閱覽人數: 1029
December 2006 No. 10

廣電政策與媒體改造

Broadcasting Policy and Media Reform

頁數:233 - 264

作者(中)
鍾蔚文、陳百齡、陳順孝
作者(英)
Wei-Wen Chung, Pai-Lin Chen & Shun-Hsiao Chen)
關鍵詞(中)
技藝 ; 數位 ; 物質性 ; 機緣 ; 活動 ; 體現之行 ; 工具
關鍵詞(英)
craftsmanship ; digital ; materiality ; affordance ; activity ; embodied interaction ; tool
中文摘要
本文關注的問題是:數位時代,其核心技藝為何?應如何分析?首先指出,傳統有關研究在視野上有所侷限,一者拘泥於心物二分、社會和心理二分的框架。二者無法解決實務問題。我們認為在認識論上要作大轉向,才能開拓研究的想像。在此一前提下,本文分作兩大部分,第一部分主張研究數位能力應作以下三個轉向:從研究人的能力轉向和工具的互動,從聚焦於認知和表徵轉向體驗之行,進一步從注重人和工具的互動轉向活動中的互動。換言之,我們從兩個角度來界定數位能力:一、數位技藝是人(身心)和數位工具互動的能力;二、數位技藝是因應數位時代活動而生的能力。第二部分則發揮這三大轉向之精神,提出分析架構,主要透過物質性、機緣和技藝三個概念分析人和工具之互動。
英文摘要
This paper proposes a framework in which to examine craftsmanship in the digital age. Past research tends to be plagued by an undue emphasis on Cartesian dichotomies such the division between mind and object, society and individual and is thus unable to offer feasible solutions to practical problems. To remedy this problem, this paper, drawing on our past research on expertise and relevant bodies of literature, contends that we need to make several epistemological turns before we plunge into empirical research. This paper is divided into two parts. The first part will elaborate on the three turns we have made in the investigation of digital craftsmanship. To be brief, we argue that the study of digital craftsmanship should turn to interaction with tool, embodied interaction and activity. Following on these turns, we proceed to characterize digital craftsmanship along three dimensions: materiality, affordance, craftsmanship.
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