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大學創意學程 學說故事的能力

Saturday, May 3rd, 2008       article in english
2008/05/03
【聯合報╱記者陳智華/台北報導】

「創意當道」繼政大、台師大等大學開設創意相關學程,台大97學年度也加入,要開辦創意創業學程,讓學生學創意、能創新,甚至創業。

台大創意創業學程主任陳良基表示,創意和創新是大學生很重要的能力,台大為此學程籌畫很久,今年5、6月就要上路,開始招收學生,課程以創新創造為基礎,還得要加上能實踐的創業能力。

陳良基說,核心課程包括創新創意心法,還有人文、美學的素養,對於科學發明等相關的基礎及原理,此外,還要教學生創意組職及管理。

他表示,創業的實踐也是重點,課程除申請專利及智慧財產權等相關知識,也有創業的實作專題。

陳良基指出,創意創業學程全校學生都可申請,2年要修21學分,只有50個名額,因此不只看成績,重要的是學生自我推薦,需要展現對創意創新的天份或興趣。

師資方面,除10多位來自台大各學院教授,台大有意聘請創意名家,包括賴聲川、詹宏志及徐莉玲等人,台大為使學生了解創新、創意及創業重要性,8日舉行論壇,邀請學學文創志業董事長徐莉玲、PChome Online網路家庭董事長詹宏志等人,已有100人報名。

台師大去年起開辦文化創意產業學程,該校大學部高年級到碩、博士生都可參加,師大表演藝術研究所所長林淑真指出,該校著重文化產業方面,課程除創意基礎概念,也加強對表演、視覺藝術及文化政策等。

林淑真表示,該校為此學程延攬好幾十位業界講師,且有很多實作課程,還舉辦國際研討會及創意工坊,希望學生在本科外,還要有第二專長。

政大創意學程今年底要招第三屆學生,政大創意學院執行長林淑敏表示,該學程全校學生都可修,非常熱門,去年只招36人,但有170人報名甄試,校方最後則開放部分課程讓有興趣的學生選修。
林淑敏說,創意學程希望讓學生了解什麼是創意,以及如何創新,還有就是「說故事的能力」,課程包括問題創意與實踐,以及跟大師學習等。

有創意,也需要實踐,課程中也有很多專案要動手做,有的學生利用改造廁所展現創意,有的則從設計室內花園去創新。

070522 why we are dealing with Digital Marketing now

Tuesday, May 22nd, 2007       article in english

This is why we are dealing with Digital Marketing now. Here are some reasons.

In-game advertising is on the rise, and Microsoft has upped the ante by buying Massive Inc. for its in-game advertising network, for a rumored US$200 million to US$400 million. This will now allow it to leverage ads for its games on Xbox Live, as well as games on the PC, mobile and other platforms. In fact, Microsoft can now offer the Massive in-game advertising forum to Sony and Nintendo for ads on their consoles if its rivals choose to bite.

According to the Yankee Group, in-game advertising revenue will reach US$732 million by 2010. In a news release, the Yankee Group recently said, “In a highly fragmented media environment, Yankee Group finds that video games present a promising window of opportunity as a growing advertising medium. As television advertising loses its effectiveness, advertisers must reach a largely segmented audience with discerning tastes.”

Developments in technology are re-defining the way companies advertise their products and collect revenue. The new markets that interactive games and cyberworlds are spawning are fast translating into real-world money. Hooked gamers are captive audiences, perfect targets for brand promotion and willing to spend increasing sums on “virtual” items. Companies that ignore the increasingly digital lifestyle of their consumers do so at their peril, especially in the increasingly tech-savvy Chinese market.

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060519 DorkbotBJ 首次聚会

Friday, May 19th, 2006       article in english

Max/Msp Lecture
Lecturer: Diato Manabe
Time: 3pm. May 19th, 2006
Venue: Studio 2 of the CEMC, Central Conservatory of Music

DorkbotBJ 首次聚会
主题:Max/Msp讲座
主讲:Daito Manabe
时间:2006年5月19日下午3点
地点:中央音乐学院,现代电子音乐中心2号工作室 (琴房楼2楼)

www.we-need-money-not-art.com/?p=866

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