多未受到特別觀光化如標示或解說牌幟設置,唯有透過導覽行程可及性較高。
3.歌詞性景點(Lyrical places):
出現於歌名或歌詞中的場景,如〈Strawberry Fields Forever〉歌曲中的Strawberry Fields,名字出自靠近約翰藍儂童年住處的 Salvation Army house“Strawberry Field”,同時也是約翰藍儂童年的遊憩地。現今該景點僅為一門口寫有“Strawberry Field”的荒地,以閘門圍住而無法進入,但仍舊吸引無數樂迷遊客在“Strawberry Field”字前合影留念(圖 6.4.1)。Penny Lane 則是一個出現在歌名〈Penny Lane〉中而聲名大噪的街道名,歌曲中描繪出約翰藍儂與保羅麥卡尼童年成長的郊區景象。作為一音樂觀光景點,Penny Lane 因為落點關係較偏離市區,因此影響它的遊客造訪量,但仍吸引忠實披頭四樂迷到此一遊, 以進行 Penny Lane 街牌之符號收集(圖 6.4.2)。(下續)
原物真實性及建構真實性之結合代表,如利物浦博物館(Museum ofLiverpool)、披頭四故事館(The Beatles Story)。利物浦博物館為英國百年來所建造之最大國家博物館,披頭四特展為三樓常設展之一,因應博物館性質,展覽強調原物真實性展示了披頭四相關物件(圖 6.1),並定時於 360 度環繞播映室播放披頭四短片 The Beatles Show― In the Town Where I Was Born,除了吸引披頭四歌迷前來朝聖,一睹偶像演奏過的樂器、穿過服裝、歷年相關報導、發行過的唱片專輯等外,常設展也等於提供了機會讓來自世界各地對於披頭四不甚熟悉的參觀民眾,在瞭解利物浦城市歷史外,也能更加瞭解利物浦傳奇之聲,音樂景點一般性質中的可及性提高了許多。
The first Creative Europe programme (2014-2020) supported more than 400 projects in the book and publishing sector, with over 3000 translations of literary works, from more than 40 source languages into more than 30 target languages. More than 2/3 of the supported translations are from lesser-used languages (European languages other than English, Spanish, German and French), which shows the real value of the Programme to safeguard, develop and promote European cultural and linguistic diversity.
Read more about Creative Europe support to literary translation (2021-27)
Since the beginning of the 2021-2027 programme, 90 projects have been selected for the translation and promotion of more than 1,000 books across Europe.
Find out more about the funding scheme “Circulation of European Literary Works”
Cooperation, networks and platforms
In addition to supporting literary translation, the programme co-finances a variety of cooperation, networks and platforms funding schemes’ projects. The following past or ongoing projects are some examples of how Creative Europe supports the book sector throughout the value chain from the author to the reader.
Talent development
CELA (Connecting Emerging Literary Artists) trains and connects 30 emerging authors, 80 emerging translators and 6 emerging literary professionals offering a bigger opportunity to small languages and to drive change.
Poetry promotion
The Versopolis platform created in 2017 has grown over the years to include 23 poetry and literary festivals in Europe. Together they have promoted more than 200 poets from 32 different European languages and over 1,800 of their poems have been published on the website.
Book fairs
The project ALDUS (European Book Fairs’ network) is an international network of the largest book fairs in the world (Frankfurt and Bologna), several national fairs and publishing associations, with the ultimate goal of further professionalising the fast-changing European landscape of publishing.
Booksellers
The project RISE by the International and European federation of booksellers is a three-year project aiming to upscale, reinforce and maximise the capacity and resilience of the European bookselling sector.
Reading
The project Libraries of Emotions brings together various organisations from across Europe to promote a new and innovative way of reading and encourage bibliotherapy sessions in European public libraries.
Inclusion
Every story matters is a project whose aim is to increase the creation, availability and promotion of inclusive books for children and young adults in the EU.
Multilingualism
The main objective of the LEILA project is to create tools and structural dynamics to promote the discoverability of works published in the Arabic language.
Publishing is one of the largest cultural industries in Europe, with a total market value estimated at €36-38 billion. According to a 2022 report of the European Publishers Federation, the entire book value chain is estimated to employ more than half a million people. The European book sector is incredibly rich and diverse, with more than 575,000 titles published annually.
However, many readers across Europe do not have access to the richness and diversity of European literature. The primary reasons for this are the linguistic and geographical fragmentation of the market. Literature from many European countries are rarely able to translate into the wide array of languages that make up its landscape.
The book sector has also accelerated its digital transition to address the changing habits of the market, so that it can broaden its readership and make the diversity of European literature more accessible.
Like many other culture and creative sectors, the publishing and book industry is working to contribute to the European Green Deal transition and rethink the ways industry contributes to the ongoing climate crisis.
The COVID-19 crisis has further amplified these trends and the need to support the recovery and competitiveness of the book sector.
Support for the book sector in the Creative Europe programme
The main objectives of the Creative Europe programme regarding the book sector is to reinforce the circulation of works in Europe, diversify the audience for European literature and strengthen the competitiveness of the publishing sector.
Creative Europe supports the book sector through horizontal funding schemes (cooperation projects, European platforms, European networks, Culture Moves Europe) and through sector specific actions such as support to Literary translation/Circulation of European literary works, the European Union prize for Literature and more recently the Day of European Authors.
In addition, policy actions such as the Open Method of Coordination (on Multilingualism & Translation in 2020-2021 and on Libraries in 2024) enable discussions with the sector, stakeholders and with EU member states and provide policy orientation on key issues.
Literary translation support (Circulation of European Literary Works)
The Creative Europe programme provides funding to organisations operating in the book and publishing sector to encourage the translation, publication, promotion and distribution of European works of fiction, mainly from less-represented European languages. The financial support covers 60% of the total costs of the projects. Most of the promotional activities (authors’ visits, festivals, readings…) are organised in cooperation with booksellers, libraries or literature festivals to reinforce the local/national book ecosystem.
By focusing our research on the arts, we hope to offer insights on a creative landscape that is often neglected as a pillar of society and economy.
By contrast, Malaysia’s technology sector has been publicly proclaimed as a driver of the national economy since the 1990s, when the Multimedia Super Corridor was established by then Prime Minister Tun Dato’ Seri Dr Mahathir Mohamad.
Cyberjaya, a local “Silicon Valley” was purpose-built as a technology city and, as of 2014, has received RM17 billion worth of investments. 3
In the national budget for 2017, RM80 million was set aside for reinvigorating the arts, less than half the amount – RM200 million – to be invested in technology startups, while RM400 million was set aside for the tourism industry. 4
As the old saying goes, “Necessity is the mother of invention”. Many creative hubs in Malaysia are grassroots, by virtue of receiving very little federal or state government support. Yet these same creative hubs are also the glue for various artistic communities. They create connections between individuals, individuals and groups, and groups and locales.
In the British Council paper “Working With and Through Creative Hubs”, Lynsey Smith and Ellen O’Hara write that “[Creative hubs] may differ in size and focus, but ultimately ‘a hub is a hub’ when it unites, inspires and promotes a community.” 5
It is this sense of community that we used as a starting point for researching creative hubs in Malaysia.
Ref:
1 Matheson, Janine and Gillian Easson, Creative HubKit, British Council, 2015, p.4
2 Dovey, Jon and Andy C. Pratt, “Creative Hubs: Understanding The New Economy”, British Council, 2016, p.7
5 Smith, Lynsey and Ellen O’Hara, British Council, “Working With and Through Creative Hubs”, p.5
Adapting Research Terms
It is worth remembering that the term “creative hubs” is fairly new. Many of the teams we interviewed would not necessarily use this term to describe themselves. At best, it can be used as an umbrella term to describe varied groups and spaces.
British Council provided a list of “hub types” to form part of our basic survey. We adapted and expanded on this list for more relevance to the Malaysian context and the scope of our research.
Original list of hub types:
• Studio • Co-working space • Makerspace • Incubator • Art Centre • Network • Other
Final list of hub types used for survey:
• Studio / art collective • Co-working space • Workshop • Incubator / residency • Event space / performance venue • Gallery • Network • Event organiser • Other
Mapping Creative Hubs in Malaysia by British Council (2017)
When we began this research project, we started by compiling a list of places or groups that we felt could be considered “creative hubs”. It soon became clear that the term can contain multitudes. Here is the definition from the Creative Hub Kit (2015) commissioned by British Council:
A creative hub is a place, either physical or virtual, which brings creative people together. It is a convenor, providing space and support for networking, business development and community engagement within the creative, cultural and tech sectors. 1
Based on this definition, it would be possible to compile a list of hundreds of hubs in Malaysia. As we started to go through our list, however, we felt it was worth creating a more specific set of criteria to focus our research. Jon Dovey and Andy C. Pratt’s report, “Creative Hubs: Understanding the New Economy” (2016), presented further qualities to consider in this process:
Three important themes emerge from our study. They are specific to the nature of creative enterprises and to the wider creative economy, which alerts us to the differences between creative hubs and hi-tech, maker, new media, etc. hubs. The first is that the creative hub is more than a building and more than a network. Success depends on collaboration and exchange between its members.
Second, that creative hubs are embedded in their communities and regions, their economic, cultural and social activities. Every hub is different and dependent on its local context. Third, that multi criteria evaluation of creative hubs should be used to articulate their success or failure. 2
(Emphasis added)
Based on the themes outlined above, we decided that we would focus on surveying and interviewing creative hubs which firstly, show “collaboration and exchange”; and secondly, demonstrate an impact on and from the “local context” through being embedded in their communities.
Thirdly, we decided to define creative hubs as those aligned with the arts, either as a producer or support system for literature, performance, visual art, crafts, film, design and other art forms.
This third and final criteria led us to exclude hubs that might, on paper, qualify as a “creative hub” based on the broader definition. For example, Malaysia has several commercial co-working spaces that are shared by technology startups. These certainly allow for networking and business development. But in this study, due to limited time and scope, we have decided to focus on hubs that lean more towards the creative sector than the tech sector.
文創 庫
文創美食應從味蕾深入心靈
國家博物館的「如意糕」「四羊方尊」巧克力,頤和園的「頤和一盒」月餅禮盒,圓明園荷花雪糕,玉淵潭櫻花雪糕,四川的「青銅面具餅乾」,上海的「董其昌下午茶」,廣東的「粵光寶盒」……在近年來不斷升溫的「文創熱」中,文創美食是最引人注目的內容之一。
俗話說,民以食為天。飲食在人們生活中具有不言而喻的重要地位,而且形成了歷史悠久的文化傳統。與其他文創產品相比,文創美食更接地氣,受眾更加廣泛,也因此而成為讓傳統文化「活起來」「火起來」的又一創新手段。
縱觀當前比較受歡迎的文創美食,大體可分為兩類。一類偏重於「形」,也就是把文物的獨特器型復製為美食的外觀。比如「如意糕」以「乾隆禦題如意」的端首為主體造型,表面淺浮雕兩條水中跳躍的鯰魚;「四羊方尊」巧克力的造型則來自於商朝晚期青銅禮器。
另一類偏重「意」,即結合文化活動研製的別具特色的食品。比如「董其昌下午茶」,就是配合上海博物館「董其昌書畫藝術大展」推出的根據董其昌畫風拉花的咖啡,以及特製茶點。而不論哪一種類型,都充滿文化氣息,帶給人獨特的感受。不過,毋庸諱言,當下也有一些文創美食「中看不中吃」,外觀雖然精巧,但是口味一般,或者含糖含脂量過高,不符合現代人健康飲食習慣甚至食品衛生基本指標;另有一些則「中吃不中看」,打著文創的名頭,卻製作粗陋,或者跟風抄襲、缺乏創意,喪失應有的文化內涵。
文創美食,顧名思義,必須是文創和美食的結合體。其中,文化是靈魂,美食是載體,二者缺一不可。那麼,如何把二者更好地統一起來呢?筆者以為,首先應明確並堅守食品安全的底線。文創食品是名副其實的「進口」貨,事關人們的生命健康,尤其少年兒童往往更容易被文創美食吸引,食品安全不可不慎,必須嚴格遵守衛生標準,並在包裝上標明原料、生產日期、保質期等,讓人們看得舒心、吃得安心。
同時,還應堅持文化的標準,加強創意開發,提升食品的文化附加值,做到物有所值、物超所值。在這方面,應特別突出文物或文化活動中最閃亮的特征。不管是一個蛋糕、一塊巧克力,還是一枝雪糕、一根棒棒糖,它所能承載和表現的文化因素都受到材質和體量的限制,既不可能像文物原型那樣細致入微,也不可能像影像資料那樣周到全面,那麼,就必須抓住文物中最精華的局部或元素,結合現代人的審美心理,進行放大、組合甚至誇張變形。
此外,文創美食的「在地性」和「敘事性」的也不容易忽視。比如,僅從製造工藝而言,荷花造型的冰激淩並不難做。然而,當我們漫步在圓明園的荷花池畔,一邊欣賞綻放的古蓮,一邊品嚐這款冰激淩時,與在家裏的沙發上邊看電視邊吃,獲得的感受是完全不同的。這是因為,圓明園的歷史以及如園遺址古蓮子的傳奇故事,營造了一種不同尋常的文化情境,讓品嚐美食的行為變成了對歷史文化的獨特身體感知。我們知道,文化的傳承既需要知識化的理性認知,更需要情景式的身體體驗。
從這個意義上說,文創美食只有超越器型的簡單復製或對文化概念、意象的「貼牌式」生產,結合特定的場所和情境,自覺融入文化敘事,變成一款有故事的食物,才能從捕獲味蕾到走入心靈,更充分地彰顯文化基因的魅力,產生更強大和持久的吸引力。(搜狐 2020-11-05)
Nov 15, 2022
文創 庫
大專文創生是種什麽新人類?
創意、設計、製作、銷售等商品化階段,均有其知識與技能之專業性 ,具一定之進入門檻,惟文化產業商品需經由各階段團隊合作 ,方能創造市場價值,故需經由跨領域學習 ,協助各階段人才具備跨領域知識 ,建構溝通能力、建立對話平台。
Nov 17, 2022
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文化創意產業定義
文化(culture):是人類活動的模式、產物、工具、典章制度、痕跡、符號化結構、心智歷程等。例如音樂、文學、繪畫、雕塑、戲劇、電影等。
創意(originality):是一種創新與突破能力的舉動。
產業(property):產出價值之物、權。
英國創意產業特別工作小組1998年首次定義「創意產業」「源自個人創意、技巧及才華,通過智慧財產權的開發和運用,具有創造財富和就業潛力的產業」。英國據此將廣告、建築、藝術和文物交易、工藝品、設計、時裝設計、電影、互動休閒軟體、音樂、表演藝術、出版、軟體、電視廣播等13行業確認為創意產業。
聯合國教科文組織(UNESCO)創意產業(creative industries)定義——
「結合創作、生產與商業的內容,同時這內容的本質,具有文化資產與文化概念的特性,並獲得智慧財產權的保護,而以產品或服務的型式呈現;從內容上來看,文化產業可以被視為是創意產業,包含書報雜誌、音樂、影片、多媒體、觀光,及其他靠創意生產的產業。」
創意產業是指以無形、文化為本質的內容,經過創造、生產與商品化結合,並獲得智慧財產權的保障,採用產品或者服務形式來表現的產業。
UNESCO認為文化產業包括:印刷、出版、多媒體、聽覺與視覺、攝影與電影生產,亦等同於工藝與設計。這個概念對某些國家也包括建築、視覺與表演藝術、運動、音樂器具的製造、廣告與文化觀光。
UNESCO將文化創意產業分成文化產品、服務與智慧財產權三項。文化產品指書本、雜誌、多媒體產品、軟體、唱片、電影、錄影帶、聲光娛樂、工藝與時尚設計。文化服務包括表演服務(戲院、歌劇院及馬戲團)、出版、出版品、新聞報紙、傳播及建築服務。也包括視聽服務(電影分銷、電視/收音機節目及家庭錄影帶; 生產的所有層面例如複製與影印;電影展覽,有線、衛星、與廣播設施或電影院的所有權與運作等),圖書館服務、檔案、博物館與其他服務。
2002年台灣政府的定義「源自創意與文化積累,透過財產的形成與運用,具有創造財富與就業機會潛力,並促進整體生活環境提昇的行業」。
2002年行政院文化創意產業計畫,期使台灣從第二類產業的製造生產組織型態,改造成以知識經濟、高附加價值、創意設計為核心的生產及服務組織型態。
總結文化創意產業精簡定義:以累積的文化,經由創意發展與智財權作業,創造出新生活價值的產業。(黃穎捷,2008年)
Nov 18, 2022
文創 庫
兩百多尊風獅爺亮相同安
8 月 8 日上午,2018 傳統文化藝術巡展「海絲丹青風獅爺文化藝術展」在同安文化館 1 樓展廳開幕,吸引了眾多市民及藝術領域專家前往參觀。該展覽也是閩南地區最大的風獅爺展。展期將持續至 15 日。
風獅爺見證絲綢之路
風獅爺亦是古絲綢之路與海上絲綢之路文化交流的見證。資料顯示,絲綢之路開通後,獅子與其它奇珍動物一起來到了中原。
同安文史專家顏立水在《金門與同安的辟邪物》一文中寫道,每到秋季,閩臺地區飛沙鎮壓,坊間有「八月十五,關門閂戶」的說法。為了預防風沙的侵害,民眾便在動物中找到了有著「拉虎、吞貔、裂犀、分象」威力的獅子作為保境安民的守護神。又因「風獅」與風神「風師」閩南話諧音,所以百姓認為風獅有著獅子的威武,又有風師的神威,具有製風沙、鎮路沖、扼水箭、破犯沖、防蟻害的功能。
此後,風獅爺文化又隨著閩臺出海的漁民,沿著海上絲綢之路傳播到馬來西亞、印度、新加坡、伊朗等地。時至今日,在這些國家仍然可以見到風獅爺的身影。(摘自 :劉承烺 , 余雪燕 . 兩百多尊風獅爺亮相同安 [N]. 海 峽 導報, 2018-08-09 (03).)
Jan 12, 2023
文創 庫
Proposals should provide for developing and validating an economically sustainable model, or a portfolio of approaches, that address this challenge. A suitable set of CCI sector(s) or/and cross-sectoral issues should be selected to focus on, which allow significant impacts to be achieved.
The approach(es) developed should address the adoption of new sustainable business models, including the use of new technologies and possibly the development or adaption of new technological solutions, as well as gaps in skills and capacities. The proposed models should be valid across different Member States/Associated Countries (where appropriate including regions), and address the needs of small, micro as well as larger companies. Different Member States/Associated Countries should therefore be involved, as well as a wide set of stakeholders including concerned policymakers, in order to ensure that solutions developed are effective and realistic.
Solutions may involve the use of platforms or networks to facilitate sharing investments, facilities or competencies among several companies or across sectors. In such cases, established platforms, networks or clusters for CCIs should be taken into account, to avoid duplication of efforts.
Remarks
Projects should contribute to all of the following expected outcomes:
• Enhanced and updated understanding of the challenges and opportunities for the cultural and creative industries (CCIs) in relation to a sustainable climate transition.
• Research and knowledge-based approach(es) on how innovative business models, including use of new technology, can make Europe’s CCIs true drivers of a sustainable climate transition.
• Significant contributions to help European CCIs become better prepared to adapt to and contribute to the climate transition in line with the 2030 goals spelled out under a European Green Deal. (https://ec.europa.eu)
Note:
The ten pillars of sustainable digital transformation, as presented in the World Economic Forum playbook
Proposals should build on existing knowledge, activities and networks, notably the ones funded by the European Union. Furthermore, links should be established and synergies sought with closely related actions, such as relevant R&I actions funded by Horizon Europe or Horizon 2020. In particular, when appropriate cooperation with projects funded under the topic ‘Cultural and creative industries for a sustainable climate transition’ of the Horizon Europe Cluster 2 2024 calls should be sought. (source: https://www.timemachine.eu)
Jan 19, 2023
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HORIZON-CL2-2023-HERITAGE-01-02:
Cultural and creative industries for a sustainable climate transition
Action type: Research and Innovation Actions
Opening date: 14 December 2022
Closing time: 14 March 2023 17:00 (Europe/Brussels)
Budget per project: € 4 000 000 of total € 12 000 000
Estimated number of projects funded: 3
Scope
The cultural and creative industries (CCIs) are an important source of growth and job creation in the European economy. Moreover, the CCIs play a key role in shaping culture, values and perceptions across the European Union and beyond. Thus, the role of the CCIs in achieving the European Union’s climate transition objectives is crucial.
At the same time, the CCIs are characterised by a large and diverse number of chiefly small and micro enterprises, as well as by hefty differences across geographical and sectorial divides. Large parts of the CCIs, thus, lack the capacity to take the necessary measures to adapt to and thrive under the climate transition, not to speak of driving this transition.
Specific approaches are therefore needed to enable Europe’s CCIs to develop their full potential to support a sustainable climate transition.
Jan 19, 2023
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愛墾評釋:文創體驗的哲學基礎
本文通過重構胡塞爾與狄爾泰、米施的對話,凸顯了本質還原與超越論還原在什麽意義上構成一個方法論的整體,由此展示胡塞爾超越論現象學的核心立場。在自然態度下,描述心理學把心靈當作研究主題,往往以默認其所屬的現成世界為前提。胡塞爾認為,這一前提不是空的背景,而是一種默許的自然主義形而上學。即使千方百計為精神自立性進行辯護的狄爾泰也沒能免於這一前提。這一前提也對本質直觀起著限制作用,本質心理學對作為事實的心靈進行想象力變換,獲得的只能是這一已被預先給予的「全自然」中的可能心靈及其不變的本質。因此,經過超越論還原之後意識對自身的本質研究,並不等同於唯獨進行了本質還原的意識研究。
超越論還原的核心在於意識生命的體驗本身。無論心理現象還是物理現象,無論心理物理之間的連續性抑或因果性,所有的存在現象都就其被體驗著而獲得規定。我們當然會問,難道被體驗的不是心靈體驗?超越論還原豈非仍然把心靈作為第一實體?在自然態度下,體驗已經被體驗為屬於心靈的、被默許為屬於或者關聯於心理物理領域的東西,而所有經驗心理學都忽視了這一環節,進而把體驗理所應當地作為自然世界中的事件,而不去追問這一理所應當中包含了何種關乎體驗自身的機制。這也妨礙了經驗心理學徹底贏得自身理解。而現象學的超越論還原主張,哲學反思唯獨並且首先從純粹體驗本身理解意識生命。
正是在這一意義上,現象學還原是一種訓練,它引導意識生命以體驗本身為切入點,回到先於心物二元的自身與世界經驗之中。對意識生命來說,這一「還原」是前所未有的嘗試。在超越論還原中意識生命將心靈從心物平行論中解放出來,變成了一種向著本質變換(想象力)開放的領域。恰好通過本質變換,超越論自我作為一種純粹的非設定的反思,經驗到了它自身的可能性邊界。反過來說,超越論自我是在本質直觀中就意識事實對其本質的操作,不依賴也不追求任何理念派的先天,而是在動態經驗中試圖開啟事關可能性的本質領域。
胡塞爾通過兩種還原的配合,使意識生命向自身敞開了純粹體驗,或者說實現了一般的主體性概念向超越論主體性概念的躍升。因此,盡管胡塞爾和狄爾泰一樣,把意識生命作為科學奠基的基地,但是他們對意識生命的揭示路徑與旨趣實則不同。狄爾泰默許的心理物理學仍然受制於笛卡爾傳統中的心物二元論,並且包含著模糊的自然主義前提。超越論現象學跳出了這一哲學圖景,構成了意識生命自身理解的一種新嘗試。(摘自:王嘉新:意識生命的本質與還原:從狄爾泰到胡塞爾 [結論] ,愛思想 2022-12-07)
Jan 29, 2023
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李琳·文化創意產品的敘事設計研究與實踐
中國創意經濟的持續上升與創意產業的逐漸形成, 使得作為文化創意產業重要組成部分的文化創意產品也得到了迅速發展。然而, 對國內的文化創意產品市場深入研究可發現, 其設計總體上雖然達到了以文化作為核心, 但是在文化元素的具體運用方面, 更多的是偏重於紋飾圖案的轉貼或外觀造型的模仿, 而忽略了文化內涵, 精神品質等深層次的表達。目前, 中國經濟發展水平穩步提高, 居民的消費觀 念從節約型與實用型逐步轉變為個性型與象征型, 人們在追求物質消費的同時, 更加注重文化消費、精神消費。「文化」屬性作為文化創意產品最具標誌性的內涵, 能夠在某種程度上引起消費者情感上的認同與歸屬, 從而滿足其對精神消費的需求。然而, 如何使得文化轉化及運用於產品設計, 文化創意加值設計, 以滿足了人們對於物質和精神的雙重追求, 這需要設計師對文化創意產品的設計做進一步的研究。敘事設計作為一種「講故事」的設計思維, 符合文化創意產品的設計訴求。本文以敘事設計理論以及其在相關領域的研究成果為基礎, 通過分析文化創意產品的設計需求, 結合案例闡述敘事設計理論對文化創意產品設計的啟示, 找到文化創意產品設計與敘事設計的結合點; 在此基礎上, 詳細闡述文化創意產品敘事的基本內容, 並從敘事設計要素、敘事設計方法、敘事設計原則等方面構建文化創意產品的敘事設計體系; 最後以秦淮文化為背景, 通過具體的設計實踐對此設計方法進行驗證。本文研究得出的文化創意產品敘事設計要素, 以及敘事理論指導下的文化創意產品設計方法和相關原則,有效地拓展了文化創意產品的設計思路, 同時, 也為敘事設計在其他領域的應用研究提供了借鑒的方向。[機 構:南京理工大學 / 領 域:工業通用技術及設備;關鍵詞:文化創意產品;敘事設計;文化;敘事(https://wap.cnki.net)]
Jan 31, 2023
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文創研究新趨向
歷史事件的時間軸、文化與經濟的空間和社會所欲建構的體系,這三者的相對關係形塑了文創產業研究的概貌。由於研究材料特性使然:一則是政策領先研究,隨後才有專門科系的建立;二是研究材料的分類與變纂呈現的複雜性,研究的取徑來自跨學科領域,造成解讀重心的殊異。這些特性導致在探討文創產業時,經常在商品、行銷、文化研究或產業結構等細節處產生傾斜的障礙。本文第二節分析文獻所歸納之議題,其爭議之出現也經常源自於此。
文創產業與新自由主義一樣,都帶有混沌不清的政策性文化意識形態,肇因於政黨路線及競爭力的展現。81其本質上為國家施行政策的修辭與策略,是為一種意識型態,動機為英國急欲找尋經濟轉型的新手段,結果鞏固國家地位,進行文化輸出。82文創產業政策的合法性,基本建構於政府的政策基礎上,動機初始就是以經濟領導文化為開端。在英國之前的聯合國,就以減輕資本主義帶來的負面效果來看待文化,英國則是轉而積極以文化作為經濟轉型的利基點。在政策的發動者中,經濟是為優先考量,隨後發展的相關研究,研究者的背景多是文化、藝術與媒體出身,在檢視「文化意含」、「創意如何被特別提出」、以及「英國對產業的經濟期待」這三點上,立場一開始就有了顯著的不同。
在表象上,文創產業涉及「文化」變遷至「創意」產業的歷史意義、資本主義全球化的文化商品販賣、新自由主義下政府採行的文化政策,國家或區域的行銷。實際上這些表象所闡明的是理論主流與意識型態的改變,文化、經濟和社會不斷調整相對關係的過程,如同 1980 及 1990 年代的文化、媒體、物質的轉向。文化創意產業的議題則又是 2000 年開始的另一波社會科學整合轉向的結果,結果也適當的調節了藝術與社會的關係,使藝術的重心從高雅文化、大眾文化移轉為日常生活皆可碰觸的物質與商品。
研究材料的特性與文創產業的分類一樣散碎,全視角的了解涵括的取徑,再重新選擇是一項解決方式。1980 年代為分水嶺的文化產業研究,形成兩支路線,一偏向文化中的文本與符號研究;另一方則與商業中的產製靠攏,與其後的文創產業中「文化」與「創意」的不同研究內容大約相應。將不同產業集合而成的「文創產業」雖是政經策略,研究上卻無法任意排除已合法的分類子項,導致材料編輯零散,微妙的呈現後現代主義特色—片段與模糊性。分類問題不只出現在子項目產業的架構中,也在社會科學研究中呈現「跨領域」特性。經濟與商業模型難以和社會與文化鑲嵌,量化與質化之爭,目前的發展也無法令人都滿意。
研究取徑在分析材料後,主要包含政治經濟學、文化研究、文化與經濟地理學和媒
體研究等。文化經濟學雖然無法闡述國家架構下的權力及場域議題,但智慧財產權及模型計算仍須倚賴它。地理學的應用在文創產業研究中,呈現區域的質性或實證研究,但是在理論意識上經常被忽略。將漢斯蒙豪對取徑的歷史系譜研究上增添地理學概念,使文創產業的研究在時間、空間和結構上可變得更加立體,有利於了解文化、社會和經濟之間的各種關係,更容易理解產業所帶來的區域性問題。
在研究文創產業的眾多材料後,筆者深感若要深化文創產業的理論層次,除了大量蒐集相關文獻之外,對於廣大的社會科學都必須有所涉獵,除了時間問題,分析的邏輯難免有價值觀的輕重之分。在研究層次中,商管領域的理論經常與文化社會理論互斥,涇渭分明為常態,為了解決此問題,文化商品或是符號社會等議題成為焦點,前者至少產生物質的實踐;後者則多少建構社會。理論分析的結構則過於零散,脈絡化的複雜程度超越想像。
近幾年英國文創產業研究稍有停滯的現象,取而代之的是解構全球化的地域性研究,歐亞都有各自的發展路線,形成一個文創議題下,多樣地區案例的特殊研究結構與趨勢。(節錄自:張硯涵,2014,〈文化創意產業溯源—研究取徑與概貌〉,《南藝學報》9:77-108 )
81 「文化產業」或「創意產業」(creative industries)政策提出的目的是,藉由政治性的宣示達成經濟財貨的累積。(李天鐸,〈文化創意產業的媒體經濟觀〉,《文化創意產業讀本》(臺北:遠流,2011 年),頁 82。)
82 新自由主義(小政府、刪減福利開支、私有化、解除管制、開放自由貿易與競爭、公私合夥、使用者付費……)基本上是檯面上的政策修辭和策略, 但整個社會結構的核心趨勢,還是促進資本積累、經濟發展、強化本國統治階級力量,壓制社會反對力量。(王志弘,〈新文化治理體制與國家–社會關係:剝皮寮的襲產化〉,《世新人文社會學報》13(2012 年),頁 55。)
Feb 1, 2023
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Genovasi University College gets green light
By Azura Abas - July 19, 2017
Prime Minister Datuk Seri Najib Razak today announced that Genovasi Malaysia has received approval from the Higher Education Ministry to establish Genovasi University College (GUC).
Najib said GUC would be a design-thinking dedicated university focusing on the ‘fourth Industrial Revolution’.
“This will enable Genovasi Malaysia to reach out to a wider audience and position Malaysia as a hub to promote design thinking.
“This aligns with other initiatives such as the Design Thinking Association of Malaysia which, among others, looks to expand Genovasi and design thinking into the Asean region,” he said at the ‘Cultivating a Thinking Culture’ showcase today.
Also present were Education Minister Datuk Seri Mahdzir Khalid, Minister in the Prime Minister's Department Datuk Seri Nancy Shukri, Agensi Inovasi Malaysia chief executive officer Datuk Mark Rozario and Genovasi Malaysia Sdn Bhd chief executive officer Datuk Lee Yew Meng.
The prime minister also announced that nine out of 10 pilot schools from the International Baccalaureate-registered (IB) Middle Years Programme (IBMYP) had received the IB World School accreditation.
“The remaining school is expected to receive verification later this year. Our nine schools now join a select cadre of 1,424 IBMYP schools worldwide.”
The nine schools are Sekolah Menengah Kebangsaan (SMK) Sungai Tapang, Samarahan, Sarawak; Malay College Kuala Kangsar, Perak; SMK Sultanah Bahiyah, Alor Setar, Kedah; SMK Putrajaya Presint 9(2), Putrajaya; SMK Pantai, Federal Territory Labuan; and Kolej Tunku Kurshiah, Bandar ENSTEK, Negri Sembilan.
Others were SMK Seri Tualang, Temerloh, Pahang; SM Sains Tengku Muhammad Faris Petra, Kota Bahru, Kelantan; and Sekolah Menengah Kebangsaan Agama (SMKA) Sheikh Abdul Malek, Kuala Terengganu, Terengganu.
The IBMYP was established soon after the i-Think programme and Design Thinking programme, both implemented in 2012.
“The i-Think programme was introduced to foster higher order thinking skills in classrooms and thus ensure our next generations develop critical thinking skills.
“Today, four years on, I am proud to share that more than 156,000 teachers have been trained in the i-Think methodologies,” said Najib. (Source: NST)
Mar 8, 2023
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In its long list of recommendations, the AI ‘client’ suggested first taking the cost and logistics of the project into account and considering how the initiative can fit into a larger integrated launch campaign. It's also useful for copy writing.
In this installation, the creation of art was the subject of exploration. But even in this case, you still need a human mind to put things into motion and chain these machine learning models together. While this technology raises serious ethical questions, it is possible to figure out a way to proceed that ensures human creative output is protected.
Maybe you need a series of social posts for a brand event. AI-generated suggestions for posts can help you get to the final product more quickly, subject to your (human) changes, re-writes and modifications. I’ve found ChatGPT’s ability to enhance how we communicate and collaborate together the most useful aspect of the technology, and it extends far beyond the work environment.
Together with my three-year-old daughter, Zoe, I recently got ChatGPT to generate a bedtime story for her that had Zoe as the protagonist and featured a unicorn cat. For all the possibilities this technology presents, the dystopian implications cannot be dismissed.
At We Are Social, we recently investigated the current discourse around AI in art, with artists now questioning their relevance and continued existence. For our investigation, we used AI to generate artworks inspired by its understanding of the biggest news headlines for any given day. We named our research Social Diffusion, a reference to Stable Diffusion, the text-to-image algorithm that provides its visualization functionality.
We were blown away by the AI’s ability to create something that was contextualised to a news story using just the headline and to select a style of art that related to the story. For example, for the news headline: “Hurricane Ian continues to batter Central Florida as residents cope with record flooding”, the AI came up with the following prompt and generated an accompanying expressionistic image: “The image is of a large body of water with trees and houses partially submerged. There is debris floating in the water and people are standing on the shore looking at the damage.
The image is in the style of Abstract Expressionism, utilizing expressive brushstrokes to convey the feeling of chaos and destruction caused by the hurricane. The image is large and chaotic, with bold colours and lines representing the destructive force of the storm.”
This was achieved through a chain of data exchanges between multiple layers of AI that are optimized to process a facet of the artwork creation. But as fascinating as this process was, it also showed us how integral human intervention is to it.
Napster was hailed as the death knell for the music industry when it first emerged, but, instead of destroying it, it forced the industry to develop streaming technology, revolutionising it in the process.
At We Are Social, we will always work with human creatives, illustrators, designers, artists, writers, craftspeople. Human creativity is critical to us and to the creative industries. But right now every creative technologist out there is experimenting with these tools.
Will there be AI-generated creative agencies in the future? Perhaps, but we won’t be one of them. We believe AI has the power to supercharge, not kill off, our creativity.
Manolis Perrakis is drector of innovation at We Are Social Singapore.
Mar 8, 2023
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ChatGPT is already impacting our client work—here’s how
Manolis Perrakis Feb 1, 2023
From ideation to creating assets, advisement to copy writing, ChatGPT is fast becoming an indispensable enabler for creative teams.
Few technologies have sparked as much interest and controversy as GPT, as the world grapples with the implications of generative AI across everything from art to education. The creative industry has greeted this new era of machine learning with equal parts excitement and horror, thanks to the technology’s eerie ability to mimic aspects of creativity.
But AI shouldn’t be thought of as a substitute for human creativity. I view it as an intelligent tool that can extend my abilities in the creative field. Unlike regular software like Photoshop, working with AI-generative algorithms is like having an intelligent support system that can vastly speed up the process of generating and executing ideas.
For example, when looking for a very specific image online, it can take hours to find the right one. With AI-assisted image generation tools, you describe what you need and the process is instant. If you don’t like what it comes up with, you fine-tune your request to get a better response.
This boosts creatives’ ability to communicate their ideas with clients and creative collaborators, such as illustrators and designers. At We Are Social, we’re experimenting with ChatGPT which is a conversational version of GPT3, GPT3 being a language transformer model created by OpenAI that’s trained on billions of written text samples in a variety of styles. We’ve worked with it in the ideation process, copy writing and creating assets.
AI can enhance the creative process by offering a different point of view or a variety of angles on a brief. When brainstorming ideas, you can also embark on creative role-playing where the AI takes the role of the client.
For example, I asked ChatGPT to pretend it was a consumer electronics client reviewing an idea for a campaign that projects characteristics of a phone, like the camera shape, onto buildings in New York and London.
Mar 8, 2023
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Genovasi formulates new education programme to address worker issues raised by MEF
By JERRY CHOONG
Wednesday, 14 Apr 2021
KUALA LUMPUR, April 14 — Genovasi University College has created a special business programme aimed at addressing all the practical aspects of the business workplace, in response to the problems raised by the Malaysian Employers Federation (MEF)
Genovasi said the programme was designed to remedy employee shortcomings over the past two decades that the MEF highlighted.
“These weaknesses are chronic and mostly focus on issues such as poor working attitude amongst new graduates, poor command of the English language and weakness in applying IT skills,” it said in a statement.
Genovasi added that these problems seriously hamper national productivity and negatively impact the earnings of the employees.
“They will address these shortcomings through knowledge enhancement using technology and incorporating design thinking approaches to enable their students to take control of their career through continuous self-directed lifelong learning.
“They are betting big on a flexible e-learning approach to accounting and financial studies,” it said.
Asides from teaching regular subjects like accounting, economics and business management, Genovasi has evolved a course in design thinking tailored to specially give their students a competitive edge and advantage over their peers.
“The professional degrees not only include accounting, financial and corporate subjects but also subjects like employability and entrepreneurship.
“These topics together with the design thinking module helps the student to be more management or employer-centric. With these innovative subjects, students are expected to greatly enhance their employability, facilitate promotion opportunities and self-actualization upon graduation,” Genovasi said.
Its Department of Accounting and Financial Studies, which created and will spearhead the programme, will train the students in their chosen field especially in accounting, financial intelligence and corporate management, ready for practice upon completion of their business courses.
“However they seek out ideas using technology to focus on helping students, especially for those students who for whatever reasons missed out on opportunities to further their education.
“Genovasi’s courses help to improve their learning attitude and to secure the necessary skills to advance their career. They will then contribute better to the economy and increase productivity within the context of becoming lifelong learners,” it said.
Genovasi’s unique package offering includes online learning, flexi-hours and flexi-location learning, a unique financial intelligence syllabus, and learning outcomes addressing professional exposure.
The department is currently headed by Adjunct Professor Dr. Christopher Heng Kee Chai and assisted by Adjunct Associate Professor Dr. Chan Khin Thiam.
Mar 9, 2023
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Lady Bird has been A24’s greatest financial success to date, grossing over $75 million on a $10-million production budget, and the company has recently expanded into the growing television-content business. While A24 has had its share of financial misses as well, it has succeeded beyond compare at building a deep connection to filmgoers and consumers of entertainment programming. And it’s done this by establishing a direct relationship with its audience and telling meaningful, beautiful stories.
Let me say a bit more about this relationship to audiences. Imagine if Steven Spielberg had a personal email list and multiple social media channels personally connecting him with all the filmgoers who have seen his movies during the last forty or so years. While Spielberg does have an immense brand, the main way he communicates with his audience is through mass media and expensive, metric-resistant platforms such as billboards and television commercials. By contrast, A24 has a direct relationship with a young, active audience and personal relationships with filmmakers who themselves enjoy close connections to their audiences. Both A24 and their collaborators can reach their audience directly at little or no cost to the parent company and the project they’re promoting. These one- or two-degree separations between brand and consumer give A24 reliable and growing influence in the entertainment industry. The studio not only has created an ideal platform for genuine creative storytellers, they have a machine in place to directly share with their customers and the expertise to collaboratively amplify their messages.
But none of this would have been possible without them first building trust. [https://theageofideas.com]
mission of A24
A24 was founded in 2012 with a mission to shake up the production industry and create films and TV shows with a distinct point of view.
A24 is a fully integrated, global entertainment company with a cult following, creating films and TV shows that are both unique and distinctive in style and story
A24 was founded in 2012 with a mission to shake up the production industry and create films and TV shows with a distinct point of view. Over the last 10 years, A24 has cultivated relationships with talented storytellers and creatives to deliver high-quality, original content through a unique lens.
A24 has built a premium library of films and TV shows that have been met with exceptional commercial and critical success. The team has continued to build upon the success of films such as ‘Moonlight’, ‘Uncut Gems’ and ‘Lady Bird’ with more than 100 other films and numerous successful TV releases, including ‘Euphoria’.
In building a relationship with the A24 team for many years, we have been amazed by the impact of their iconic storytelling globally. A24 is synonymous with incredible content, and their commitment to supporting creative talent is unmatched. In 2022, Stripes was chosen to lead A24’s first institutional financing since inception because of our experience in scaling global brands. We are excited to partner with the A24 team as they continue to expand the breadth and reach of their storytelling capabilities globally.
The information noted above is representative as of the time noted/March 2022 and has not been updated.[https://www.stripes.co]
Mar 14, 2023
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In 2012, Daniel Katz, David Fenkel, and John Hodges left their jobs at Guggenheim Partners, Oscilloscope, and Big Beach, respectively, to start a new, independent film company aimed at redefining the way indie movies were made and marketed. As Katz explained, “I always had dreams of [starting a company]. And on some level, honestly, I was afraid to go out on my own and try to make it work. And I was with a bunch of friends [driving] into Rome and I kind of had this moment of clarity. And it was on the A24 [motorway]. And in that moment I was like: Now it’s time to go do this.”
Katz and his fellow founders had been great admirers of 1990s independent cinema and felt there was now a void when it came to films with that kind of boldness and artistic quality. They decided to start a New York-based company focused on “the films and filmmakers, not us.” This meant they would give the creatives—the directors and the writers—control of their work. As Harmony Korine, director of Spring Breakers, puts it, “Hollywood is run by accountants at this point. And so anytime you speak with someone who’s not a pure accountant, is not a pencil pusher, it’s exciting. They had heart to them.”
And that heart has made all the difference with filmmakers. While this approach is not new or novel, it’s rare. Entrepreneurs and business leaders who are open-minded and intelligent enough to enable creatives while providing them support and expertise to realize a truly differentiated vision are few and far between, but the ones who do it well are able to leave their mark on culture and exponentially improve their returns.
Viewed through the lens of the Age of Ideas, A24 represents a prime example of the Creator’s Formula in action. The studio enables gifted filmmakers—experienced creatives—to tell distinct, emotionally generous stories from a personal perspective. And it has developed marketing expertise and credibility after repeated, flawless execution. The way A24 supports its filmmakers’ creative expression while also doing everything right when it comes to the strategic sharing of its movies with the world has created a brand has few peers in the world of entertainment.
Four years after its inception, the company’s first original production, Moonlight, won the Academy Award for Best Picture. As of 2018, A24 has received a total of twenty-four Academy Award nominations, including a Best Picture nomination for Lady Bird, plus a Golden Globe nomination (Best Motion Picture–Musical or Comedy) for The Disaster Artist.
A24’s marketing is innovative, even brilliant. Out of necessity early on, they turned to lower-cost digital platforms and creative guerrilla marketing tactics to build buzz around their films. And while these tactics cost less, such platforms, as we’ve been exploring, are also notably effective in the modern market, especially with the under-forty demographic.
Their film Ex Machina premiered at the 2015 SXSW Festival, and A24 used the dating app Tinder to market to unwitting festival visitors. When Tinder users clicked on an attractive woman named Ava, she would engage and eventually invite them to check out her Instagram. When potential daters visited her Insta page, it featured only a trailer for Ex Machina. This was not only an incredibly creative and engaging marketing tactic to target socially active festivalgoers, it reinforced the film’s premise of artificial intelligence and in itself was buzzworthy. The film ended up being received very positively at the festival and went on to become a hit at the box office, grossing $35 million on a $15-million production budget.
Mar 14, 2023
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A24, The Future of Film
“Yeah, they don’t need to know what it’s about. They just need to know how it feels.”
- Barry Jenkins, Director, ‘Moonlight’
Moonlight.
Ladybird.
The Disaster Artist.
A Most Violent Year.
It Comes at Night.
Spring Breakers.
The Lobster.
The Florida Project.
Amy.
Supersonic
Ex Machina.
(Below: A24's Everything, Every time, At Once, is the big winner of 95th Oscar [2023], including the first ever Asian Best Actress. A Malaysia born star who first began her movie career in Hong Kong)
Almost every movie that has meant something to me over the past five-plus years has been made by A24, an independent film company started in 2012 in New York. When I see their logo (an awesome one, by the way), I anticipate I’ll be taken on a journey of emotional discovery, experiencing a life or points of view that provoke deep thought and consideration.
Early on, while admiring their logo and loving their films, I didn’t know much about A24 and how they became such prolific enablers of great creative work. But in writing this book, I began researching the company, watching it more closely, and marveled repeatedly at the way A24 has proved exceptional at strategic sharing. Not only do does this studio foster superlative films, it demonstrates a profound understanding of how digital media, storytelling, collaboration, direct influence, and trust-building can propel a company from zero to sixty in the Age of Ideas.
Like Supreme, David Chang, or Ian Schrager, A24 makes a product that intrigues me, that inspires excitement, aspiration, and irrational loyalty. What do I mean by irrational loyalty? (Call out Curtis) I mean the willingness to pay more for a branded product or service with minimal added practical benefit. I listen to the A24 podcast and I’m signed up to the A24 email list. I follow their social media feeds. This isn’t the way I usually engage with movie companies. A24 has developed a direct-to-consumer relationship with me and become my trusted film curator. When their latest release comes out, I don’t even need to check reviews because I believe in them and the work they’re doing. They’ve consistently delivered great films, and this has led me to trust them with my entertainment needs.
And now I know their origin story.
Mar 14, 2023
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Craft and the creative economy
Why craft is intimately related to what we commonly understand as innovation.
In her foreword to an important new report today from the Crafts Council, Annie Warburton cites David Pye's The Nature and Art of Workmanship from 1968 where he considers the skilled manipulation of material that affords unplanned breakthroughs. This characterisation of craft should make it clear why it is intimately related to what we commonly understand as innovation.
For all the limitations of the official statistics in measuring craft activity, and thanks to the Crafts Council's earlier research we know that these limitations are many, they do show one undeniable feature: namely, the embeddedness of craft activity across different sectors of the economy. In fact, it turns out that craft occupations are amongst the most widely distributed of creative occupations across industries.
This combination – the intrinsic potential of craft to contribute to innovation, and the high degree of embeddedness of craft – raises the possibility that craft may be making very significant contributions to innovation – and therefore growth – in the UK economy. Or, as the report puts it, innovation through craft as opposed to innovation in craft.
Although it is intuitive, finding quantitative evidence of the causal linkages between different activities like craft and business innovation is exceptionally difficult, because a business's propensity to undertake activities like craft is likely anyway to be correlated with its propensity to innovate. That is why rigorous qualitative research of the type undertaken by KPMG for the Crafts Council in today’s report is so important.
This work should be seen as an example of a wider effort to understand the role of creativity in driving economic growth – an effort which has in the UK, given the understandable focus on fast-growing individual sectors (the creative industries), paid insufficient attention to the cross-sectoral innovation that is the subject of this report. This is a theme that Nesta has long championed in studies like Beyond the Creative Industries, Creating Innovation, and Creative Credits.
May 25, 2023
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賴國芳·馬來西亞中文文創市場粗計
關於馬來西亞中文文創市場的規模,我是這樣粗略推算的:
大馬華人人口:660 萬(2016年,維基數據)
受中文教育人口:600萬(超過90%)
對文化創意內容和産品可能感興趣的人口,或稱“文親”:20萬
文親在人口中的百分比,我從業界和朋友間的訪談中得出的數據,大約在1% 到 5% 之間。取其中間值再取整數,20萬應是一個合理數目。即是説:假如在100個讀懂中文的大馬人當中,有3到4個對文化和創意有興趣,那麼,整個馬來西亞有20萬個“文親”。
文創市場可觀
再假定,這20萬個文親每年花在類文化創意産品的數額,包括書刊、影劇、音樂、餐飲、遊覽等等領域,保守估計爲1000令吉,大馬中文文創市場(或“文親市場”)的年份額便是2億令吉。這是一個不大也不小的市場規模。一個公司或組織若能爭取到其中5% 的市場份額,年營業額便是1000萬令吉,若毛利率爲10%,就有100萬令吉去養活一個超過10人的團隊,不必經過政治尋租,不必賣臉皮去尋求捐助,純粹通過市場接軌,真真正正的爲文創生態做一些有意義和影響深遠的事。
要做到此事,我覺得有3個主要挑戰:
1.由於文創行業的碎片化:文親在類文創市場的花費,尤其是餐飲、遊覽和娛樂等等領域,大幅度擴散並掉入麻瓜業者的口袋。結果是一條街上開了幾間奶茶店,一座城市卻養不起一間像樣的藝文咖啡屋;到一個城鎮不知如何找到高質導覽,只好去參考吹水站的吃喝玩樂資訊,或跑到國外去花泰銖、歐羅和美元。
2.垂直行業的碎片化:做出版的只做出版,演劇的留在戲劇圈,文創産品業者專跑市集……,雞犬不相聞,老死不相往來。這種做法,換成美國或中國的大市場,甚至是3倍中文人口的台灣,或許還行得通。在只有20萬文親的大馬,有多少人會去買文學書籍或期刊,或每個月去看《雲門舞集》?
3.地域的碎片化:西馬説大不大,説小也不小,從吉隆坡開車到怡保超過兩個小時,到檳城和新山接近4小時。除了雪隆區,地域加上垂直行業切割,受衆人數極其稀少。在檳城做付費文化表演,潛在市場隻有大約 70萬x2% = 大約 1萬4000人中對文化表演有興趣的人口(5%?700人。其中多少人會去買票?)。如果你在怡保開書店或文創基地,整個霹靂州的華人人口也不過70萬,推算結果無異。
所以,我認爲,大馬文創業者假如繼續只留在小圈子中互相取暖,糊口養家或許尚可,“天降大任於斯人”可以免談。在20萬文親市場規模的大馬,文創行業必須平台化,以網絡爲主,跨行業跨地域,聚集全馬文親消費力量,儘量避開實體商店的租金及人力開銷,與各地據點合作接觸當地人群。這便是《人間菸火》的策略,和 Uber 及 Airbnb 的商業模式,在本質上是一樣的。(2019年08月07日南洋商餘)
Jun 7, 2023
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楠楓書院·文創設計大賽
楠楓書院首屆文創設計大賽啟動以來,受到社會各界的廣泛關注,吸引了衆多設計機構、專業人士和愛好者踴躍參賽。
經過網絡投票、專家評審等環節,最終10件作品脫穎而出,其中二等獎1名、三等獎2名、優秀獎7名!
本次大賽秉持高標準,經專家組慎重評議,一等獎及其他獎項有所空缺,我們期待也相信將來會有更多更優秀的作品能夠實至名歸。
讓我們一起欣賞獲獎的“最美文創”吧!
SECOND PRIZE 二等獎
鐘俊偉:尋味嶺南——家鄉的味道
創意闡釋:
設計初衷是探索文創産品更多的可能性及渠道廣度,突破文創産品固有形態,嘗試與消費者建立一個情感的橋梁。
文創産品不只有視覺和觸覺,其他感官會帶來的不同體驗,比如味覺。在快消零食品類中,很難找到嶺南風味的産品;在手信品類中,嶺南風味的産品形式僵化,受衆多爲外省遊客。
如果用味覺去闡述嶺南,是一種什麼樣的體驗?而家鄉的味道又能引出什麼回憶和故事?
專家點評:
創意新穎,調動了視覺和味覺,同時融入了嶺南文化元素,在文創産品中具有獨特性,有很大的想象和拓展空間。(原題:2022楠楓書院首屆文創設計大賽獲獎作品 設計競賽網 2022-11-19)





Jul 5, 2023
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(續上)John Urry(1990)指出後現代的觀光客(post-tourist)具有以下的三大特性:(1)經過電視、網路、虛擬實境等媒介,即可享受觀光者的凝視;(2)喜歡多樣化的觀光項目選擇;(3)不局限於單一和真實的觀光體驗。在這樣的特性之下,對於某些觀光客而言比起展品、環境的真實性,更在意親身參與脫離常規生活慣習、時空的活動,以收集到特殊的符號與沉浸於異於日常生活的體驗。現在一般觀光客大多不會詢問一座古董印刷機是否真的是從當時的工廠中拆卸下來原封不動的保存至今,重要的是親眼見到人員從製版到操作印刷機印製出一張又一張的報紙,或是參加工作坊親身當一回印刷工人。觀光客追求的「真實性」並非「實際性」,所認為的「真實」定義取決自個人的知識框架與背景(McKercher & du Cross, 2010),因此多數人並不瞭解工業革命的沿革與 1900 年的時代背景,卻對於維多利亞小鎮的生活體驗趨之若鶩。
結語
時光洪流推動著歷史巨輪疾疾而去,社會瞬息萬變,而現代生活步調的驟變使人們對於往昔的歷史感到興趣與懷念,成為遺產觀光興起的契機;學者 Zepp & Hall(1991)的研究發現民眾喜歡造訪歷史主題公園是因為對於過往之人的生活產生興趣。藉由賦與豐富的故事性,文化資產可以塑造跳脫常規生活的體驗,造就一個趣味歷史幻境。布里茨山维多利亞小鎮身為一個露天博物館,將文化遺產的意義和社會價值發揚光大,她不僅兼具教育與遊憩娛樂的特質,並結合歷史空間的營造、原汁原味的遺址保存與多重感官體驗,帶領遊客穿梭時空,回味過去。
在管理層面上,鐵橋谷信託整合所有資源,將小鎮與谷內其餘博物館及景點串聯成線,形塑成一片完整的工業文化地景,成為貼近民眾又適合闔家參與的文化觀光景點。
就規劃層面而言,管理方不能只短視近利的只專注於開發現有資產,主動創造資產並擁有宏大的遠見視野才是良策。為了使鐵橋谷維持良好的發展空間,將既有資產加入新元素以創造新的文化資產、導入創意觀光與遺址維護修復後再利用皆是鐵橋谷詮釋自身文化資產朝向長期發展所使用的策略。反身地思考台灣目前沒有正式命名為露天博物館的博物館類型,相似的民俗村及歷史主題公園主要標榜迪士尼遊樂園般的娛樂體驗以招攬遊客,由此可見仍需在體驗類型與詮釋文化遺產方面下一番功夫,希望藉由觀摩英國的案例以增進此類文化景點的吸引 力,給予前來的遊客更為鮮明與富含教育意義的體驗。
參考資料
Boyarin, J. (1994). Remapping Memory: The Politics of TimeSpace. Minneapolis: University of Minnesota Press.
Ironbridge Gorge Museum Trust. (2011). Blists Hill Victorian Town Souvenir Guidebook. Norwich: Jigsaw Design & Publishing Ltd.
Kirshenblatt-Gimblett, B. (1988). Destination Culture: Tourism, Museums and Heritage. Los Angeles: University of California Press.
MacCannell, D. (1973). Staged Authenticity: Arrangements of Social Space in Tourist Settings , American Journal of Sociology , 79(3), 589-603.
McIntosh, Alison J. and Prentice, Richard R. C. (1999). Affirming Authenticity: Consuming Cultural Heritage. Annals of Tourism Research, 26(3), 589-612.
McKercher, B., & Cros, H. d. (2010). 文化觀光:觀光與文化遺產管理(劉以德, Trans.): 桂魯.
Tilden, F. (1957). Interpretation our Heritage. Chapel Hill: University of North Carolina Press.
Timothy, D. J., & Boyd, S. W. (2003). Heritage Tourism. (1st. ed) Harlow, England: Pearson Education.
Urry, J. (1990), The tourist gaze: leisure and travel in contemporary societies. London: Sage Publica tions Ltd.
Zepp, H. and Hall, C. M. (1991). Selling art and history: cultural heritage and tourism, Journal of Tourism Studies, 2(1), 29-45.
鐵橋谷官方網站(Ironbridge Gorge Museum)
鐵 橋 谷 遊 客 資 訊 ( Ironbridge Tourist Information and Visitor Guide )
(見《大英風華,精焠文化》戴瑋琪·第 4 章·露天博物館發展文化觀光策略―以英國鐵橋谷布里茨山维多利亞小鎮(Blists Hill Victorian Town)為例)
Aug 11, 2023
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(五)突出品質與真實性:
實際經營觀光活動或旅遊套裝行程中展現給旅客的文化,其實是對一地的本真文化 面進行了選擇、提煉、添加、甚至是再造後形成的, Barbara Kirshenblatt-Gimblett(1988)將這樣的揀選過程稱為「策展干預(curational interventions)」,將物件抽離其原有文化社會背景,將它重新分類、貼上標籤、神聖化成為文化遺產。這種汰除陰暗面,呈現光明面甚至於糾正歷史的步驟若不經審慎思慮其客觀性與妥善使用,可能致使一處文化遺產淪為個彰顯權力或榮耀的空殼,對於歷史的真實性有欠偏頗。為了夠滿足、迎合或者創造旅遊者的需求,文化遺產表現出來的是一種文化的「舞臺性」。
這種 MacCannell(1973)提出的「前台」(Front stage)文化展示給遊客一個與原真文化不完全相同的形象、符號來滿足人們求異、求新、求知的心理。因而,某種意義上觀光客看見的真實是經過市場選擇、提煉、創造後形成了舞臺化的旅遊文化商品(Timothy & Boyd,2003)。的確,在小鎮這個露天博物館內極少提及工業革命晦暗的一面,關於這一部分的歷史鐵橋谷信託將它安排至了陶瓷博物館內的社會歷史常設展另外著墨。
5 訪客意見來自 Tripadvisor 網站,瀏覽時間 (2012/6/25)
對於真實性方面的議題,小鎮身為一個博物館,對於維護著工業遺產和維多利亞式建築的「客觀真實性(objective authenticity)」標準有嚴格的自我要求,在詮釋遺產部分也十分謹慎的採用「第三人稱」口吻,博物館解說人員以「他們」來稱呼維多利亞時代的人民,避免用過於主觀的角度代入自身,致使遊客質疑正當性。
現代的觀光客的眼睛是雪亮的,尤其是那些擁有相當程度文化資本的文化觀光客,他們不會願意花錢消費低品質的文化商品,因此文化景點要能提供足以使人信服的和滿意的體驗。學者 McIntosh(1999)的研究顯示,造訪 19 世紀英國工業遺址時,參訪景點對個人的意義主導了真實性的建構,遊客會因為個人經驗、旅遊動機與對於過去親身經歷歷史的認同與否,而對景點產生或褒或貶的評價,所感知到的真實性因人而異。
《國外實習體驗書寫》
工業遺產文化創意產業
《藝頻道》電影達人
文創觀光發展
Aug 11, 2023
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(一)敘述故事:
為引人入勝,一個文化景點需經過精心設計、包裝既有的資產成為饒富趣味的故事,藉著故事中的人物或情節和遊客的知識或社會背景產生連結,使人留下深刻的印象,激發遊客想進一步了解資產的遊興,讓資產的內涵達到易於內化吸收的效益。維多利亞時代的城鎮風景以及各式各樣的工業時代機具,這些一景一物不只出現在歷史課本的照片上,而是藉由這個露天博物館活生生的躍於遊客眼前(如圖 4.2)。英國 BBC 電視台曾使用小鎮作為其一系列「維多利亞藥房(Victorian Pharmacy)」紀錄片的拍攝場景,播出後造成廣泛迴響,當遊客來此地參訪時不免聯想至劇中場景,若未來能透過電影電視成功塑造鮮明的目的地形象,他日或許能將文化資產運用於影視觀光之上。

(二)使資產生動化:
會敘述故事還不夠,要能活用各種方法生動呈現文化遺產,讓體驗不致於呆版無趣,這點小鎮這個露天博物館可說是提供了多樣化的景點類型,體驗型態不再侷限於以往凝視告示牌上平鋪直敘的說明文字(圖 4.3),還為了促進可參與性,館方加入了多媒體(入口遊客中心的影片介紹、坐著採礦小車進入礦坑的數分鐘聲光秀)、觸覺(在銀行將英鎊兌換為舊時的先令、手工工作坊、試穿維多利亞戲服攝影)嗅覺(走訪陶土礦坑)味覺(炸魚薯條店販賣舊時使用牛油烹調的炸魚薯條、糖果店則有當時孩童最喜歡的零嘴小食),遊客可獲得多重感官上輕鬆有趣的體驗,這樣的經驗會使他們願意花費更多時間停留,進而有更多深度消費資產的可能性(McKercher & du Cros, 2010),而穿著維多利亞戲服的博物館人員、專業演員與志工們除了各司其職、演繹小鎮居民的生活外,更有意思的是與遊客進行互動,不僅娓娓道來此地的文化脈絡,也接受遊客開口詢問任何關於這個博物館的問題,可說是知無不言,言無不盡。
(三)使產品具有可參與性:
觀光體驗最好的方式莫過於漫步遊覽,館方提供的地圖上並無設定路線,只有將建物標註號碼,遊客可不受限的漫遊於六公頃的園區間。每幢小房子的門只要是敞開的,都歡迎遊客隨意進出。由於並非每處都有解說人員,對於遊客而言更增加了一種探險似的氛圍。根據鐵橋谷博物館群參觀手冊(An Access Guide toThe Ironbridge Gorge Museums),小鎮於部分景點設有特殊設備以服務視覺與聽覺上有困難的遊客,並歡迎由館方人員的解說和帶領下觸摸物品,這般措施保障了弱勢族群的參與和體驗機會。
如何兼具教育性與娛樂性,是近年來詮釋文化遺產逐漸開始重視的議題。遊客造訪小鎮的目的不是來強記填鴨,需跳脫僵化的知識傳遞方法,藉由遊客身歷其境後源自環境的啟發取代教育機構中制式化上對下的教導,達到輕鬆愉悅的「寓教於樂」式體驗,才是詮釋遺產的上策。遺產詮釋之父費曼(Freeman Tilden)(1957)認為,詮釋主要的目的不在教導,在於激發,另外詮釋並非單純提供訊息而已,更重要的是揭示背後更為深層的真理與價值。
詮釋遺產的方式有動有靜,能給予遊客最直接參與體驗的莫過於邀請遊客同樂的活動了。維多利亞小鎮的節慶與活動種類繁多有目共睹(如圖 4.4),鐵橋谷博物館群網站的整體形象營造中也將她描繪成一個無時無刻充滿熱鬧氣氛,適合大人小孩同樂的活動場所;透過運動會、扮裝主題週、遊行、聖誕節,無形中傳達給民眾文物或文化場所的意涵和價值,讓大眾理解英國文化遺產屬於每位人民,提升遊客親近文化資產的意願。維多利亞小鎮頻繁地作為教育團體校外教學的指定場所,教師與博物館人員藉由落實上述詮釋資產的方式,比起背誦千遍歷史課本上生硬的年代數字,倒不如讓學生們穿上維多利亞時代的服裝、體驗工業時代時需要積極工作以支撐家計的男孩和學習操持繁重家務的女孩,他們如何度過一整天疲憊又忙碌的生活。對文化遺產的愛護與認同可從日常小處日漸培育起,不但對於文化觀光層面可說是形塑未來的潛 圖 4.4 在客層,了解並愛護資產的人於參觀文化景點時會自發自律將破壞行為減到最低,對於文化資產保存層面也是正向的。
(四)使產品對觀光客具有相關性:
身為歷史文化遺產,不論是物理上的距離或是知識上的認知都應該要具備易於到達或是易於理解內化的特質,以建立情感上的連結,增進學習的動機。
欲建立資產與遊客之間的相關性,首先要與遊客的知識框架相連結,應盡量以清晰易懂的方式詮釋;每一位造訪遊客的文化資本皆不相同,若只是一味的豎立寫滿晦澀難懂文字的告示牌,只會得到事倍功半的反效果。相較之下館方鐵橋谷信託特別為小學的孩童設計結合歷史與故事的遊戲學習單(如圖 4.5)與教具、小屋牆上陳設的一張張斑駁的老舊照片,甚至是以前工人們遺留下的隻字片語等輔助媒材都更有助於了解過去那段歷史。搭配上述提及的體驗形式,讓造訪的遊客都給予十分正面的回應,表示擁有愉悅充實的參訪經驗與學習體驗。
Aug 12, 2023
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3 歐洲露天博物館協會(Association of European Open Air Museums),
4參見官方網站
一進入園區就迎面而來的銀行內行員歡迎遊客將英鎊現鈔兌換成維多利亞時期的先令,入園購買的商品皆能以此支付,亦或能直接留存做為紀念品收藏。
在小鎮上遊客能透過窗戶一窺 19 世紀末維多利亞時代家庭生活中進行晚餐的情景,在主要商店街購買布料、雜貨與麵包,各家店主有時還會因為聚在街上和警長閒聊而不在崗位上。
若非能看到現代穿著的遊客來往穿梭,這裡從內到外就像跨越時空般的幻境空間。不僅如此,小鎮還包含了若干「原汁原味」的往昔工業遺址―載運礦產的運河與一座鼓風爐,能夠一窺斑駁老舊的熔爐和低矮的礦坑隧道放任想像遨遊,遊客本身就像是曾經生活在這片土地上的人們。作為一個重建歷史場景的文化觀光景點,它不是人們憑空建造、與地方文化毫無關係的主題樂園,小鎮所在的鐵橋谷本身就是一個富含歷史意義的工業文化地景,被創造的原意本是著重於作為一個博物館的教育與維護保存功能,漸漸其易於親近的特質更提供了民眾一處適合闔家同遊的遊憩場所;每年帶來為數可觀的訪客皆因園區塑造「回到過去」獨特的氛圍,爭相拜訪此地。2009 年時園區內新的興建計畫竣工,除了舊有的工業遺產和建築,新增了遊客中心和舊商店街等更多能讓博物館工作人員與遊客互動的場所,體現此處文化景點詮釋與時俱進的核心價值。
發展與詮釋遺產之策略
使用工業遺產的特色發展文化觀光,是一種管理者創意運用資產的表現。但工欲善其事,必先利其器;僅擁有文化資產還不夠,如欲發展遊憩活動與文化觀光,管理者需要先以將文化資產轉化成為文化景點為著眼點,學者 McKercher與 du Cros(2010)歸納出,成功的文化觀光產品大多因其具有(一)敘述故事、(二)使資產生動化並讓遊客可參與、(三)使體驗對遊客具有相關性、(四)突出品質和真實性數種關鍵要素而成功吸引遊客。
以下將藉由上述二位學者的理論分析布里茨山维多利亞小鎮將文化遺產轉化成為景點之策略:
創造文化觀光產品或景點之要素 維多利亞小鎮採取的策略敘述故事 以 1890-1910 年代維多利亞時期為背景使資產生動化 館內身著歷史服裝的解說人員可與遊客互動、技藝演示使產品具有可參與性 除了視覺外還加入其餘四感的體驗,舉辦節慶與主題活動鼓勵遊客參與使產品對觀光客具有相關性針對不同年齡層的學童設計教材教具或提供導覽突出品質與真實性 對展品科學化的研究與嚴謹的考察詮釋遺產時的中立性。
表 4.1 由創造文化觀光產品或景點之要素理論分析維多利亞小鎮採取之策略
Aug 14, 2023
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戴瑋琪·第 4 章〈露天博物館發展文化觀光策略―以英國鐵橋谷布里茨山维多利亞小鎮(Blists Hill Victorian Town)為例〉
鐵橋谷(Ironbridge Gorge)位於英國什羅普郡(Shropshire)境內賽汶河下游的一個縱谷,被眾人稱為「孕育工業革命的搖籃」,原是一片優美的河谷地景,18、19 世紀工業時代當地曾經發展起蓬勃的鑄鐵與煉煤、陶瓷工業,盛名富於一時,但後因經濟因素被他處工業區取而代之,使得當地產業逐漸凋零。直至二次大戰後,英國人民對於環境劇變產生不安定感,紛紛想從過往的榮景尋求一種慰藉,遺產工業與文化遺產的保存於是開始受到重視。1970 年代起英國尤對於往昔特有的工業文化遺址考古產生興趣,那一段文學作品中深刻刻畫的、曾經黑暗隱晦的工業的歷史得到了社會的認可。自此之後,英國以工業歷史與鄉村生活類型為主的博物館紛紛設立,一陣工業地景轉型成為博物館的浪潮中,鐵橋谷逐漸奠定其初步雛形,以將鐵橋谷「建立第一座鐵橋」這一段可被稱作是人類史上重要的一步呈現在世人眼前為己任,欲積極證明工業遺產內涵的價值。
在發展整個河谷作為博物館群的框架下,布里茨山維多利亞小鎮(Blists Hill Victorian Town,原名為布里茨山露天博物館)亦是計畫中的一份子,一開始就以一個露天博物館的形式存在於整個鐵橋谷博物館系統下,1973 年開放大眾參觀時一開始著眼的是當地工業的過往,包含原址保存下什羅普郡的一段運河,19世紀遺留下的鼓風爐遺址與往昔的陶瓷、磁磚工廠。隨後園區又納入了湯馬斯·特爾福德 1(Thomas Telford)在什魯斯貝里市(Shrewsbury)西邊謝爾頓地區(Shelton)建造的收稅站、還有一座位處紐波特市(Newport)的河岸倉庫,也被購入改建為木匠的工作坊,收藏赫福德郡(Herefordshire)印刷設備。自此之後博物館快速擴張發展,越來越具規模,形成了「小鎮」的風貌1。本文意欲探討布里茨山維多利亞小鎮於管理層面應用了何種策略將景點打造成文化觀光產品?又在遊客一趟造訪程中設計出什麼樣的方式詮釋文化景點,進以達到露天博物館作為一種活的歷史教材,提供遊客「寓教於樂」的體驗呢?
Thomas Telford (1757-1834),英國建築師與土木工程師,改良了建築拱橋的鑄鐵技術並將其發揚光大,在英國各地建造許多橋梁、道路與運河。
何謂露天博物館?
根據《國際博物館會議》(International Council of Museums, ICOM)將博物館定義為:「一座以服務社會為宗旨的非營利機構,它負有蒐集、維護、溝通和展示自然和人類演化物質證據的功能,並以研究、教育和提供娛樂為目的。」2 從文藝復興時代出現第一個公共博物館,到現代的博物館演化出各色各樣的型態,吾人能發現今日博物館的呈現方式已不再侷限於將文物剝奪原有的時空環境,貼上標籤後鎖入玻璃展示櫃,逐漸發展出成為強調某時空居民與其生活社區共存的樣貌,呈現其經濟、科技發展與歷史文化脈絡軌跡的型態 3 。
1 參考 Blists Hill Victorian Town Souvenir Guidebook
2 張譽騰,博物館的特性和觀察向度,博物館學教育資源中心,國立台南藝術大學。
露天博物館的觀念源自 19 世紀的斯堪地那維亞,原先為的是保存工業革命風潮席捲下面臨重大型態變革的傳統生活方式。瑞典學者亞瑟.哈茲里烏斯(Artur Hazelius)自斯堪地那維亞民俗博物館(Museum of Scandinavian Folklore)得到靈感,於是興建了世界上第一座露天博物館―斯堪森(Skansen)露天博物館,這樣的創舉給予了北歐其餘國家不少啟發,類似的博物館開始如雨後春筍般紛紛成立。歐洲各國的露天博物館大部分以展示農業型態生活為主,英國則以保存工業地景文化為多;除了小型規模的地方博物館展示民俗及生活歷史外,較為著名的為位於杜倫郡(Durham)的畢密胥―北英格蘭戶外博物館(Beamish,The Living Museum of the North),伯明罕附近的布萊克地區生活博物館(Black Country Living museum),與本文著眼的布里茨山維多利亞小鎮。
而維多利亞小鎮又是具有什麼特色的露天博物館?小鎮內包含約五十處景點,為十九世紀時什羅普郡與其鄰近地區具代表性特色的建築,其中保存有若干原始座落於露天博物館址內的橋梁、工廠、礦脈遺跡4。這裡每一幢房舍或建築即是一個節點,將維多利亞時代小鎮居民生活景況濃縮成一連串被創造出的縮影場景,體現的是一種「時空壓縮」(Boyarin, 1994)。
露天博物館址內的建物共有拆除瀕危建築或重建、原址再利用、複製他處建築至此、重新使原有遺產恢復其特色四種類型,建築內外以及內部收藏現存狀態都很良好。內部展品設置經過嚴謹地考察後妥善還原當時樣貌,經常可以發現時間在傢俱擺飾與生活用品像是靜止了,好似曾使用過它的主人只是暫時離開的狀態。除此之外像是鑄鐵、製陶等工作坊中的技藝演示與古色古香的商店、學校、農場也是各個露天博物館中常見、與先人生活有密切關係的場景(如圖 4.1)。(見《大英風華,精焠文化》戴瑋琪·第 4 章·露天博物館發展文化觀光策略―以英國鐵橋谷布里茨山维多利亞小鎮(Blists Hill Victorian Town)為例)
Aug 17, 2023
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(續上)創意並不僅只是藝術家與創意經濟者的專有,而有可能來自任何人。藉由促進創意,並在公、私、社區領域內合理運用創意,使我們的城市更適合居住並生氣勃勃 3。從亞伯特碼頭的再生活化創意空間利用到利物浦博物館的創意解說與呈現,我們可以發現藉由這樣的規劃,讓硬體和軟體文化的價值提升了。結合當地文化資產及地方特色,並透過將文化遺產轉譯成更容易讓一般大眾消費的方式,能夠讓城市找到自身的發展潛能。除了能轉變城市的過往形象,打造新品牌以外,更能提高城市的競爭力。而在再生的過程中,亦不能忽略當地居民的感受。
當地居民是城市的根本,結合在地文化的再生計畫以及重視居民的生活福祉,不僅能使城市煥然一新,也能增加當地居民對於城市的參與感與認同感。運用創意元素,重新審視空間尺度、文化傳承、當地人民需求、城市氛圍來做規劃,不但能增加當地獨特性,也能打造一個更可能永續經營下去的城市。
1 引用自朝陽科技大學工業設計系 蕭明瑜
2 引用自經濟部投資業務處 李永展
3 引用自朝陽科技大學工業設計系蕭明瑜
參考資料
Cloke, P. (2006). Rurality and creative nature-culture connections. In H. Clout (Ed.),Contemporary rural geographies: Land, property and resources in Britain: Essays in Honour of Richard Munton (pp. 96–110). London: Routledge.
Crang, P. (1997). Cultural turns and the (re) constitution of economic geography. Geographies of economies, 15, 3-15.
Ivanovic, M. (2009). Cultural tourism, Juta Academic.
Landry, C. (2008). The creative city: A toolkit for urban innovators, Earthscan:James & James.
Mommaas, H. (2009). City, culture and identity: The city as third space. Paper
presented at the Cultural Policy and Management Conference, Istanbul Bilgi
University, November.
Richards, G. (1996). Cultural Tourism in Europe. Oxford: CAB International.
Richards, G. (2011). Tourism and creativity: the state of the art, IN: Annals of Tourism Research, 38 , DOI:10.1016/j.annals.2011.07.008
曾信傑。(2005)。文化行銷:博物館在都市再生中扮演之角色。博物館學季刊,10(4),33-47。
林政逸。(2010)。創意都市與文化產業群聚:台北市案例與反思。發表於第二屆發展年會。台北:台大,國立台灣大學城鄉與建築研究所。
利物浦國家博物館官方網站
(見《大英風華,精焠文化》蘇鈺雯 [第5章] 利物浦的創意元素―以亞伯特碼頭及利物浦博物館為例)
Aug 18, 2023
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(續上)此外,在三樓的人民共和國中展示了 1870 年利物浦的社區住宅空間。參觀者走近這個複製的街區,可親身體驗到當時困苦的生活環境。模擬的空間以及結合了五感體驗的設計,配合投影在壁爐牆壁上的解說影片,讓整個展示給人走進時光隧道回到維多利亞時代之感。這些創意設置,讓歷史文化本身活了過來,比起單純看到圖片或者是影片,這樣的呈現方法讓有形及無形文化資產轉譯成每個參觀者都能理解的深刻體驗。博物館利用這樣的詮釋手法,使參訪者和歷史更貼近,能了解到文化遺產不再是充滿距離感的斷層過去,而是孕育出現在的深刻過往。
運用創意的解說技巧 利物浦博物館在每一個展廳都有配合主題動手操作的互動裝置,其展覽重點
之一就是希望能讓展品處於開放的狀態,並希望參觀者能夠使用觸覺感受文化遺產。利用將解說資訊放在抽屜的方式引導參觀者自行拉出,或者是將展覽內容相關的周邊知識設計成可以互動測驗的巧思,讓參觀者主動去發現驚喜。其中令人印象深刻的是在 The Great Port 區甚至還提供可以聞到味道猜測是當時何種進口產品的裝置。此外也可細聽由演員扮演的歷史人物在鏡頭前講解的生動歷史故事、在皇家軍團區試戴不同軍帽、也可在人民的歷史區體驗結合了利物浦流行音樂的歷史而設置的大受歡迎的卡拉 OK。博物館還運用了大量的高科技產品來做為解說的輔助工具。在不同展場有多樣化的互動裝置。不僅讓孩童可以藉操作的機會學習知識,甚至成人也樂在其中。
重視各客群的不同需求
利物浦博物館並不把自己定位為只對高雅人士有吸引力的傳統博物館。針對不同的客群都應該要能符合他們的需求。因此他們盡力把博物館的解說與呈現運用創意做的生動活潑,讓少數族群、殘疾人士等各不同客群的人皆能參觀,並感到自身也是被重視的一份子。其中最令人訝異的是博物館對於孩童的貼心設置。
體諒到孩童的身高,整座館內不僅在較矮處特意設置了也能孩童也能看到的展品,也規劃了專屬六歲以下的孩童專區 Little Liverpool。孩童專區中的Liverpuddles 是以梅西河為基礎的水流互動裝置。以充滿趣味動手玩樂的重要性教導孩童維持水域的潔淨對於保護動物的重要性,以及他們對於環境的責任。
此外,博物館非常重視當地居民的聲音,強調其聲音應和策展人的意見受到同等重視。利物浦博物館群的 2011-15 年的策略計畫中提到博物館應作為社會改變的代言人,也應該要負起社會責任。在聯合國教科文組織所提出的創意城市概念中提到,創意城市不僅需要耀眼的創意經濟,社會正義及弱勢發聲也很重要,相較於一般創意城市多半只注重產值,或強調某個「創意階級」,因此它特別注重市民的創意,以及創意與社會文化間的永續性。此外,也強調網絡的概念,注重與其他區域城市的關係;具體而言,創意城市網絡不只是一個行銷計畫,也是一個學習跨界提案、合作的機會 2。
結語
Aug 20, 2023
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(續上)利物浦博物館概況介紹 於 2011 年開幕,座落於梅西河畔、聯合國教科文組織(UNESCO)評定的利物浦世界遺產地的利物浦博物館,為英國百年來建造過規模最大的國家博物館。此博物館定位己身為一個以民為本的城市集體回憶,其建築與館內設計是結合了當地文化與在地歷史意象設計而成,是座記憶地方歷史的地方博
物館。館藏為從市民到公司得來的 6000 多樣代表利物浦的物件。展品分為歷史、考古、交通文物、以及皇家軍團(King’s Regiment)還有和當代利物浦人民相關的作品及文物。
博物館擁有三層樓,共九座展廳,分別是一樓的 The Great Port、Global City、 Little Liverpool;二樓的Liverpool Overhead Railway、History Detectives 、City Soldiers;以及三樓的 The People's Republic、Wondrous Place 、Skylight gallery。在一、二樓層皆有教育空間,二樓目前有 Liverpool Doors、Postcode 兩特展,三樓則有固定時間開放入場的披頭四秀以及還有足球表演。展覽重點
從冰河時期相關文物及歷史一路到現代社會,並介紹了利物浦如何從一個入潮口成為工業革命時世界上最重要的港口之一。此外,除了介紹利物浦當代的流行音樂及運動文化以外,也呈現了當地居民的不同故事。
運用創意的呈現手法 有別於一般博物館的傳統展示方法,利物浦博物館使用了生動活潑的展示手法來呈現利物浦的歷史。例如在二樓的 Liverpool Overhead Railway 介紹了利物浦在 1893 年建的世界上第一座電動高架鐵路的歷史背景。這座高架鐵路是為了紓解當時碼頭運輸的擁擠,但同時也因為其能俯瞰碼頭及梅西河的特別景色而成為了觀光景點。利物浦博物館為了呈現這樣的歷史而展示了那時碩果僅存的車廂,並為了符合其以往高架鐵軌的特色而特意將它設置在離地高度處 4.8m 處。最特別的是車廂內設計成會散發出煙味以及霉味,同時播放著當時工作人員的解說聲音;在另一旁也設置了車廂及當時的三等艙及頭等艙的不同座椅,讓參觀者一邊聆聽模擬當時乘客的對話過程一邊體驗不同座椅。
為了觀光景點。利物浦博物館為了呈現這樣的歷史而展示了那時碩果僅存的車廂,並為了符合其以往高架鐵軌的特色而特意將它設置在離地高度處 4.8m 處。最特別的是車廂內設計成會散發出煙味以及霉味,同時播放著當時工作人員的解說聲音;在另一旁也設置了車廂及當時的三等艙及頭等艙的不同座椅,讓參觀者一邊聆聽模擬當時乘客的對話過程一邊體驗不同座椅。
(見《大英風華,精焠文化》蘇鈺雯 [第5章] 利物浦的創意元素―以亞伯特碼頭及利物浦博物館為例)
Aug 21, 2023
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在水域方面,亞伯特碼頭周遭也提供了各式各樣不同的活動。例如亞伯特碼頭圍繞起來的水域中有提供觀光客上高桅横帆船參觀的機會。建於 1899 之波羅的海貿易船 Glaciere,在那時用來運送石頭建材從英國到丹麥,利物浦的亞伯特碼頭部分也是藉由它幫忙運送建材而蓋成的。在荒廢多年後經由利物浦的航行愛好者 Dave Murray 改造,現在成為讓人們體驗帆船的最佳平台。它除了停泊在亞伯特碼頭供人
觀光客上船參觀外,也提供了出海航行的多日體驗以及各式各樣的潛水課程。航行體驗內容包含教導參加者駕駛帆船外、航行相關知識、海上求生技巧。航海與潛水課程並無年齡限制,也非常歡迎孩童或是行動不便的人士參加。藉由發展「體驗」為其服務增加價值以及其獨特性,使觀光客不在只是被動地接收知識,而是主動地投入參與,這也是將既有資產活化使用的極佳例子。
黃色鴨艇(Yellow Duckmarine)是運用在 1940 年代作為海灘運送的軍用船隻以及二次大戰中的登陸工具,經過改造之後現在成為利物浦市區觀光路線之移動工具。水陸兩棲的功能是其最大賣點,在遊覽過市區知名景點後從 Salt house Dock 進入水域。除此之外,停泊在 Albert Dock 旁的黃色潛水艇船隻被改造成水上高級旅館,船隻的外貌依披頭四著名專輯黃色潛水艇封面模樣打造而成。除了供遊客住宿體驗以外,也能成為開派對的另類場所。這種創意地運用既有資源,結合當地歷史文化的概念,使得亞伯特碼頭多了更多獨特的賣點。
閒置空間並不等於廢棄空間,對於閒置空間想辦法再利用的概念蘊含了永續經營的願景。亞伯特碼頭的再生計畫,不僅賦予了老舊建築重生的活力,也給予現代觀光客與眾不同的體驗。運用創意思維,不僅能創造景點的獨特性,吸引觀光客前來,更重要的是增加城市居民對於己身文
化的認同。而亞伯特碼頭周遭的各項設施與活動也創意地運用了和當地文化脈絡相關的元素,打造出與眾不同的體驗。從治安死角變成英國倫敦以外最大的觀光勝地,城市居民對於利物浦的轉變有目共睹,也進而為自己城市的文化感到驕傲。將既有資產轉變成為擁有更高象徵價值的創造資產,其結果為利物浦本身、當地居民、觀光客帶來了三贏的局面。
利物浦博物館-在解說與呈現中加入創意元素
欲將文化資產轉變為引人入勝之文化觀光產品,須將其經過精心打造、包裝後才能創造出吸引觀光客前往觀賞之魅力。單純的文化資產若只是擺在原地不加以管理、行銷,則難以發揮其觀光價值。而博物館不能只是單方面的保存文物。
如何透過創意地解說與呈現讓各不同客層的參觀者皆能了解其展品之價值與意義,進而啟發興趣,產生對其文化尊重且珍惜的態度,是博物館重要的課題之一。
Cloke(2006)指出,創意的概念可以延伸到許多傳統並非被視為創意的領域,就算某些是很明顯的機械式、已經被設定好的模式活動(如:高空彈跳),但藉由體驗的方式和參加者與其互動及回應的方式,可以讓過程非常具有創意,也能讓體驗更加深刻。博物館運用創意的解說與展示手法,亦能讓不同客群的參觀者皆融入博物館的氛圍當中,使得博物館不再是高雅人士才能欣賞,或者是成年人才能得到收穫的地方。
Aug 22, 2023
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(續上)在利物浦為數眾多的都市再生計畫中,亞伯特碼頭佔有重要地位。利物浦工業革命期間輝煌的歷史、以及海港貿易與奴隸貿易文化等皆和此地緊密相關。其重要性讓此區域於 2004 年 7 月被聯合國教科文組織 UNESCO 指定為世界文化遺址。因此本文以 Ivanovic 之理論為架構,著重探討利物浦亞伯特碼頭與一旁的利物浦博物館,是如何將創意思惟融入有形及無形的既有資產中,在硬體設施的活化再生、軟體上的呈現(Presentation)與詮釋(Interpretation)上運用創意,增加當地獨特性,改善破敗形象,成為當今英國最受歡迎的觀光遊憩景點之一。(Ivanovic, 2008, p.210)
亞伯特碼頭(Albert Dock)概況介紹
位於利物浦港口區的亞伯特碼頭(Albert Dock)興建於 1841 年,為全英國最大群之一級建築(Grade I Listed Building)。在工業革命時期為大西洋東岸的主要貿易港,也是移民者前往美國新大陸的主要出發港口。再加上國際奴隸貿易興盛之故,使其在航海貿易文化中占有舉足輕重的地位。然而其繁榮盛況隨著 50年後船舶體積漸增大使得碼頭船塢不敷使用、二次大戰德軍的轟炸、城市航運業的衰退、港口泥沙淤積、等因素而消失。加上六、七零年代的經濟衰退,引起嚴重的社會治安問題,使此區域成為利物浦的貧窮治安死角,甚至遭受即將拆除的命運。所幸後來藉由政府以及民間力量合作,西元 1981 年成立了「梅西賽德區域開發公司(Merseyside Development Corporation)」負責碼頭的再生計畫,在耗資一億英鎊的經費後成功地將亞伯特碼頭由原本的破舊廢墟搖身一變成為每年吸引四百萬觀光遊客的熱門景點。
亞伯特碼頭-硬體資源創意使用
亞伯特碼頭目前的樣貌維持了維多利亞時期的船塢碼頭港灣建築,其經營概念著重在休憩與觀光。由鐵、紅磚及石頭所建造的船塢空間成為創意使用的最佳空間。結合利物浦城市的歷史特色,包含海洋貿易文化、流行音樂文化、工業革命盛行的奴隸貿易文化等元素,而成立了梅西賽德海事博物館(Merseyside Maritime Museum)、國際奴隸博物館(International Slavery Museum)、披頭四故事館(The Beatles Story)、以及泰德利物浦美術館(Tate Liverpool)四個藝術文化機構,並成為利物浦城市文化復興的重要地帶。除了設立藝術文化機構外,碼頭區並設立超過二十五家商店、十餘家餐廳與咖啡店、三十餘家辦公室雇用超過兩千位工作人員、兩家飯店與一座健身房,並提供超過一百間公寓住宅,可以說是自成一個社區(曾信傑,2005)。老舊建築的再利用,能為其注入新生命與活力,使它能融入當代社會與環境,創造新的可能性。
走進在工業革命遺留下來的紅磚古蹟彷彿回到 19 世紀,然而其下卻是當代時尚的紀念品店、酒吧、餐廳等,這樣的設置結合歷史脈絡與現代性,活化了原有的老舊古蹟,將現代與過去連結在一起。這樣創意運用老舊空間的概念,不僅將利物浦當地的歷史重要文化概念保存下來,也創造了屬於當地的獨特性,成功地吸引觀光客目光。更何況,這樣活絡的發展環境不但釋出許多工作機會,有助於改善利物浦的經濟,其再生計畫所包含的基礎設施建設也提升周遭居民的生活品質,改善民眾對於此區域過往的破敗印象。如重建後的亞伯特碼頭旁的 Pier Head 成為當地居民休閒遊憩、欣賞河邊景色的最佳場域。此外,也是舉辦大型活動的適合地點,2012 年奧運聖火傳遞抵達利物浦的慶祝活動即在此舉辦。(下續)
Aug 23, 2023
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蘇鈺雯〈利物浦的創意元素―以亞伯特碼頭及利物浦博物館為例〉
自後工業時代來臨,歐洲以服務經濟為主的產業正逐漸被知識經濟及體驗經濟導向的產業取而代之(Richards, 1996)。在進入 20 世紀後,許多工業城市因為工業產業式微與競爭優勢不在,而面臨失業率節節上升、經濟衰退危機及社會治安多重問題。為了解決此問題,許多歐洲城市們開始進行產業升級,期許能透過都市更新與經濟再發展計畫來改善問題。而在 1970 到 1980 年代,過去在都市政策中被忽略的文化策略,開始對社會和政治的議程(agenda)產生影響。文化的產業化,更使文化不僅開始重視生產、循環與消費,進而產生經濟的效益,也促使其在社會再生產的累積過程中扮演相當程度的影響性(Bourdieu, 1994; 引自Crang, 1997:9)。而這些後工業城市無不極力改變往日形象,展開一連串以文化產業帶動都市再生的計畫,以期能使產業結構轉變,一方面吸引外來投資,另一方面創造新的城市意象。
然而由於全球化、商品化、城市和區域之間競爭的過程,以及知識和網路經濟的發展(Mommaas, 2009),使得各城市不免陷入系列複製的陷阱裡。古根漢博物館在西班牙默默無名的後工業城市畢爾包設立後,當地政府結合都市再生計畫,重新塑造了畢爾包的風格,使其轉變為世界性新地標。這樣的成功,使得全球產生古根漢效應,而後工業化城市爭相邀請古根漢前來設館,以期能獲得相同的效應,使自己城市脫胎換骨一躍為世界性知名城市。然而所謂的都市再生並不是在自己城市裡安插一座畢爾包博物館就保證必然成功。當世界各地都充滿樣貌大同小異的畢爾包博物館,它就失去了其獨特性。依城市的歷史文化脈絡、運用當地既有資源、融合在地居民與文化而規劃的都市再生計畫才能達到永續的目標。
而在其中,創意則是最不可缺乏的要件,也是系列複製之解套方法。查爾斯‧蘭德利在 1980 年代末提出《創意城市》的概念,他認為文化資源是城市的原料,也是它的價值基礎,其中的資產取代了煤、鋼鐵或黃金。而創意則是利用這些資源,並助使它們增長的方式。城市規劃者的任務就在責無旁貸的去辨識、管理並開發這些資源 1。Landry 從都市規劃角度指出創意的形成是需要一種都市活力、環境刺激、文化活動多元化等創意環境(creative milieu)。此創意環境構成來自於軟體結構與硬體結構的相互綜效,促使新的創意得以自由流通與實踐。他們主要貢獻在於創意都市之發展策略需要兩種要素投入,一是新的創意思考以解決新的都市問題。二是文化是創意資源,其包括有形文化資產以及無形文化資產的再利用(林政逸,2010)。
利物浦擁有許多潛在的吸引點,有形者為世界文化遺產之亞伯特碼頭、利物浦大教堂、以及披頭四相關景點等;無形的則如其海港文化、流行音樂文化、足球運動文化等。這些豐富的既有資產,需要經過轉化與包裝,才能成為具有獨特吸引力的創造資產。身為後工業城市的利物浦,自 1980 年代起展開一系列的都市再生計畫,積極謀求轉型,並利用創意將既有資產轉化為創造資產。不僅成功地重新定位自己的形象,搖身一變成為文化觀光大城,也讓文化資產有機會從歷史沉重的負擔轉型為新興文化經濟的文化商品,當地居民亦增加對自己城市文化的認同感。(見《大英風華,精焠文化》蘇鈺雯 [第5章] 利物浦的創意元素―以亞伯特碼頭及利物浦博物館為例)
1 引用自朝陽科技大學工業設計系 蕭明瑜
《國外實習體驗書寫》
工業遺產文化創意產業
《藝頻道》電影達人
文創觀光發展
Aug 24, 2023
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披頭四文化資產→披頭四觀光產品
當披頭四 1970 年解散,約翰藍儂於 1980 年在紐約被瘋狂歌迷射殺身亡,披頭四已成歷史,也成為利物浦傳奇。但這傳奇如何維持它不朽的地位?利物浦運用了什麼策略將披頭四資產轉化成為音樂觀光產品?
首先,強調資產的他性就是利物浦最具說服力的首要策略,來自全世界各地的披頭四樂迷來到利物浦想看的,無非是獨一無二其他地方看不到的披頭四文化資產,例如保羅麥卡尼舊家 20 Forthlin Road 或是約翰藍儂舊家 Mendips 等。但是當這產品赤裸裸呈現在遊客眼前時,並無法讓遊客與其參考框架做連結,也就是說遊客難以感受到該資產與自身的連結性;所以我們就需要圍繞資產構建故事。
「想像穿越後門進入後,進入約翰藍儂阿姨 Mimi 為他煮茶的廚房,或是站在約翰藍儂跟保羅麥卡尼寫下〈I Saw Her Standing There〉這首歌的地點」都讓整個資產充滿了畫面及故事性,也讓遊客的參觀體驗更加生動且深刻。當然,遊客來到利物浦,並不只是想要嚴肅的熟知披頭四團史或者走馬看花各景點,使體驗有趣、輕鬆、娛悅就成為了博物館/導覽行程的基本守則,因此利物浦博物館提供了卡拉 OK 室讓男女老少都可盡情高歌,小朋友們也很開心的戴上道具又唱又跳(圖 6.6.1)。
The Beatles Story 館長表示,披頭四的音樂魅力至今仍是全球性文化,走在利物浦街頭上,隨時可聽見披頭四的音樂放送,因此,音樂的力量就是過去與現在的直接聯繫,在 76 號公車上恰好遇見前往 Strawberry Fields 的一群西班牙青少年就是最明顯例子,披頭四音樂隨著世代交替而傳承,超越了音樂的物質性,成為一種文化價值與意義,生生不息循環著(Wicke, 1990)。
反思
流行樂/搖滾樂讓人感到無所不在的真正原因,是它與大眾傳播方式的緊密結合—唱片、廣播、電視、電影等,經由這些現代媒體科技,音樂穿透到世界各角落。利物浦音樂觀光之所以成功,是因為在這樣的文化機制下,利物浦運用了創意整合城市所擁有的披頭四文化資產,創造出像是 The Beatles Story 或是Mendips 等高品質的觀光商品,滿足要求高品質與真實性的披頭四樂迷/文化觀光客。但是,現在全世界到處可找到與披頭四相關的建築、博物館、景點等,除非文化資產的故事能被適當說出,否則它們本身並不具太大意義。
因此,利物浦如果想要永續經營披頭四音樂觀光,單靠利物浦博物館、The Beatles Story 等點似乎稍嫌薄弱,保羅麥卡尼與約翰藍儂舊家在國家信託的委託保存下,呈現 1950 年代保羅與約翰童年居住時的樣貌,吸引了許多披頭四樂迷前往參觀,就是相當成功的文化資產轉化與妥善經營利用。
如果將位於郊區的它們設為第一層次景點,配合第二層次的景點,例如 Casbah Coffee Club、Cavern Club、Strawberry Fields,附上解說看板,使之形成披頭四音樂觀光路線,在較大的區域如 Penny Lane 可開闢觀光區,再結合年度披頭四節慶活動,必能吸引更多遊客前往或是延長停留天數。
如此一來,發展文化觀光不僅僅只是為了經濟效益,同時也是保存利物浦城市資產,使之生生不息的最佳方式。如先前所述,披頭四的音樂資產已經超越其音樂的物質性,成為了利物浦的無形價值,必須妥善保存與經營。作為一個成功的歐洲文化之都,呈現在全世界面前的,應該就是屬於該城市本身最珍貴的文化資產,而披頭四,正是利物浦的聲音。(見《大英風華,精焠文化》劉怡君 [第 6 章] 〈在利物浦聽見披頭四(the Beatles)― 利物浦披頭四音樂觀光〉)
Aug 29, 2023
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體驗經濟
Pine 與 Gilmore 於 1998 年提出「體驗經濟」(Experience Economy)的概念,認為體驗是來自消費者發自內心的情感,因為充滿價值所以消費者珍惜參與其中的體驗感覺。當產生體驗的活動結束後,活動所創造之價值會長存於個體記憶中,故當然其價值高於商/產品及服務本身。而 Pine 與 Gilmore 將體驗分為四象限:
實際走訪披頭四景點所獲得的觀察與訪談結果,發現博物館成功營造輕鬆愉快的氛圍,充分提供遊客娛樂性和美感體驗,而寓教於樂的呈現與解說方式讓遊客涉入其中後,進而主動追求吸收新事物因而獲得教育性體驗。至於與披頭四團員之相關景點與歌詞性景點,我在 Mendips 訪問了一對來自阿根廷的夫婦,由當地友人陪同前來(圖 6.5.1),太太是披頭四的頭號歌迷,她表示能來到利物浦並親眼看見約翰藍儂家帶給她強烈的感受,並且與披頭四產生了連結感,她很喜歡這感覺。
兩組都是來自南美洲的遊客,為了感受披頭四尋求徹底的逃避性體驗,千里迢迢來到了利物浦 Mendips,亦或是參加“Beatles Fab Four Taxi Tour”以求沉浸在披頭四氛圍中。在這過程中他們聆聽友人/司機解說,主動積極發問,體驗在娛樂美感教育性及逃避性四象限中獲得平衡,達到中心的甜美點(sweet spot),也將產生高價值之參觀記憶。
1 娛樂(Entertainment):人們經由感官,被動地吸收體驗,例如參加導覽聆聽解說。
2 教育(Educational):與娛樂性的體驗雷同,客體吸收非熟悉的事物,與娛樂性體驗的差異在於教育性體驗必須是積極主動參與,例如聆聽導覽後提問或回答相關問題。
3 美感(Esthetics):沉浸在某一事物或環境裡,但人們被動的參與及體驗對於事物或環境產生微乎其微的影響或甚至沒有任何影響,例如沉浸於造訪約翰藍儂舊家的強烈連結感。
4 逃避(Escapist):逃離是指積極參與令人沉迷的環境,讓放鬆身心的娛樂轉變為積極努力的參與其中,例如前往 Cavern Club 聆聽向披頭四致敬的現場演出。
在 Strawberry Fields 訪問到的巴西母子檔與其友人共三人,他們也是為了披頭四專程造訪利物浦,看到出現在披頭四歌曲中的 Strawberry Fields 場景媽媽覺得有種奇怪感,因為虛幻的事物竟化為真實出現在眼前,但友人則表示親眼看見這些景點令她深受感動。
這次我將自己視為尋求披頭四音樂體驗的遊客,單打獨鬥展開披頭四音樂朝聖之旅,搭著 76 號公車,40 分鐘後抵達郊區,步行公車路線沿途所經的 Mendips、Strawberry Fields、St. Peter’s Church Hall 以及 Penny Lane,在主動尋求體驗的情況下,某種程度算是逃離現實生活來到了一個完全新奇的世界。但是相較於利物浦博物館或是 The Beatles Story 提供大量的相關資訊,互動式體驗增加娛樂與教育效果,隻身在郊區的披頭四景點資訊相對的稀少許多,降低了體驗參與度。因此如何呈現或活化一文化資產就是另一個值得探討的課題。(下續)
Aug 30, 2023
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4.音樂製作/表演景點(Sites of production/places of performances)
在利物浦最知名的就是馬修街(Mathew Street),披頭四發跡的街道,街上有 Cavern Club,披頭四從默默無名到最終累積超過上千場表演的俱樂部,以及其他披頭四曾數次表演之酒吧。現在的馬修街周圍已成為酒吧林立的區域,在 Cavern Club 對面也出現了二店,夜晚時分便充滿慕名而來的歌迷和遊客,現場樂團演出頗有向披頭四致敬之意味,歌迷們也在此滿足披頭四音樂觀光中真正一飽耳福之機會。
5.導覽行程(Guided tours)與套裝行程及路線(Niche Package Tours and Itineraries)
導遊/司機配合景點進行故事敘述,將所有代表景點包裝成為一套裝行程或路線使資產生動化,例如“Liverpool Beat Route”、“Beatles Fab Four Taxi Tour”、國家信託提供之“Beatles' Childhood Homes Tour”。為追求真實性和景點可及性,此為現今利物浦音樂觀光最盛行之方式。在兩到三個小時的行程中,可看遍與披頭四團員生平相關之景點、歌詞性景點以及音樂表演景點,司機/導遊配合圖片等輔助道具述說歷史背景,不僅讓參訪充滿真實性和故事性而生動活潑,導覽者與參訪者的互動也能製造更深層共鳴,行程包裝更解決了披頭四音樂觀光客所可能面臨的窘境,例如景點遠離利物浦市區或者是點跟點之間的距離相差甚遠。
音樂觀光=音樂體驗?
遊客造訪利物浦尋求披頭四音樂觀光體驗時,對於景點的選擇仍待商榷,故藉由分析外來遊客訪談可獲得更多一手資料。但不可否認的是遊客參與度與景點真實性呈現某種程度的正向關係,就 Trip Advisor 網站上利物浦最受歡迎景點前三名,分別為約翰藍儂舊家、保羅麥卡尼舊家及 Casbah Coffee Club(披頭四表演場所之一,擁有披頭四團員協助之室內佈置),皆為與樂團相關之景點,說明了遊客容易感受其真實性,以及這類原物真實性(Objective authenticity)景點的獨特性和不可取代性。至於另一類高度參與的披頭四觀光景點則是歌詞性景點,例如 Strawberry Fields,是根據歌曲塑造之景點,此類景點長期下來,由遊客針對觀光目的地景物投射個人信念、期待、偏好、既有印象或文化所建構而成為建構真實性(Constructive authenticity)。演變至最後,遊客追求不再只是真實性,或許是替代性,因遊客親身參與而活化的存在真實性(Existential authenticity),例如 Cavern Club 在暑假期間都會舉辦一年一度為期一週的 International Beatle week 活動,讓遊客充分沈浸在披頭四氛圍之中。The Beatles Story 儘管只能提供部分真實性,但大量運用體驗式參與,也是另一存在真實性的完美呈現。
有趣的是,在披頭四音樂觀光景點中,除了少部分真正提供了「音樂體驗」,其他皆為博物館或靜態景點,因此除了探討遊客對於景點真實性的看法,並可藉由體驗經濟(Pine & Gilmore, 1999)模式(表 6.2)瞭解景點所提供之體驗經驗並結合比對,將進一步得到音樂觀光客體驗之動機及需求,以作為發展音樂觀光的參考標準或衡量指標。(下續)
Aug 31, 2023
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(續上)位於亞伯特碼頭的 The Beatles Story 則是另一風格截然不同的私人經營博物館,不特別強調原物真實性,而改採故事敘述手法,結合新穎科技設備,生動呈現披頭四團史與其發展。語音導覽藉由虛擬約翰藍儂妹妹茱麗亞的聲音述說,使遊客可在館內盡情肆意地體驗披頭四魅力。館內動線從披頭四的相遇結合,德國現場表演意外走紅,結合解說與報導重現各關鍵場景(圖 6.2),如披頭四發跡的馬修街(Mathew Street)與洞穴俱樂部(the Cavern Club),讓遊客更加深刻體驗披頭四成名歷史。
2.和歌手/樂團有相關聯之景點
(Places connected with the lives of the singer/band): 如約翰藍儂高中母校(Quarry Bank Grammar School,現稱為 Calderstones)保羅麥卡尼舊家(20 Forthlin Road)、約翰藍儂舊家(Mendips)、約翰藍儂與保羅麥卡尼初識教堂(St. Peter’s Church Hall)等。具有價值且高度相關聯之景點,如保羅麥卡尼舊家 20 Forthlin Road 和約翰藍儂舊家 Mendips 就受到英國國家信託(the National Trust)保護管理,沒有事先預約無法入內參觀。其他如團員出生之醫院、曾就讀學校、團員相識教堂等,大多未受到特別觀光化如標示或解說牌幟設置,唯有透過導覽行程可及性較高。
3.歌詞性景點(Lyrical places):
出現於歌名或歌詞中的場景,如〈Strawberry Fields Forever〉歌曲中的Strawberry Fields,名字出自靠近約翰藍儂童年住處的 Salvation Army house“Strawberry Field”,同時也是約翰藍儂童年的遊憩地。現今該景點僅為一門口寫有“Strawberry Field”的荒地,以閘門圍住而無法進入,但仍舊吸引無數樂迷遊客在“Strawberry Field”字前合影留念(圖 6.4.1)。Penny Lane 則是一個出現在歌名〈Penny Lane〉中而聲名大噪的街道名,歌曲中描繪出約翰藍儂與保羅麥卡尼童年成長的郊區景象。作為一音樂觀光景點,Penny Lane 因為落點關係較偏離市區,因此影響它的遊客造訪量,但仍吸引忠實披頭四樂迷到此一遊, 以進行 Penny Lane 街牌之符號收集(圖 6.4.2)。(下續)
Aug 31, 2023
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劉怡君〈在利物浦聽見披頭四(the Beatles)―利物浦披頭四音樂觀光〉
從巅峰到谷底,利物浦走過許多嚴峻考驗,現今利物浦已是 2008 年歐洲文化之都,這都是近年來致力發展城市特色的結果。檢視現今利物浦之於世界地圖的城市意象有三:亞伯特碼頭(Albert Dock)、足球、披頭四樂團(The Beatles)。
亞伯特碼頭象徵聯合國教科文組織世界遺產、英國最大規模一級古蹟建築群、利物浦博物館群所在地,甚至可視為利物浦輝煌海權時代的歷史化身。足球作為英國最受歡迎運動之一,利物浦足球俱樂部則被視為利物浦之城市資產,再塑利物浦的城市形象,刺激利物浦觀光市場。
但最令人好奇的是,披頭四―20 世紀流行音樂界的傳奇,在 1960 年代掀起披頭狂熱(Beatlemania)後,經由什麼媒介將其音樂(性)保留/轉化成為利物浦城市的無形文化資產,並透過音樂觀光形式持續強化其音樂意象與城市之間的連結直至今日,並將利物浦包裝成為歐洲流行樂之都(City of Pop)。
故利用此次實習參訪,觀察披頭四音樂觀光在利物浦的發展,以瞭解作為披頭四發跡地,利物浦如何呈現獨一無二的披頭四文化資產將其成功轉化為文化觀光商品,並強調資產的他性(Otherness),吸引發展出傲視全球的音樂觀光,持續放送披頭狂熱。
「目的地—音樂」 從抵達約翰藍儂機場(John Lennon Airport),根據英國市議會統計,每年吸引超過六十萬名遊客在利物浦從事與音樂相關的觀光活動(Research, 2011)。如此驚人的參觀人次與經濟效益,必定得相對提供一定數量與品質的相關景點及活動。根據 Herbert(2001)的論述,將核心替換成為「音樂地方」,兩側延伸分類,分別為音樂景點之一般性質及特殊性質(表 6.1)。
音樂景點的一般性質與景點環境、可及性、落點、設備與服務等外在條件較為關聯,而特殊條件則強調景點的「音樂性」,例如與歌曲或歌手相關,景點強調音樂或歌者的保存性。
將其與 Gibson 與 Connell(2005)所提出之音樂觀光景點類別結合,可整理出位於利物浦的披頭四音樂觀光五大音樂觀光景點類別,如下:
1.博物館(Museums)
原物真實性及建構真實性之結合代表,如利物浦博物館(Museum of Liverpool)、披頭四故事館(The Beatles Story)。利物浦博物館為英國百年來所建造之最大國家博物館,披頭四特展為三樓常設展之一,因應博物館性質,展覽強調原物真實性展示了披頭四相關物件(圖 6.1),並定時於 360 度環繞播映室播放披頭四短片 The Beatles Show― In the Town Where I Was Born,除了吸引披頭四歌迷前來朝聖,一睹偶像演奏過的樂器、穿過服裝、歷年相關報導、發行過的唱片專輯等外,常設展也等於提供了機會讓來自世界各地對於披頭四不甚熟悉的參觀民眾,在瞭解利物浦城市歷史外,也能更加瞭解利物浦傳奇之聲,音樂景點一般性質中的可及性提高了許多。
Sep 1, 2023
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張彥·文産升级:豐富形式,文化創
當前,科技進步對文化創新的驅動作用越來越強,文化與科技的聯繫從來沒有像今天這樣緊密。信息技術革命正加速向經濟社會各領域廣泛滲透,爲人民生活提供了新平台、新渠道,也爲文化繁榮發展創造了新載體、新機遇。我們要深入學習貫徹習近平文化思想,把握文化與科技融合發展趨勢,運用科技手段激發文化創新活力,爲文化創新插上科技翅膀,不斷形成新的文化産品形態,更好滿足廣大人民群衆的精神文化需求。
豐富文化表現形式。中國主席習近平指出:“要正確運用新的技術、新的手段,激發創意靈感、豐富文化內涵、表達思想情感,使文藝創作呈現更有內涵、更有潛力的新境界。”數字技術具有跨領域、跨時空、跨層級、跨系统等特徵,能夠整合各類文化資源,不斷豐富文化創新創造的手段形式。比如,運用虛擬現實、增強現實、混合現實等數字技術,對中華優秀傳統文化進行時代化表達、多元化表達,推動文化場景拓展,能夠更好展現中華文化的魅力韻味。
在杭州亞運會開幕式的文藝表演中,高科技賦能的地屏全景呈現錢塘江兩岸水墨畫捲,江南風韻儘展風採。在良渚古城遺址公園,遊客通過增強現實技術能“親眼看見”良渚時期莫角山宮殿的盛景。北京故宮博物院、西安秦始皇帝陵博物院等以虛擬展覽、數字文物等形式複現文物細節,實現了博物館陳列展覽、精品館藏、相關知識圖譜等內容的可視化、創意化。
神秘獨特的三星堆文化通過數字表情包、網絡遊戲等創意IP與潮流單品跨界融合,讓更多人更加便捷地感受沉甸甸的歷史寶藏。人們對凝結文化記憶、凝聚宏大文化敘事、廣泛參與文化事業的訴求,正在通過數字技術得以實現。
促進文化産業昇級。習主席指出:“文化和科技融合,既催生了新的文化業態、延伸了文化産業鏈,又集聚了大量創新人才,是朝陽産業,大有前途。”文化和科技融合的新業態成爲文化産業的增長點。虛擬現實技術、數字動畫、線上文娛旅遊服務、文化數據資源處理與存儲服務等多個領域的碰撞,爲文化産業發展提供了強勁動力。比如,智能化縮短了文化産品製作分發周期,加速文化創意産業發展與傳播。
深圳雲上文博會按照展館展區分類展示文化産品和項目,利用全景拍攝技術模擬線下展示場景,將線下展覽內容在雲上平台進行同步展示,並強化網上交易功能,打造永不落幕的“數字文博會”。
再如,互聯網技術與文博産業深度融合,實現數據安全實時共享、文化場館易管可控。“故宮·騰訊聯合創新實驗室”集成了採集、加工、音視頻製作等功能模塊,在大幅度提高文化産品産業數字化效率的同時,以虛擬演播技術替代常規綠幕和專業硬件,大幅度降低成本。又如,傳統文化産業同數字技術的融合發展,推動着文物保護利用和文化遺産傳承。
“數字敦煌·開放素材庫”是全球首個基於區塊鏈的數字文化遺産開放共享平台,6500餘份高清數字資源檔案向全球開放。藉助區塊鏈技術,該庫素材的原創証明和相關的授權、支付、下載等信息實時上鏈存証,每一例素材的授權使用均可查証,有效解決了文物數字資産的確權保護難題。文化産業數字化轉型,以科技創新爲動力,以融合發展爲路徑,有力推動文化産業高質量發展。
滿足群衆文化需求。文化和科技都是爲人服務的。習近平強調:“把人民放在心中最高位置,把人民滿意不滿意作爲檢驗藝術的最高標準,創作更多滿足人民文化需求和增強人民精神力量的優秀作品”。運用先進科技手段,助推文化領域供給側結構性改革和需求側服務模式創新,能夠更好滿足人民的精神文化需求。
如今,許多地方積極利用物聯網、雲計算、大數據、人工智能等對公共文化服務進行全方位、全鏈條改造。比如,以多種方式驅動文化IP創新重塑、跨行業滲透,對文化産品及服務供給進行深度挖掘,實現服務模式創新。
行浸式光影演藝“夜上黃鶴樓”,以黃鶴樓公園爲載體,運用激光投影、前景紗屏、演員影像互動、3D動畫燈等多項創新技術,實現光影技術與藝術完美融合,讓人們身臨其境。陝西歷史博物館通過高清影像及數據採集,以數字化虛擬展示方式,讓觀衆近距離、全方位觀賞和感知唐代壁畫的精彩。又如,數字科技與傳統業態有機結合,産生雲看展、雲演藝、雲視聽、雲旅遊等應用場景。
話劇《暴風雨》在國家大劇院上演時,超高清信號將表演實時傳至千裡之外的江西景德鎮陶溪川大劇院,兩地觀衆同步享受藝術盛宴。截至目前,國家大劇院線上演出已累計播出近200場,全網點擊量超50億次。科技讓群衆文化需求得到更好滿足。(原題:豐富文化表現形式 促進文化産業昇級,爲文化創新插上科技翅膀; 作者爲浙江大學社會科學研究院常務副院長;《 人民日報 》2023年11月10日 13 版)
Dec 15, 2023
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邱立本·兩岸中華文化逆轉的歷史諷刺
兩岸的中華文化盟主地位逆轉,是歷史的巨大諷刺。神州大地重返漢家詩書的世界,但寶島卻陷入「反中仇中」的漩渦。也許要待2024年臺灣政黨輪替,才可以讓被顛倒的顛倒回來。
1978年,中國改革開放的元年。當時中美還沒建交,但少數中國年輕精英都來到美國留學讀研究生,他們都是公派生,要了解美國最新的發展,但也暴露了他們知識結構的缺陷。
這些中國年輕精英在和臺灣在美國的留學生互動的過程中,被發現他們對中華文化的認識非常膚淺,遠遠落後於臺灣,無論是基本的歷史典故、用詞遣句、很多成語的運用,都不如來自臺灣的留學生,有時候甚至鬧出了笑話。如臺灣學生會問:「您府上是哪裏?令尊是做什麽工作?」結果中國學生會回答說:「我府上是山東,我的令尊是老師。」這些對「敬語」無知的回答,都讓臺灣的留學生忍俊不禁。
1970年代臺灣學生從小就熟讀唐詩宋詞、經史子集,都是大學聯考的必考,因而處處顯示中華文化的底蘊,而中國學生歷經文革和政治運動,即便最優秀的學生,都深受傳統文化斷層之苦,往往陷在「革命」的語境中,寫文章都是奇怪的歐化語法,如「不可戰勝的中國人民」(硬譯The Invincible Chinese),出現歧義。臺灣留學生就會調侃說:「不可戰勝」就是失敗了,難道說中國人民失敗了?
臺灣在1945年光復之後,中華文化成為主旋律,不僅國語運動如火如荼,中華文化的經典也是必修科目,錢穆等國學大師被蔣介石奉為國賓,中小學生對於古詩詞都朗朗上口。1960年代中國爆發文化大革命,臺灣則推動「中華文化復興運動」抗衡,展示臺灣才是中華文化的道統。
但歷史的反諷是,到了2023年,兩岸的中華文化地位大逆轉。臺灣「去中國化」的逆流越演越烈,新一代被「臺獨」的課綱所誤導,對中華文化失去了感情,2019年疫情期間,綠營的「108課綱」更將很多教科書的經典範文取消,如範仲淹的《始得西山宴遊記》、《岳陽樓記》等都被廢除,讓北一女老師區桂芝痛批「無恥」。
相反地,過去十幾年間,中國全力復興傳統中華文化,揚棄了過去馬列史觀解釋中國歷史的弊端,新一代都大量背誦唐詩宋詞,電視上普及中華傳統文化的節目,如《中華好詩詞》、《典籍裏的中國》等都膾炙人口。中華文化重返神州大地,並且在新的載體上,以深入淺出的方式呈現,如小紅書、抖音等的短視頻,都有大量的中華文化精華普及化的作品,如「意公子」、何楚涵老師等的詮釋,都深入淺出,深受年輕人的喜愛。
對全球華人來說,兩岸中華文化盟主地位的逆轉,令人五味雜陳,既慶幸神州大地重返漢家詩書的世界,但卻痛惜寶島陷入「反中仇中」的漩渦。也許要待2024年初臺灣政黨輪替,才可以讓被顛倒的顛倒回來。
(2023年12月29日 亞洲周刊專區;本文作者:《亞洲周刊》總編輯邱立本)
Jan 9, 2024
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制作工序繁雜,材料配件細小多樣
衛斯理通常在普通商店購買娃娃。每次制作服飾前,他都會給娃娃「洗澡」,把娃娃臉上的妝容和眼睛全清除掉,待穿上漂亮的服飾,設好發型以後,再給娃娃畫眉、點睛、上妝,給予每個婆羅洲娃娃一雙獨特而美麗的靈魂之窗。他笑說:「有時做不一樣的東西,會讓人充滿驚喜。」
制作婆羅洲娃娃服飾的工序相當繁雜,而材料更是多樣。受訪時,他邊說邊把材料工具拿出來給我們看,單是串珠銀飾,就分為幾十個小格子。
在他看來,尋找服飾配件材料的過程是最困難的,由於每樣物件都十分細小的關系,他必須逐樣檢查和觸摸,才能挑選出大小合適的零件。有些材料買回來後還不能直接使用,必須經過一輪巧思和DIY,弄成特定造型,才能縫制在服飾上。有的則必須用相似的材料來頂替。
制作婆羅洲娃娃服飾的材料細小多樣,單是串珠銀飾,就分為幾十個小格子。
他舉例說道:「伊班族在以前都會穿上使用錢幣來裝飾的服飾,因為錢幣是用銀制成的,穿戴越多的銀飾,就代表越有財富和地位。」由於錢幣體積較大,和娃娃身形不符,便以小巧的鈴鐺來替代。
分享原住民珍貴的傳統服飾文化
他分享,制作婆羅洲娃娃一般需要3至5天的時間,若包括研究服飾、尋找合適材料等過程,往往要耗上兩三星期。大部分的婆羅洲娃娃價格介於350令吉至500令吉之間,依據手工的難易度而調整價格。
內陸居民或烏魯人(Orang Ulu)是居住在砂拉越美裡內陸地區民族的統稱,涵蓋加央族(Kayan)、肯亞(Kenyah)、本南(Penan)等。
由於沒有任何本地原住民服飾娃娃可作參考,衛斯理起初在制作娃娃服飾時,都是靠自己研究、反復嘗試和摸索,長時間下來,才真正積累自己的一套制作方法和技巧。
砂拉越馬來族群婦女在出席婚禮或盛大節慶時,都會披著美麗的馬來刺繡頭巾或圍巾(Keringkam),凸顯高貴優雅的一面。
至今,衛斯理制作了超過200個傳統服飾婆羅洲娃娃,涵蓋本地15個族群、超過20種不同的傳統服飾,不僅限於婆羅洲,也包括馬來西亞半島地區的族群服飾。
每每完成制作,他都會把婆羅洲娃娃的照片上載到臉書和Instagram,同時不忘分享傳統民族服飾的知識,希望讓更多國內外的網友能一同欣賞豐富多彩的傳統文化,好好認識這片國土。
雖然經營客制婆羅洲娃娃的副業已有一段時日,但他表示,目前仍沒打算制作外國民族服飾的娃娃,希望能專注於制作本地族群的傳統服飾,發掘更多本地鮮為人知的族群和文化。
他笑說:「捕捉本地的人事物,是很有趣的事。」
在他看來,婆羅洲娃娃不只是玩具,它更像是一個媒介或一種方式,來幫助他傳達他想表達的重要信息,同時守護這些有可能消失的傳統服飾和文化。
「我想向大馬人帶出的重要信息是,本地擁有許多不同的族群和文化,才會組成現今的馬來西亞,創造出和諧的環境。」唯有互相認識,理解和尊重其他族群的宗教文化,才能創造出更團結、更美麗的馬來西亞。
(5.10.2022 星洲日報副刊 - 東西;記者蒙慧賢;攝影蔡偉傳;原題:身穿原住民服飾的婆羅洲娃娃)
Jan 18, 2024
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馬来西亞服飾文創
如果你不曉得東馬有哪些原住民、擁有哪些服裝特色和傳統文化,不如就透過這些惟妙惟肖的婆羅洲娃娃,來認識和欣賞東馬美麗的多元文化吧!
伊班(Iban):(左)伊班族女性上身披著的披肩(Marik Empang),由彩珠和布球制成,絢麗多彩,腰間纏著銀腰帶和銀裝飾,舞動時銀飾互相敲碰,發出悅耳清脆的叮當聲響。(右)慶祝豐收節時,伊班族男性一般會戴上由犀鳥羽毛制成的羽冠,上半身披著厚披肩(Gagong),下半身以花紋美麗的編織布料遮蓋, 手持盾牌(Terabai),造型十分英武。
伊班(Iban):由於地緣關係,居住在不同地區的伊班人,有著不同造型的傳統服飾。圖為居住在Skrang的伊班族女性服飾和巴當艾(Batang Ai)一帶的伊班族男性服飾。
居住在拉讓江(Batang Rajang)一帶的伊班族。
衛斯理自小在砂拉越長屋社區的大環境下長大,大學畢業不久就開始在馬航擔任空服人員。盡管在這11年間,他到過許多國家,接觸花花世界,卻絲毫沒影響他對自身傳統文化的熱愛和維護傳承的熱情。
衛斯理靠網絡自學縫紉技術,身上富有民族特色的衣服就是他親手縫制的。
每年的6月1日,他和家人一定會慶祝伊班人的重大節日——豐收節(Hari Gawai)。他形容,在這年中盛大節慶,每個人都會穿上不同款式和色彩的傳統服裝,非常壯觀熱鬧。
然而,自2020年疫情暴發,航空業受到巨大沖擊,衛斯理不僅工作和收入受影響,也無法回鄉慶祝節慶。被迫呆在異鄉的他,冒起了制作原住民傳統服飾給娃娃的念頭,將對家鄉的思念,投注在縫制原住民傳統服裝的愛好上。
「那時是5月份,想到豐收節快到了,我就開始制作第一個穿著伊班族傳統服裝的婆羅洲娃娃,當作是在疫情緣故沒法回家的情況下,用另一種方式來慶祝節日。」
當時他把自己的作品上傳到網上,孰料引起不少關注,陸續有好些朋友聯系他,要求定制穿上他們族群傳統服裝的婆羅洲娃娃,就這樣順水推舟般地,衛斯理將其愛好發展成了副業,陸續制作出更多不同的傳統服飾婆羅洲娃娃。
卡達山(Kadazan):卡達山族傳統的黑色民族服裝,點綴著許多珠飾,銀銅色腰帶,金黃色花邊,盤起的發絲顯得清麗優雅。
參考真實傳統服飾,勤上網考察資料
「對我來說,制作婆羅洲娃娃最有趣的地方是,在制作之余,我可以學習到其他族群的文化背景、傳統服飾的特色和背後意義等。」
服飾文化對一個族群來說有著深遠的意義,也是生活的智慧結晶。在開始縫制娃娃服飾之前,衛斯理都會參考和研究大量的資料,盡可能按照傳統服飾的真實樣貌去縫制,不隨意加入自己的設計。
Dayak Salako族:大部分居住在古晉的倫樂(Lundu)地區,擁有獨特的語言和文化。
為了呈現婆羅洲娃娃的傳統服飾,他會先在網上利用谷歌和YouTube來搜集資料,查看該族群的傳統服飾以及裝飾配件背後的意義,然後把照片影印出來,依圖制作婆羅洲娃娃的服飾。
馬蘭諾(Melanau):馬蘭諾族的傳統服裝一般以黑色和紅色作為搭配,並以金飾作點綴。
Jan 18, 2024
文創 庫
The first Creative Europe programme (2014-2020) supported more than 400 projects in the book and publishing sector, with over 3000 translations of literary works, from more than 40 source languages into more than 30 target languages. More than 2/3 of the supported translations are from lesser-used languages (European languages other than English, Spanish, German and French), which shows the real value of the Programme to safeguard, develop and promote European cultural and linguistic diversity.
Read more about Creative Europe support to literary translation (2021-27)
Since the beginning of the 2021-2027 programme, 90 projects have been selected for the translation and promotion of more than 1,000 books across Europe.
Find out more about the funding scheme “Circulation of European Literary Works”
Cooperation, networks and platforms
In addition to supporting literary translation, the programme co-finances a variety of cooperation, networks and platforms funding schemes’ projects. The following past or ongoing projects are some examples of how Creative Europe supports the book sector throughout the value chain from the author to the reader.
Talent development
CELA (Connecting Emerging Literary Artists) trains and connects 30 emerging authors, 80 emerging translators and 6 emerging literary professionals offering a bigger opportunity to small languages and to drive change.
Poetry promotion
The Versopolis platform created in 2017 has grown over the years to include 23 poetry and literary festivals in Europe. Together they have promoted more than 200 poets from 32 different European languages and over 1,800 of their poems have been published on the website.
Book fairs
The project ALDUS (European Book Fairs’ network) is an international network of the largest book fairs in the world (Frankfurt and Bologna), several national fairs and publishing associations, with the ultimate goal of further professionalising the fast-changing European landscape of publishing.
Booksellers
The project RISE by the International and European federation of booksellers is a three-year project aiming to upscale, reinforce and maximise the capacity and resilience of the European bookselling sector.
Reading
The project Libraries of Emotions brings together various organisations from across Europe to promote a new and innovative way of reading and encourage bibliotherapy sessions in European public libraries.
Inclusion
Every story matters is a project whose aim is to increase the creation, availability and promotion of inclusive books for children and young adults in the EU.
Multilingualism
The main objective of the LEILA project is to create tools and structural dynamics to promote the discoverability of works published in the Arabic language.
(Source: https://culture.ec.europa.eu)
Jan 22, 2024
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Overview of the sector
Publishing is one of the largest cultural industries in Europe, with a total market value estimated at €36-38 billion. According to a 2022 report of the European Publishers Federation, the entire book value chain is estimated to employ more than half a million people. The European book sector is incredibly rich and diverse, with more than 575,000 titles published annually.
However, many readers across Europe do not have access to the richness and diversity of European literature. The primary reasons for this are the linguistic and geographical fragmentation of the market. Literature from many European countries are rarely able to translate into the wide array of languages that make up its landscape.
The book sector has also accelerated its digital transition to address the changing habits of the market, so that it can broaden its readership and make the diversity of European literature more accessible.
Like many other culture and creative sectors, the publishing and book industry is working to contribute to the European Green Deal transition and rethink the ways industry contributes to the ongoing climate crisis.
The COVID-19 crisis has further amplified these trends and the need to support the recovery and competitiveness of the book sector.
Support for the book sector in the Creative Europe programme
The main objectives of the Creative Europe programme regarding the book sector is to reinforce the circulation of works in Europe, diversify the audience for European literature and strengthen the competitiveness of the publishing sector.
Creative Europe supports the book sector through horizontal funding schemes (cooperation projects, European platforms, European networks, Culture Moves Europe) and through sector specific actions such as support to Literary translation/Circulation of European literary works, the European Union prize for Literature and more recently the Day of European Authors.
In addition, policy actions such as the Open Method of Coordination (on Multilingualism & Translation in 2020-2021 and on Libraries in 2024) enable discussions with the sector, stakeholders and with EU member states and provide policy orientation on key issues.
Literary translation support (Circulation of European Literary Works)
The Creative Europe programme provides funding to organisations operating in the book and publishing sector to encourage the translation, publication, promotion and distribution of European works of fiction, mainly from less-represented European languages. The financial support covers 60% of the total costs of the projects. Most of the promotional activities (authors’ visits, festivals, readings…) are organised in cooperation with booksellers, libraries or literature festivals to reinforce the local/national book ecosystem.
Jan 22, 2024
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By focusing our research on the arts, we hope to offer insights on a creative landscape that is often neglected as a pillar of society and economy.
By contrast, Malaysia’s technology sector has been publicly proclaimed as a driver of the national economy since the 1990s, when the Multimedia Super Corridor was established by then Prime Minister Tun Dato’ Seri Dr Mahathir Mohamad.
Cyberjaya, a local “Silicon Valley” was purpose-built as a technology city and, as of 2014, has received RM17 billion worth of investments. 3
In the national budget for 2017, RM80 million was set aside for reinvigorating the arts, less than half the amount – RM200 million – to be invested in technology startups, while RM400 million was set aside for the tourism industry. 4
As the old saying goes, “Necessity is the mother of invention”. Many creative hubs in Malaysia are grassroots, by virtue of receiving very little federal or state government support. Yet these same creative hubs are also the glue for various artistic communities. They create connections between individuals, individuals and groups, and groups and locales.
In the British Council paper “Working With and Through Creative Hubs”, Lynsey Smith and Ellen O’Hara write that “[Creative hubs] may differ in size and focus, but ultimately ‘a hub is a hub’ when it unites, inspires and promotes a community.” 5
It is this sense of community that we used as a starting point for researching creative hubs in Malaysia.
Ref:
1 Matheson, Janine and Gillian Easson, Creative HubKit, British Council, 2015, p.4
2 Dovey, Jon and Andy C. Pratt, “Creative Hubs: Understanding The New Economy”, British Council, 2016, p.7
3 Cyberview Sdn Bhd, “Strong Growth: A Tech City Scorecard”, Cyberjaya Malaysia.
Available: http://www.cyberjayamalaysia.com.my/docs/default-source/publications/
facts-and-figures/strong-growth.pdf?sfvrsn=4 [Accessed 14 April 2017]
4 Government of Malaysia, “2017 Budget Speech”, Bajet Malaysia, 21 October 2016.
Available: http://www.bajet.com.my/2017-budget-speech [Accessed 14 April 2017]
5 Smith, Lynsey and Ellen O’Hara, British Council, “Working With and Through Creative Hubs”, p.5
Adapting Research Terms
It is worth remembering that the term “creative hubs” is fairly new. Many of the teams we interviewed would not necessarily use this term to describe themselves. At best, it can be used as an umbrella term to describe varied groups and spaces.
British Council provided a list of “hub types” to form part of our basic survey. We adapted and expanded on this list for more relevance to the Malaysian context and the scope of our research.
Original list of hub types:
• Studio
• Co-working space
• Makerspace
• Incubator
• Art Centre
• Network
• Other
Final list of hub types used for survey:
• Studio / art collective
• Co-working space
• Workshop
• Incubator / residency
• Event space / performance venue
• Gallery
• Network
• Event organiser
• Other
(APRIL 2017, WWW.BRITISHCOUNCIL.MY)
Jan 23, 2024
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Mapping Creative Hubs in Malaysia by British Council (2017)
When we began this research project, we started by compiling a list of places or groups that we felt could be considered “creative hubs”. It soon became clear that the term can contain multitudes. Here is the definition from the Creative Hub Kit (2015) commissioned by British Council:
A creative hub is a place, either physical or virtual, which brings creative people together. It is a convenor, providing space and support for networking, business development and community engagement within the creative, cultural and tech sectors. 1
Based on this definition, it would be possible to compile a list of hundreds of hubs in Malaysia. As we started to go through our list, however, we felt it was worth creating a more specific set of criteria to focus our research. Jon Dovey and Andy C. Pratt’s report, “Creative Hubs: Understanding the New Economy” (2016), presented further qualities to consider in this process:
Three important themes emerge from our study. They are specific to the nature of creative enterprises and to the wider creative economy, which alerts us to the differences between creative hubs and hi-tech, maker, new media, etc. hubs. The first is that the creative hub is more than a building and more than a network. Success depends on collaboration and exchange between its members.
Second, that creative hubs are embedded in their communities and regions, their economic, cultural and social activities. Every hub is different and dependent on its local context. Third, that multi criteria evaluation of creative hubs should be used to articulate their success or failure. 2
(Emphasis added)
Based on the themes outlined above, we decided that we would focus on surveying and interviewing creative hubs which firstly, show “collaboration and exchange”; and secondly, demonstrate an impact on and from the “local context” through being embedded in their communities.
Thirdly, we decided to define creative hubs as those aligned with the arts, either as a producer or support system for literature, performance, visual art, crafts, film, design and other art forms.
This third and final criteria led us to exclude hubs that might, on paper, qualify as a “creative hub” based on the broader definition. For example, Malaysia has several commercial co-working spaces that are shared by technology startups. These certainly allow for networking and business development. But in this study, due to limited time and scope, we have decided to focus on hubs that lean more towards the creative sector than the tech sector.
Jan 25, 2024
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眾籌「支持者」可以獲得許多獎勵,包括:
6大好處誘人
另一方面, 近兩年由於疫情封鎖,更多的商業營銷和推廣活動在網上進行,股權眾籌也不例外。這就是我接觸到不少股權眾籌公司的原因。
我也意識到很多第三方公司或經驗豐富的股權眾籌投資者,向公眾提供投資股權眾籌的課程。有的甚至與一些股權眾籌平台合作,推動此類投資。
他們充當股權眾籌平台的經紀人,成為投資者和籌集資金公司之間的橋梁。
一些人可能認為眾籌的唯一好處就是籌集資金。然而,眾籌活動還有其它額外的好處,如下:
眾籌的最大優勢之一是你可以向成百上千的現有或潛在客戶推銷,並在籌集資金時為你的初創公司向新客戶推廣產品和公司。
通過對潛在投資者進行路演的公開活動,初創公司在媒體以及潛在合作伙伴和員工中的知名度將被提高。在現場或隨著時間的推移,公司可以吸引到投資者群體中的專業人才和其他資源或技術。
因此,一些公司盡管可能不需要籌集資金,但仍使用眾籌平台來吸引人才,資源或技術。
與客戶和合作伙伴保持互惠互利的最佳方式,是讓他們投資於你的公司。忠實客戶將成為公司真正的品牌大使。
最好的廣告是通過口口相傳。眾籌將支持者聚集在一起,形成一個龐大而多樣化的投資者網絡。他們每個人都有自己的網絡,而且隨時准備支持你的創業公司。
如果你已經有了一個支持者社區,這是與他們互動並讓他們分享你良好的產品和公司成功的好方法。
由於每人需要投資的金額低至RM1000 以下,更容易讓潛在投資者做出投資決策。這降低了早期項目和初創公司起步的門檻。
大馬共同投資基金(「MyCIF」)是證券監督委員會(SC)代表財政部管理,協助中小企業獲得融資,快速發展業務及商業計劃的基金。
中小企業透過受認證的股權眾籌平台,提交申請並完成眾籌,將能通過平台協助申請大馬共同投資基金(「MyCIF」)的投資基金。
MyCIF是按照1:4 的比例提供的配對輔助金。例如,如果一家公司從眾籌平台成功籌集了60萬令吉,該MyCIF將向這家新公司額外投資15萬令吉。
一家公司最高可申請MyCIF高達100萬令吉作為企業發展基金。 這個機會只開放給在受認證的股權眾籌平台申請者。
從2019年10月至2021年第四季度,政府通過MyCI與私人投資者共同向2279家微型、中小型企業(MSME)投資3億5700萬令吉。
馬來西亞現在有10個股權眾籌平台。你可以點擊下面的鏈接,從大馬證券監督委員會那裡,了解更多關於股權眾籌的相關信息。(2022年10月05日南洋商報“名家專欄”)
Malaysia Licensed Fintech Intermediaries
Alta Sdn Bhd
Ata Plus Sdn Bhd
AMB Connect Sdn Bhd
Crowdo Malaysia Sdn Bhd
Ethis Ventures Sdn Bhd
Eureeca SEA Sdn Bhd
FBM Crowdtech Sdn Bhd
iPivot Sdn Bhd
Leet Capital Sdn Bhd
MyStartr Sdn Bhd
Pitch Platforms Sdn Bhd
Wahed X Sdn Bhd
Jan 27, 2024
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麥傳球·眾籌初創公司的牛奶
這個時代越來越多人想要創辦新公司,這要歸功於科技的進步以及夢想生活方式的改變。
年輕一代在生活中要擁有更多的話語權和控制權,成立一家新公司成為老板似乎是最好的答案或解決方案。
當然, 最具吸引力的商業模式之一是在線業務,尤其是與金融科技相關的業務。
創辦一家新公司肯定需要的先決條件之一是資金。
作為一名創業家,一個最大的問題就是如何獲得足夠的資金來創業。
大多數新成立的公司都是以創始人自有資金或向親友借款開始運營的。由於他們是新公司,沒有任何商業利潤的歷史,所以,不太可能從銀行借到錢來經營他們的生意。
幸運的是,馬來西亞的小型或初創企業,還有多種方式為企業融資:
由於文章篇幅有限,本文只討論股權眾籌。我在2020年12月02日寫了一篇從投資者角度看眾籌的文章「眾籌,終愁」。本文是從商業籌資方面入手。
新公司需要運營或發展資金才能增長,就像剛出生的嬰兒,需要母乳或牛奶才能成長一樣。
如果公司創始人用自己的錢發展公司是親母,那麼通過眾籌平台投資資金於新公司的可以被視為奶媽。
「支持者」可獲獎勵
傳統的商業融資方式依賴於從少數合格投資者或風險投資公司那裡籌集大量資金。而眾籌是從大量的個人中籌集少量資金。
通過眾籌平台籌集資金的公司,需要支付平台費(按月費率或籌集資金的百分比)和其它交易費等。
雖然每個眾籌平台都有自己獨特的整體費用結構和投資者群,但整體集資流程是相同的,即籌集資金的公司將項目提交到平台,並指定籌款目標和截止日期等。
通過眾籌活動,集資公司向公眾宣傳它們的商業計劃,設定資金目標和資金用途。
同時,公司也可以通過提供新的或現有的產品或服務作為投資收益的一部分的,來考察消費者對產品或服務的興趣。(下續)
Jan 27, 2024
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謝倫燦:文化眾籌,通過展示創意來吸引公眾的支持
舍伍德·奈斯 (Sherwood Neiss) 可以解決資金短缺瓶頸,但同時提出預期籌資金額要注重預測如何使用資金, 掌控營業開支、研究費用、市場營銷和廣告費用、律師費和簿記、會計、審計費用, 要遵從成本, 預算參與眾籌投資費用, 同時還要估計經費的維持時間。文化產業項目規模宏大,需要足夠資金支持,於是提出文化眾籌的想法,幫助文化企業解決資金短缺問題。
眾籌指個人、團體、企業或非營利組織通過互聯網向公眾展示項目的創意或特色以吸引公眾的關注與支持, 以獲得項目啟動所需的資金。眾籌主要是通過展示創意來吸引公眾的支持, 這與文化創意產品的創意本質不謀而合。眾籌不但能幫助文化產品創意者籌集到資金, 還能提供早期市場需求的預測, 整合來自大眾支持者的不同資源以幫助創意者進一步完善產品。[1]
隨著市場上文化類眾籌平台的火熱發展, 眾籌融資模式將會是文化創意產業融資的重要方式。但目前國內關於文化創意產業眾籌融資模式方面的研究較少, 主要有:從企業、融資平台和政府三方面提出了眾籌融資支持小微文化創意企業發展的思路;[2] 指出文化創意產業利用眾籌模式融資的優勢及眾籌融資存在的一定風險;[3]論述了創意文化產業眾籌融資模式發展的現狀, 並探討了眾籌模式對創意文化產業發展的影響和制約因素等。[4]
目前的眾籌模式一般有債權眾籌、股權眾籌、獎勵眾籌和公益眾籌, 其中獎勵眾籌與股權眾籌是文化創意產業的主要眾籌融資模式。獎勵眾籌也稱「產品眾籌」、「回報眾籌」等, 指支持者出資支持項目以獲得產品實物或服務的回報。股權眾籌指支持者對項目出資獲得項目發起方一定比例的股權以獲取未來的收益。
文化眾籌包括出版、音樂、表演藝術、電影、電視廣播、軟件、網絡、廣告、建築、設計、藝術品、手工藝品以及時裝設計在內的13種子行業。作為當前經濟中最具活力的產業之一, 文化創意產業對資金的需求非常旺盛。由於中國大部分文化創意企業為輕資產公司, 難以獲得銀行貸款, 而其自身的高風險和收益的不確定性又造成傳統金融機構甚至風險投資機構也不願輕易介入。[5]
因此, 融資困難是長久以來制約文化創意產業發展的主要原因, 而基於互聯網科技的金融創新和眾籌為文化創意產業的發展帶來了新曙光。
眾籌是加快區域文化產業發展方式轉型、解決文化企業融資困境的重要手段。而眾籌融資系統生態化是這一新經濟模式發展的重要方向。[6]2011年, 眾籌在中國剛起步時, 關注度和影響力都不高, 眾籌融資金融最高不過萬元, 而直到2013年《快樂男聲》主體電影眾籌項目出現, 眾籌融資金額突破500萬元, 眾籌在中國才具有了一定的影響力。此後一大批眾籌平台紛紛上線, 文化創意產業運用眾籌方式融資得到了市場的認可, 越來越多的投資者開始關注文化創意項目。
目前, 文化創意產業的眾籌項目主要涵蓋影視、音樂、工藝設計、書籍出版、舞台表演等種類。從眾籌形式來看, 雖然絕大多數的文化創意類眾籌項目仍采用獎勵式眾籌的形式, 但近些年股權類眾籌也開始運用到電影發行及影視劇創作等文創類項目中。
從效果來看, 眾籌行業的飛速發展為文化創意產業帶來了多方面的積極意義。對文化創意項目的籌資者來說, 傳統的融資方式不外乎銀行貸款、創投機構投資, 往往只能解決資金問題而已。而現在選擇眾籌平台進行融資, 除了資本交換以外, 還可以收獲市場上和營銷層面的意義, 即通過眾籌平台的曝光率來吸引更多的投資, 對項目和產品而言, 前期的預熱、推廣、曝光、資源互換, 是一個性價比很高的推廣渠道。
[1] 陳肖華 李海峰,文化創意產業眾籌成功融資影響因素研究——基於SOR模型,財會通訊 2019,(02),29-32。
[2] 王阿娜:《眾籌融資支持小微文化創意企業發展的思路探討》, 《南華大學學報 (社會科學版) 》2014年第5期。
[3] 王潔:《基於眾籌視角的文化創意產業融資分析》, 《科技經濟導刊》2015年第13期
[4] 齊慧姝、鞠維光等:《眾籌融資模式對中國創意文化產業發展的影響及推動》, 《藝術研究》2016年第4期。
[5] 朱傳奇 周子琰,文化創意眾籌項目融資比例的影響因素研究——以「眾籌網」為例,重慶工商大學學報 (社會科學版) 2018,35(05),16-23。
[6] 朱禧,天津文化產業眾籌融資生態模式研究,市場周刊 2019,(06),51-54。
謝倫燦,中國傳媒大學教授、博導,微信公眾號:文化工匠
(每日更新,慢工原創,用匠人的腳踏實地重拾文化自信)(原載2021-02-14 搜狐;作者單位:中國傳媒大學)
延續閱讀:
大馬股權眾籌大商機
The Interview
愛墾慕課·營銷篇
Jan 27, 2024
文創 庫
中華文創:文化產業賦能鄉村振興
(四)統籌規劃發展和資源保護利用。統籌縣域城鎮和村莊規劃建設,通盤考慮土地利用、歷史文化傳承、產業發展、人居環境整治和生態保護,嚴禁違規佔用耕地和違背自然規律綠化造林、挖湖造景,嚴格限制林區耕地濕地等佔用和過度開發,加強自然環境、傳統格局、建築風貌等方面管控,注重生態優先、有序開發,合理規劃布局鄉村文化和旅游發展空間。
在有效保護的基礎上,探索鄉村文化遺產資源合理利用的有效機制。將非物質文化遺產保護與美麗鄉村建設、農耕文化保護相結合,充分發揮非物質文化遺產代表性項目和代表性傳承人作用,合理利用非物質文化遺產資源。
鼓勵有條件的地方將文化和旅游用地納入國土空間規劃和年度用地計劃,在完善審批程序、嚴格用途管理的前提下,加大對文化產業賦能鄉村振興相關重點設施、項目的用地支持。鼓勵通過開展城鄉建設用地增減掛鉤和工礦廢棄地再利用的方式建設文化產業賦能鄉村振興項目。
文化和旅游項目中,屬於永久性設施建設用地的,依法按建設用地管理;屬於自然景觀用地及農牧漁業種植、養殖用地的,不改變原用地用途的,不征收(收回)、不轉用。結合文化產業賦能鄉村振興項目的業態特點,探索農村一二三產業融合發展用地新方式,依法辦理農用地轉用和土地征收手續。
在村莊建設邊界外,辦理用地審批手續時,除依法應當以招標拍賣掛牌等方式公開出讓的土地外,可將建設用地批准和規劃許可手續合並辦理,核發規劃許可證書,並申請辦理不動產登記。按照國家統一部署,探索支持企業和個人通過農村集體經營性建設用地入市的渠道,以出讓、出租等方式使用集體建設用地從事文化和旅游經營活動。鼓勵鄉村文化和旅游項目經營實行長期租賃或先租後讓。在符合國土空間規劃前提下,鼓勵對依法登記的宅基地等農村建設用地進行復合利用,發展鄉村民宿、民俗體驗、文化創意等業態。
四、組織實施
地方各級文化和旅游、教育、自然資源、農業農村、鄉村振興部門和國家開發銀行各級機構要按照本意見要求,根據本地區實際情況,在當地政府統一領導下,加強部門協同,協調各方力量,統籌各類資源,加大支持力度,扎實推進文化產業賦能鄉村振興工作。東部地區文化和旅游行政部門要在東西部協作工作框架下,引導文化和旅游企業到西部地區開展投資合作,助力西部地區鄉村振興。文化和旅游部會同相關部門遴選一批文化產業賦能鄉村振興試點縣(市、區),充分發揮縣域統籌規劃、資源配置作用,探索體制機制創新,總結經驗做法,形成可復制、可推廣的典型示范。
加大在國際舞台宣傳力度,對外講好中國文化產業賦能鄉村振興故事。鼓勵各地因地制宜開展文化產業特色鄉鎮、特色村落建設。鼓勵文化和旅游領域智庫、研究機構、行業協會及各類公益組織、公益基金等積極參與文化產業賦能鄉村振興工作。各地文化和旅游行政部門要與相關部門緊密配合,做好協調、推進、總結、評估等工作。
(原題:關於推動文化產業賦能鄉村振興的意見內容是什麼?2023-06-27 來源:中國網)
Jan 29, 2024
文創 庫
(七)其他文化產業賦能。鼓勵各地結合文化資源稟賦和文化產業發展特點,培育打造地方特色鮮明、文化內涵突出、一二三產業有機融合的文化業態。支持特色產業發展,傳承弘揚茶、中醫藥、美食等特色文化,開發適合大眾康養、休閒、體驗的文化和旅游產品。推進特色文化制造業發展,積極開發傳統文化節日用品、特色文化產品。鼓勵各地發掘鄉村傳統節慶、賽事和農事節氣,結合中國農民豐收節、「村晚」、「鄉村文化週」、「非遺購物節」等活動,因地制宜培育地方特色節慶會展活動。研究推動優秀農業文化展示區建設,鼓勵和支持文化工作者深入中國重要農業文化遺產地,挖掘農耕文化中蘊含的優秀思想觀念、人文精神、道德規范,不斷深化優秀農耕文化的傳承、保護和利用。鼓勵有條件的地方引入藝術機構,以市場化方式運營具有鄉土文化特色的藝術節展。
(八)文旅融合賦能。堅持以文塑旅、以旅彰文,推動創意設計、演出、節慶會展等業態與鄉村旅游深度融合,促進文化消費與旅游消費有機結合,培育文旅融合新業態新模式。實施鄉村旅游藝術提升計劃行動,設計開發具有文化特色的鄉村旅游產品,提升鄉村旅游體驗性和互動性。推動非物質文化遺產融入鄉村旅游各環節,支持利用非遺工坊、傳承體驗中心等場所,培育一批鄉村非物質文化遺產旅游體驗基地。支持有條件的中國重要農業文化遺產地建設農耕文化體驗場所,弘揚優秀農耕文化。鼓勵各地加強「中國民間文化藝術之鄉」建設,塑造「一鄉一品」「一鄉一藝」「一鄉一景」特色品牌,形成具有區域影響力的鄉村文化名片,提升鄉村文化建設品質,充分開發民間文化藝術研學游、體驗游等產品和線路。全面推進「創意下鄉」,有效提升旅游商品開發水平和市場價值。
三、政策舉措
(一)培育壯大市場主體。支持各地培育和引進骨干文化企業,扶持鄉村小微文化企業和工作室、個體創作者等發展,鼓勵其他行業企業和民間資本通過多種形式投資鄉村文化產業。推廣「公司+農戶」經營模式,鼓勵各類農民合作社、協作體和產業聯盟在整合資源、搭建平台等方面發揮積極作用。推動建立完善農民入股、保底收益、按股分紅等多種利益聯結機制,通過「資源變資產、資金變股金、農民變股東」,讓農民更多分享產業增值收益。建立文化產業賦能鄉村振興企業庫。支持積極參與文化產業賦能鄉村振興的企業申報國家文化產業示范基地。
(二)建立匯聚各方人才的有效機制。各級文化和旅游行政部門要制定政策舉措,建立有效機制,引導文化產業從業人員、企業家、文化工作者、文化志願者、開辦藝術類專業的院校師生等深入鄉村對接幫扶和投資興業,帶動文化下鄉、資本下鄉、產業下鄉。鼓勵各地結合實際,探索實施文化產業特派員制度,建設文化產業賦能鄉村振興人才庫。實施文化和旅游創客行動,營造良好創新創業環境,支持文化和旅游從業者、相關院校畢業生、返鄉創業人員、鄉土人才等創新創業。注重發揮鄉村文化和旅游能人、產業帶頭人、非物質文化遺產代表性傳承人、工藝美術師、民間藝人等領頭作用,挖掘培養鄉土文化人才,培育新型職業農民隊伍。鼓勵普通高等學校、職業學校、研究機構在鄉村設立文化和旅游類實習實踐實訓基地。
(三)加強項目建設和金融支持。按照自願申報、動態管理、重點扶持的原則,遴選一批文化產業賦能鄉村振興重點項目,加大支持和服務力度,促進項目落地實施。國家開發銀行在符合國家政策法規、信貸政策並遵循市場化運作的前提下,按照「保本微利」的原則,對鄉村文化和旅游項目提供包括長周期、低成本資金在內的綜合性優質金融服務支持。鼓勵金融機構因地制宜、創新產品,通過上門簽約、靈活擔保、主動讓利等多種方式,為鄉村文化和旅游經營主體提供信貸支持。引導各類投資機構投資鄉村文化和旅游項目。鼓勵保險機構開展針對鄉村文化和旅游項目的保險業務。
Jan 30, 2024
文創 庫
二、重點領域
(一)創意設計賦能。引導創意設計企業、平台、工作室及設計師向鄉村拓展業務、落地經營,為鄉村集體經濟組織和各類企業、農民合作社、農戶等提供創意設計服務。鼓勵創意設計、規劃建築、園林景觀等單位積極參與鄉村建設,建設各具特色的美麗鄉村、美麗庭院,創造宜業宜居宜樂宜游的良好環境。鼓勵高校藝術、設計類專業結合教學、科研和社會實踐,為鄉村建設提供創意設計支持。大力發展創意農業,加強農產品包裝、設計和營銷,提升農業品牌知名度和農產品文化附加值。鼓勵發展特色農業,挖掘特色種植業、林業、畜牧業等文化內涵。
(二)演出產業賦能。依托演出企業、演出團體、藝術院校等機構,充分挖掘地方特色資源,幫助和指導鄉村開發演出項目,培養鄉村文藝演出隊伍,發展提升鄉村舞蹈、戲劇、曲藝、游藝、雜技等業態。鼓勵依托鄉村傳統演出團體及其骨幹人員,積極開發武術、舞龍、舞獅、鑼鼓等特色民俗表演項目。因地制宜發展中小型、主題性、特色類旅游演出項目。
(三)音樂產業賦能。鼓勵音樂工作者、音樂企業、音樂院校、音樂類行業組織等深入鄉村采風、展演和對接幫扶,加強對鄉村傳統音樂的創編、提升,創作一批形式多樣、內容健康的音樂作品。加強民族民間傳統音樂的收集整理和活化利用。提升樂器制造業專業化、品牌化水平,推動樂器生產向樂器文化拓展,鼓勵發展音樂培訓、互動體驗等復合型業態。鼓勵有條件的地方發展音樂節、音樂會、音樂園區(基地)等特色項目,打造音樂主題特色文化鄉村。
(四)美術產業賦能。發揮美術工作者引領帶動作用,支持有條件的地方依托鄉土文化傳統,突出地方特色,發展壯大、鞏固提升美術產業。鼓勵各級美術院校、畫院、美術館在具備條件的鄉村設立寫生創作和展示基地,支持打造鄉村攝影基地,提升鄉村地區美術產業專業化水平。加大人才培訓和扶持力度,把引進外來人才和培養本地人才結合起來,提升農民畫師、雕塑師等人才的創作水平。加強鄉村美學普及和教育,提升審美水平和人文素養,讓欣賞美、追求美、塑造美成為鄉村文明新風尚。推動更多美術元素、藝術元素應用到鄉村規劃建設,鼓勵興辦特色書店、劇場、博物館、美術館、圖書館、文創館。
(五)手工藝賦能。實施中國傳統工藝振興計劃,推動傳統工藝在現代生活中廣泛應用。鼓勵非物質文化遺產傳承人、設計師、藝術家等參與鄉村手工藝創作生產,加強各民族優秀傳統手工藝保護和傳承,促進合理利用,帶動農民結合實際開展手工藝創作生產,推動紡染織繡、金屬鍛造、傳統建築營造等傳統工藝實現創造性轉化和創新性發展。推動手工藝特色化、品牌化發展,培育形成具有民族、地域特色的傳統工藝產品和品牌,鼓勵多渠道、多形式進行品牌合作,提升經濟附加值。充分運用現代創意設計、科技手段和時尚元素提升手工藝發展水平,推動手工藝創意產品開發。
(六)數字文化賦能。鼓勵數字文化企業發揮平台和技術優勢,創作傳播展現鄉村特色文化、民間技藝、鄉土風貌、田園風光、生產生活等方面的數字文化產品,規劃開發線下沉浸式體驗項目,帶動鄉村文化傳播、展示和消費。充分運用動漫、游戲、數字藝術、知識服務、網絡文學、網絡表演、網絡視頻等產業形態,挖掘活化鄉村優秀傳統文化資源,打造獨具當地特色的主題形象,帶動地域宣傳推廣、文創產品開發、農產品品牌形象塑造。推廣社交電商、直播賣貨等銷售模式,促進特色農產品銷售。(下續)
Jan 31, 2024
文創 庫
中華文創:文化產業賦能鄉村振興
為全面貫徹鄉村振興戰略,落實《中國國務院關於做好2022年全面推進鄉村振興重點工作的意見》提出的「啟動實施文化產業賦能鄉村振興計劃」,以文化產業賦能鄉村經濟社會發展,制定本意見。
一、總體要求
(一)指導思想
准確把握鄉村振興戰略的科學內涵,圍繞立足新發展階段、貫徹新發展理念、構建新發展格局、推動高質量發展,實現鞏固拓展脫貧攻堅成果同鄉村振興有效銜接,促進共同富裕,牢牢守住保障國家糧食安全和不發生規模性返貧兩條底線,強化以城帶鄉、城鄉互促,以文化產業賦能鄉村人文資源和自然資源保護利用,促進一二三產業融合發展,貫通產加銷、融合農文旅,傳承發展農耕文明,激發優秀傳統鄉土文化活力,助力實現鄉村產業興旺、生態宜居、鄉風文明、治理有效、生活富裕,為全面推進鄉村振興、加快農業農村現代化作出積極貢獻。
(二)基本原則
文化引領、產業帶動。以核心價值觀為引領,統籌優秀傳統鄉土文化保護傳承和創新發展,充分發揮文化賦能作用,推動文化產業人才、資金、項目、消費下鄉,促進創意、設計、音樂、美術、動漫、科技等融入鄉村經濟社會發展,挖掘提升鄉村人文價值,增強鄉村審美韻味,豐富農民精神文化生活,推動人的全面發展,煥發鄉村文明新氣象,培育鄉村發展新動能。
農民主體、多方參與。充分尊重農民意願,切實調動農民的積極性主動性創造性,把維護農民根本利益、促進農民共同富裕作為出發點和落腳點,鼓勵各方力量廣泛參與,加強對鄉村本土文化人才的培育和支持,建立有效利益聯結機制,不斷提升農民的獲得感和幸福感。
政府引導、市場運作。強化政府引導、扶持和服務職能,制定有效政策措施,充分發揮市場機制作用,調動市場主體積極性,以重點產業項目為載體,促進資源要素更多向鄉村流動,增強農業農村發展活力。
科學規劃、特色發展。立足各地資源稟賦和區域功能定位,因地制宜、有序推進,提升規劃水平、設計品質、建設標准,防止盲目投入和低水平、同質化建設,避免大拆大建、拆真建假,保護好村落傳統風貌,推動鄉村經濟社會更高質量、更可持續發展。
(三)發展目標
到2025年,文化產業賦能鄉村振興的有效機制基本建立,匯聚和培育一批積極參與文化產業賦能鄉村振興的企業、機構和人才,推動實施一批具有較強帶動作用的文化產業賦能鄉村振興重點項目,形成一批具有市場競爭力的特色文化產業品牌,建成一批特色鮮明、優勢突出的文化產業特色鄉鎮、特色村落,推出若干具有國際影響力的文化產業賦能鄉村振興典型范例。優秀傳統鄉土文化得到有效激活,鄉村文化業態豐富發展,鄉村人文資源和自然資源得到有效保護和利用,鄉村一二三產業有機融合,文化產業對鄉村經濟社會發展的綜合帶動作用更加顯著,對鄉村文化振興的支撐作用更加突出。(下續)
(原題:關於推動文化產業賦能鄉村振興的意見內容是什麼?2023-06-27 來源:中國網)
Feb 1, 2024