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計算機系的畢業(yè)論文--淺析我國動漫產(chǎn)業(yè)發(fā)展現(xiàn)狀及方向(已修改)

2025-06-20 15:07 本頁面
 

【正文】 摘要 I 淺析我國動漫產(chǎn)業(yè)發(fā)展現(xiàn)狀及方向 2021 年 XX 月 摘要 I 計算機系畢業(yè)論文 淺析我國動漫產(chǎn)業(yè)發(fā)展現(xiàn)狀及方向 學(xué) 生 :趙吉元 導(dǎo) 師 :尚麗娜 系 別、專 業(yè) :計算機系 答 辯 日 期 : xxxx 年 xx 月 摘要 I 淺析我國動漫產(chǎn)業(yè)發(fā)展現(xiàn)狀及方向 摘 要 動漫產(chǎn)品是廣大人民群眾特別是未成年人喜愛的文化產(chǎn)品。發(fā)展動漫產(chǎn)業(yè)對于滿足人民群眾精神文化需求,促進社會主義先進文化和未成年人思想道德建設(shè),推動文化產(chǎn)業(yè)發(fā)展,培育新的經(jīng)濟增長點都具有重要 意義。 動漫產(chǎn)業(yè)是指以“創(chuàng)意”為核心,以動畫、漫畫為表現(xiàn)形式,包含動漫圖書、報刊、電影、電視、音像制品、舞臺劇和基于現(xiàn)代信息傳播技術(shù)手段的動漫新品種等動漫直接產(chǎn)品的開發(fā)、生產(chǎn)、出版、播出、演出和銷售,以及與動漫形象有關(guān)的服裝、玩具、電子游戲等衍生產(chǎn)品的生產(chǎn)和經(jīng)營的產(chǎn)業(yè)。通過政策推動,打造若干個實力雄厚、具有國際競爭力的大型動漫龍頭企業(yè),培育一批充滿活力、專業(yè)性強的中小型動漫企業(yè),創(chuàng)造一批有中國風(fēng)格和國際影響的動漫品牌。力爭用 5 至 10 年時間,動漫產(chǎn)業(yè)創(chuàng)作開發(fā)和生產(chǎn)能力躋身世界動漫大國和強國行列。 動漫產(chǎn)業(yè)作為 文化產(chǎn)業(yè)的后起之秀,正在全球化的經(jīng)濟中扮演著越來越重要的角色。中國動漫在巨大的挑戰(zhàn)面前,如何擺脫現(xiàn)階段的被動局面,以高質(zhì)量的動漫藝術(shù)奪回國內(nèi)市場,同時走向世界,如何探尋一條適合中國動漫產(chǎn)業(yè)的發(fā)展道路則是現(xiàn)在中國動漫產(chǎn)業(yè)亟待解決的問題。本文從文化產(chǎn)業(yè)視角考察和分析中國動漫產(chǎn)業(yè)現(xiàn)狀,通過借鑒國外動漫產(chǎn)業(yè)發(fā)展的成功經(jīng)驗,從產(chǎn)品角度提出新的思路和切入點,對產(chǎn)業(yè)化運營提出新的解決辦法,最后提出對我國動漫產(chǎn)業(yè)發(fā)展的建議。 關(guān)鍵詞 中國;動漫;發(fā)展 哈爾濱商業(yè)大學(xué)計算機系畢業(yè)論文 II Abstract Animation products are the masses, especially of minors favorite cultural products. The development of animation industry to meet the spiritual and cultural needs of the people, promoting advanced socialist culture and ideological and moral construction of minors, and promote the development of cultural industries, and foster new economic growth point of great significance. Refers to the animation industry is the creative as the core, animation, ic books for the manifestations, including cartoon books, newspapers, movies, television, audiovisual products, stage plays and based on modern information and munication technologies means new animation animation and other varieties of direct product development, production, publication, broadcast, performance and sales, as well as with the cartoon image of the clothing, toys, electronic games, such as derivative products of the industrial production and management. The adoption of policies to promote and create a number of strong and internationally petitive enterprises of largescale animation, build up a pool of energetic, highly professional small and mediumsized animation panies to create a number of styles and international impact of China39。s cartoon brands . Strive to use 5 to 10 years, animation industry development and capacity creation ranks among the world39。s animation ranks of big and powerful. In the group of global culture industry, as an upanding youngster the animation industry plays more and more importance role. It is urgent that the Chinese animation artists to figure out nowadays how to escape from the passive position and recapture the internal market with high quality animation art while facing to that huge challenge and how to looking for a way out . This article is based on the industrial chain theory and analyze the status quo in china’s animation industry form the cultureindustrial point of view, use the successful experience of foreign animation industry’s development for reference, raise new reflection and getting point propose the new solution to the implement and operation of Abstract III industrialization, and finally raise advice to the development of china animation industry. Keywords China。animation。development哈爾濱商業(yè)大學(xué)計算機系畢業(yè)論文 IV 目 錄 摘 要 ................................................................................................................ I ABSTRACT ......................................................................................................... II 第 1 章 緒論 ................................................................................................ 1 劇本 .................................................................................................... 1 產(chǎn)權(quán)保護 ............................................................................................ 2 市場 .................................................................................................... 2 平臺 .................................................................................................... 4 人力資源 ............................................................................................ 5 本章小結(jié) ............................................................................................ 5 第 2 章 如何發(fā)展動漫產(chǎn)業(yè) ........................................................................ 6 基礎(chǔ)設(shè)施動漫產(chǎn)業(yè) ............................................................................ 6 政策 .................................................................................................... 6 平臺 .................................................................................................... 6 人才 .................................................................................................... 6 下游產(chǎn)業(yè) ............................................................................................ 7 全動漫(交校間的活動) ................................................................ 7 發(fā)展國內(nèi)外合作關(guān)系 ........................................................................ 7 本章小結(jié) ............................................................................................ 7 第 3 章 我國動漫產(chǎn)業(yè)發(fā)展現(xiàn)狀 ................................................................ 8 政府大力支持的產(chǎn)業(yè)機制 ................................................................ 8 滯后的管理制度 ................................................................................ 8 產(chǎn)權(quán)保護不力 .................................................................................... 8 原畫師充足但動畫師缺乏 ................................................................ 9 高校人才培養(yǎng)較早但不成體系 ........................................................ 9 產(chǎn)業(yè)鏈缺乏完整 ................................................................................ 9 漫畫產(chǎn)業(yè)發(fā)展薄弱 ..................................................................... 9 游戲產(chǎn)業(yè)發(fā)展突出 ...................
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