A virtual world is an interactive simulated environment accessed by multiple users through an online interface. Virtual worlds are also called "digital worlds," "simulated worlds" and "MMOG's." There are many different types of virtual worlds, however there are six features all of them have in common: 1. Shared Space: the world allows many users to participate at once. 2. Graphical User Interface: the world depicts space visually, ranging in style from 2D "cartoon" imagery to more immersive 3D environments. 3. Immediacy: interaction takes place in real time. 4. Interactivity: the world allows users to alter, develop, build, or submit customized content. 5. Persistence: the world's existence continues regardless of whether individual users are logged in. 6. Socialization/Community: the world allows and encourages the formation of in-world social groups like teams, guilds, clubs, cliques, housemates, neighborhoods, etc. --------------------------------------------------------------------------------Virtual worlds have been created for many different purposes. The largest and most common type of virtual world is the "MMORPG" which stands for "Massively Multiplayer Online Role Playing Game." But virtual worlds have also been built for purposes other than gaming. The following section summarizes a few ways in which virtual worlds are currently used: Commercial GamingCommercial gaming worlds tend to focus on a singular fictional theme and consistently follow formal conventions such as character-focused avatars, progression through an interactive narrative storyline, and a series of competitive events. Strongly influenced by fantasy, science fiction, and anime genres of literature and film, the majority of sizable virtual worlds in existence today are commercial gaming worlds. Examples include Everquest, Lineage 2, and World of Warcraft. While Virtual Worlds Review includes several top-quality gaming worlds on the review list, we mostly feature worlds that fall outside the traditional gaming mold. Fortunately there are many other great sites that contain comprehensive lists of commercial gaming worlds. Here are a few: Gamespot Gamespy Socializing / Online Community BuildingIn addition to the traditional fantasy RPG worlds, there are many commercial community-focused virtual worlds that emphasize socializing rather than gaming. These worlds offer a more open-ended experience and are strongly influenced by the cultures of text-based chat rooms. Although small-scale, casual games may be incorporated into a social world, participants are not necessarily there to win or play a game, but rather to socialize with others and, in many cases, create and decorate a personal space such as a home, room, or apartment. Social worlds tend to use settings based on idealized versions of reality. Most provide some basic building tools and the ability to host activities and events that revolve around a wide variety of topics. EducationSome virtual worlds have been created for educational purposes. In most cases, educational worlds are sponsored by academic institutions or nonprofit organizations, although some educational worlds are sponsored by corporations. Educational worlds come in a wide variety of forms, including 3D recreations of museum and gallery spaces, computer programming tutorials, virtual libraries, and meeting spaces for online university courses. Active Worlds Educational Universe is one of the oldest and largest networks of educational worlds. Adobe Atmosphere is also being used to build virtual worlds for educational purposes. A great example of a corporate-sponsored educational world is Mokitown. Political ExpressionVirtual worlds can serve as forums for political expression and debate. While real-world political issues can crop up in gaming, social, and educational worlds, there are a few cases in which completely separate virtual worlds have been built for the purpose of political debate or even experiments in various types of self-governing online communities. A great example of a virtual world with a political focus is AgoraXchange. Military TrainingVirtual world technologies are also being used in some interesting ways by the . military. America's Army is being used as a tool to recruit potential soldiers, while companies like Forterra Systems are working with military groups to develop training simulations. And this is just the beginning. As these technologies develop further over the next several years, virtual worlds will be used for all types of purposes as more people begin spending more time in them. If you're new to the "world of virtual worlds" we hope that Virtual Worlds Review will serve as a user-friendly, informative place to learn a bit about them. For those who are already familiar with virtual worlds, we hope the site will let you know about other types of worlds you may not have heard of before. In either case, welcome and enjoy the site. -------------------A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible[1] (auditory[2] and touch sensations for example). Some, but not all, virtual worlds allow for multiple computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence to a certain degree.[3] Such modeled worlds may appear similar to the real world or instead depict fantasy worlds. The model world may simulate rules based on the real world or some hybrid fantasy world. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch and balance multiplayer online games commonly depict a world similar to the real world, with real world rules and real-time actions, and communication. Communication is usually textual, with real-time voice communication using VOIP also possible.[clarify]Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based concept of virtual worlds predates computers and could be traced in some sense to Pliny.[5] The mechanical-based 1962 Sensorama machine used the senses of vision, sound, balance, smells and touch (via wind) to simulate its world. Among the earliest virtual worlds to be implemented by computers were not games but generic virtual reality simulators, such as Ivan Sutherland's 1968 virtual reality device. This form of virtual reality is characterized by bulky headsets and other types of sensory input simulation. Contemporary virtual worlds, multi-user online virtual environments, emerged mostly independently of this virtual reality technology research, fueled instead by the gaming industry but drawing on similar inspiration.[6] While classic sensory-imitating virtual reality relies on tricking the perceptual system into experiencing an imersive environment, virtual worlds typically rely on mentally and emotionally engaging content which gives rise to an immersive first virtual worlds presented on the Internet were communities and chat rooms, some of which evolved into MUDs and MUSHes. MUDs, short for “Multi User Dungeons,” are examples of virtual worlds that consist of virtual space inhabited by representations of data and other users [7]. Early virtual worlds were text-based, offering limited graphical representation, and often using a Command Line War (also known as The Maze Game, Maze Wars or simply Maze) was the first networked, 3D multi-user first person shooter game. Maze first brought us the concept of online players as eyeball "avatars" chasing each other around in a maze.” (, 29th Feb). According to the website this was in 1974, it was played on Arpanet (the initial internet), however it could only be played on an Imlac, as it was specifically built for this type of in 1978 MUD was released, it however was not 3D, it was text-based and used a TELNET program, by following the link you will be able to play the game, and understand just how far virtual worlds have come since . You can understandably argue whether or not this is a “virtual world” and that Maze War was more sophisticated (being 3D), but you must understand that MUD could be played by anyone, Maze War was computer specific. Perhaps in today’s senses it is not a true virtual world, but the idea of a virtual world in those days were different (see Neuromancer link in bibliography for more information).Some early prototyptes were WorldsAway, a prototype interactive communities featuring a virtual world by CompuServe called Dreamscape, Cityspace, an educational networking and 3D computer graphics project for children, and The Palace, a 2-dimensional community driven virtual world. However, credit for the first online virtual world usually goes to Habitat, developed in 1987 by LucasFilm Games for the Commodore 64 computer, and running on the Quantum Link service (the precursor to America Online).[citation needed]In 1996, the city of Helsinki, Finland with Helsinki Telephone Company (since Elisa Group) launched what was called the first online virtual 3D depiction intended to map an entire city. The Virtual Helsinki project was eventually renamed Helsinki Arena 2000 project and parts of the city in modern and historical context were rendered in 3D.[citation needed][edit] Virtual world conceptsOne perception of virtual worlds requires an online persistent world, active and available 24 hours a day and seven days a week, to qualify as a true virtual world.[citation needed] Although this is possible with smaller virtual worlds, especially those that are not actually online, no massively multiplayer game runs all day, every day. All the online games listed above[clarify] include downtime for maintenance that is not included as time passing in the virtual world. While the interaction with other participants is done in real-time, time consistency is not always maintained in online virtual worlds. For example, EverQuest time passes faster than real-time despite using the same calendar and time units to present game virtual world is a fairly vague and inclusive term, the above can generally be divided along a spectrum ranging from:massively multiplayer online role-playing games or MMORPGs where the user playing a specific character is a main feature of the game (World Of Warcraft for example). massively multiplayer online real-life/rogue-like games or MMORLGs, the user can edit and alter their avatar at will, allowing them to play a more dynamic role, or multiple roles. Some would argue that the MMO versions of RTS and FPS games are also virtual worlds if the world editors allow for open editing of the terrains if the "source file" for the terrain is shared. Emerging concepts include basing the terrain of such games on real satellite photos, such as those available through the Google Maps API or through a simple virtual geocaching of "easter eggs" on WikiMapia or similar mashups, where permitted.[edit] BoundariesVirtual worlds are well-known as being fantasy spaces sealed off from the real world, but more careful analysis reveals that the boundaries between the real and virtual worlds is quite porous. Participants constantly arrive and depart from the world, carrying with them their unique set of behavioral assumptions and attitudes that cannot be disentangled from their interactions in the virtual world.[8][clarify] For example, in virtual worlds which bring together players from multiple cultural backgrounds, a participant in a virtual world brings their own cultural preconceptions about those other cultures across the boundary into the world while playing. The term magic circle has been used to describe the imaginary barrier between the virtual world and the real world. The fantasy environment of the virtual world is protected from the intrusion of real life by this magic circle, but practices such as the sale of virtual items and virtual currency for real life currency challenges this separation while reinforcing the notion that objects in the virtual world have real life value. In a 2001 study by Edward Castronova, the value of the currency in the MMORPG Everquest was evaluated based on its exchange rate at USD , making this unit of virtual currency of higher value than the Yen or the though Virtual Worlds are most of the time seen as 3D Games, there are many different kinds of it: forums, blogs, wikis and chatrooms where communities born. Places which have their own world, their own rules, topics, jokes, members, etc... Each person who belongs to these kinds of communities can find like-minded people to talk to, whether this be a passion, the wish to share information about or just to meet new people and experience new things. Some users develop a double personality depending on which world they are interacting with. Depending on whether that person is in the real or virtual world can impact on the way they think and act. It is not all about video games and communities, virtual world also plays a part in the social as it can allow people to speak or share knowledge with each other. Best examples are instant messaging and visio-conferences which allow people to create their own virtual world. It can also be used to help hospitalized children (suffering from painful disease or autism for example) to create a comfortable and safe environment which can help Virtual Worlds can be seen as a new way for people to socialize, they are said to be at the heart of a lot of anti-social behaviour. People playing video games online and more precisely, MMORPG are sometimes so addicted to the game that they cannot live without playing it. Such people are called “No Life” or Otaku and spend most of their time in their house not leaving it for days. They are often wrongly treated like insane people and also represented as dangerous when criminal cases imply links with video games. The thing is that video games played online are most of the time designed to be played for a long period of time (and even in the case of World Of Warcraft indefinitely – programmers provide updates and new things to discover regularly). People who abuse this kind of video games end up living most of their live in their bedrooms, do not develop any social life or skills: they communicate with friends mostly via the game or the internet, they create their own life on the internet with a specific name, image and charisma. The example of Second Life is totally unique because players develop communities and businesses in this game. Second Life is a game where the player has to create his/her own character with a human aspect and live a second life in a virtual world. The thing is that some people are so involved in this game (and created their “own self” in this game) that they have a double personality.
英语论文开题报告范文 function and application of descriptive translation studies 1 introduction the intention of this study is to explore possible advantages of descriptive translation studies as in its application in translation practice and translation analysis. since early 20th century, translation studies gradually broke away from the marginal status within other related disciplines and established itself as an empirical science. from then on, schools of thought have kept coming out and each claims its legitimacy for existence. among these schools is descriptive translation studies (dts). dts approaches translation from an empirical perspective. translation is viewed to be a social activity having significant importance in the receiving culture and for the target community. therefore, translation is dealt with beyond the linguistic realization and language comparison, and is incorporated in social and cultural context. my attention was first directed to dts by its peculiar characteristic of observation, description and explanation. the subject is whatever happens in translation practice, from the determination of prospective function of translation to the process of translator’s choice of strategies, brainstorming and the revision, to the final product making appearance in the target community. the method of dts is basically descriptive. the prescriptive tendency and the problem-solution pattern is abandoned. translation phenomena are noted down. with accumulated data, some underlying truths about translation will come out which will prove to be instructive not only for theoretical probe but also for applied translation practice. i will apply this descriptive method in the case study of this thesis. a convenient tool has been set up to conduct dts. “norm” is operative at every stage of description and explanation. function, process and product and their relationship as well are skeletal structure of what constitute descriptive studies. translation phenomena are accounted for with the help of norm. the case taken in this thesis is the chinese classic the dream of red mansions. two english versions translated respectively by yang hsien-yi and david hawks are compared and observations are made in regard to their translation approaches. in this regard, my observations are limited to several aspects, i hope in-depth observation and explanation will done in light of dts. 2 outline development and major concepts of dts in this part i will describe holms’ basic map of dts and the relationship between function, process and product. i will also discuss some important concepts such as pseudo-translation, multiple translation, translationese, norm etc. methodolgy i will in this part discuss the methodology of dts before i apply the same to the case study in this thesis with emphasis to be placed on semiotic approach and the concept norm. dts in contrast to other theories a contrast study will be conducted here with the objective to find the difference of dts from other theories such as equivalence theory and the chinese xin da ya criteria. some advantage will possibly be shown in this study. case study in this part, translation of the dream of red mansions (also translated as the story of the stone) will be under investigation in light of dts. translation samples to be quoted here will be selected at random. conclusion based on the above elaboration of dts and the case study, possible conclusion will be on the advantage of dts in specific study of translation. suggestions on further research efforts will be made also. (note: while the topic will remain the same, the above arrangement of contents is subject to change in the process of writing.) 0 000
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【访问量】118论秦腔艺术的保护与发展刘天利【学科分类】著作权法【出处】西安财经学院学报【摘要】秦腔艺术是我国首批国家级非物质文化遗产之一,其申请为人类口头及非物质文化遗产优秀作品的基本条件已经具备。但秦腔艺术在当代面临着生存和发展的危机,且秦腔艺术的保护是一项长期、艰巨的工程,因此,保护秦腔艺术,应在完善相关立法的同时,通过政府资助和政策支持,积极探索生产性保护和市场化经营的保护、传承和发展之路。【关键词】秦腔;非物质文化遗产;法律保护;生产性保护【写作年份】2010年【正文】秦腔是我国最古老的地方剧种之一,和京剧、昆曲等一样是中华民族悠久历史的重要文化遗产。秦腔艺术由古代陕西、甘肃一带的民间歌舞演绎而来,因关中地区被称作“秦”而得名。其吟唱者以枣木为击节乐器,以梆为板,月琴、二胡应之,亦有紧慢,俗称梆子腔。秦腔艺术往往要求演绎者声脆、音广而高,俗称吼秦腔,由于秦腔演绎需要以豪放、粗犷的方式表现,正好契合了秦文化粗放、大气、豪爽、不排外、包容的精神气质,比较适宜于西北人吟唱。其演绎者一般均具有浓郁的地方口音(主要是陕西关中地区、甘肃一带的土话),反映了秦地人民耿直爽朗、慷慨好义的性格和纯朴敦厚、勤劳勇敢的民风。作为秦文化演绎发展的核心区,陕西为秦腔艺术的产生、传承和发展提供了坚实的文化底蕴。秦腔最早发源于秦地,并由秦人经过千年演绎,其唱腔可分为欢音和苦音两种,并逐步形成不同流派。包括流行于关中东部渭南地区的东路秦腔;流行于关中西部宝鸡地区的西府秦腔;流行于汉中地区的汉调秦腔;流行于西安一带的中路秦腔。这四路秦腔虽受长期各地方言和民间音乐的影响,在语音、唱腔、配乐等方面稍有差别,但均扎根于秦地,与秦人赖以生息繁衍的秦文化在精神气质上具有统一性,并在脸谱、身段(如趟马、担柴担等)、化妆、特技(吐火、吹火)、以及语言声韵(秦腔是十四韵,内有八声)等方面,都有基本相同的风格。可以说,吼秦腔已经成为秦文化不可分割的重要组成部分。一、秦腔生存现状及其原因随着人们价值观念、生存环境变迁等因素而走向多元化趋势,经历几千年发展的传统艺术在丰富群众精神文化生活的同时,其自身的发展面临前所未有的挑战,秦腔就是其中之一。以西安市为例,现在从事秦腔艺术表演的人员及其它相关人员的生存状况差,职工工资水平低且主要靠政府差额拨款,差额率为50%左右,其余要自己解决;秦腔剧场的建筑和设施严重老化,不能满足演出要求;通过演出获得经济收入早已无法解决演员和其他职工的生活问题;秦腔剧团的新老更替难以完成,老演员退休了,年轻人却不愿来,或者来了留不住;更重要的是,秦腔剧团现在的编、导、演、舞、美等主创人才严重青黄不接,剧团不能创作出更多适合现代人需求的新剧本或剧目,导致观众流失严重,接续困难。虽然目前西安曲江新区管理委员会在接收了相关秦腔剧团的管理权后,采取了一些新措施试图扭转,但是要根本改变秦腔发展传承的窘迫境地却非一朝一夕之事。总的来说,造成上述局面有两个方面的原因。首先,物质方面的原因主要一是资金匮乏,二是人才严重缺乏,三是政府政策上支持不够或者忽视秦腔的传承与发展。就陕西省和西安市而言,地方政府对非物质文化遗产保护的政策关注和支持层次较低且不稳定,对秦腔等艺术形式的特别保障措施目前更是处于起步阶段,完全没有形成相应的体系。这种不足既表现在对传统艺术发展政策的灵活性上控制较紧,没有较为突出的政策引导和鼓励措施;也表现在财政政策支持方面的杯水车薪,秦腔艺术的发展资金严重不足。其次是文化环境方面。第一,秦腔艺术赖以发展和传承的原生态环境发生重大变化,导致传统秦文化对其影响力和支持力在逐步减弱;第二,秦腔艺术的群众基础越发薄弱,受众中老年化,观众层次性弱化;第三,秦腔本身创新不足,这与生存环境变迁和人才的缺乏具有密切关系。秦腔艺术几千年来扎根于秦地秦文化环境之中,其发展和传承需要具有文化认同的主体来发挥其创造能力,但随着社会环境和主体思想观念的变化,再加上体制、人才等问题使得秦腔艺术得以产生、发展、传承的文化条件不断丧失。另外,很少考虑观众需求,没有培养市场意识,往往为了评政府的奖而排戏,也是秦腔艺术发展的重要阻碍。上述因素相互交织,使得传承并振兴秦腔艺术将是一个庞大艰难的系统工程。秦腔作为传统艺术形式与新型文化形式虽有诸多的不同之处,考虑通过立法将其纳入到我国非物质文化遗产保护是完全必要且符合实际的。文章主要侧重分析认定秦腔的非物质文化遗产属性,通过在相关非物质文化遗产保护国际公约和我国认可的现有法律法规及制度框架内,寻找对秦腔艺术保护发展的对策。二、秦腔的非物质文化遗产属性分析我国关于非物质文化遗产保护的相关法律法规和政策出现较晚,按照2008年5月14日《国家级非物质文化遗产代表作申报评定暂行办法》第二条的规定:非物质文化遗产指各族人民世代相承的、与群众生活密切相关的各种传统文化表现形式(如民俗活动、表演艺术、传统知识和技能,以及与之相关的器具、实物、手工制品等)和文化空间。其具体评审标准如下:(一)具有展现中华民族文化创造力的杰出价值;(二)扎根于相关社区的文化传统,世代相传,具有鲜明的地方特色;(三)具有促进中华民族文化认同、增强社会凝聚力、增进民族团结和社会稳定的作用,是文化交流的重要纽带;(四)出色地运用传统工艺和技能,体现出高超的水平;(五)具有见证中华民族活的文化传统的独特价值;(六)对维系中华民族的文化传承具有重要意义,同时因社会变革或缺乏保护措施而面临消失的危险。满足上述条件才是法律意义的非物质文化遗产,但在此之前的2006年5月20日,国务院公布了我国第一批518项国家级非物质文化遗产,其中包括秦腔在内。当然从国际范围来看,世界非物质文化遗产主要受《关于由联合国教科文组织宣布为人类口头及非物质文化遗产优秀作品的评审规则》(以下简称《规则》)所规定条件限制。该规则具体规定:参选作品应该具备体现人类的创造天才的优秀作品的特殊价值,参评作品的特殊价值要从以下方面得到证实。1、或者是具有特殊价值的非物质文化遗产的集中体现。2、或者在历史、艺术、人种学、社会学、人类学、语言学及文字方面有特殊价值的民间传统文化表达。3、申报的文化空间或文化表达形式,为了能被联合国教科文组织宣布为人类口头及非物质遗产优秀作品,还必须符合“联合国教科文组织宣布人类口头及非物质遗产优秀作品”规则的五项条件。因此,此申报的作品应该:4、表明其深深扎根于文化传统或有关社区文化历史之中。5、能够作为一种手段对民间的文化特性和有关的文化社区起肯定作用,在智力借鉴和交流方面有重要价值,并促使各民族和各社会集团更加接近,对有关的群体起到文化和社会的现实作用。6、能够很好开发技能,提高技术质量。7、对现代的传统具有唯一见证的价值。8、由于缺乏抢救和保护手段,或加速的演变过程、或城市化趋势、或适应新环境文化的影响而面临消失的危险。从上述非物质文化遗产应当具备的基本特质来看,秦腔作为我国传统民间戏曲艺术,既符合我国国家级非物质文化遗产的申报条件,同时也符合联合国教科文组织所规定的非物质文化遗产申报基本要求的。非物质文化遗产应具有非物质性和活态性来两个基本特质。非物质文化遗产的“非物质性”,主要表现在其存在于精神领域的创造活动及结晶中,其存在和延续主要是以口传心授的方式完成;而不是说该文化遗产并不存在物质的载体或表达形式;秦腔艺术作为非物质文化遗产也是如此。活态性表明非物质文化遗产在本质上是一种活的流动的,不断更新变化的文化,从活态角度去认识非物质文化遗产,即使是已经消失或者已被部分物质化的非物质文化遗产。首先,秦腔具有非物质性,其与现代以剧本形式表达的秦腔剧目存在源与流的关系。秦腔剧本是古老秦腔艺术的现实物质表达,它是秦腔艺术精神化的物质载体。探索对秦腔剧本实施版权保护,不能够也不应该排斥秦腔的原生权利(即文化权利)的保护与传承;同样也不应认为秦腔艺术内容在一定程度上的物质化,就导致秦腔的存在形态、传承方式等完全物质化、静止化,或者丧失了其精神价值,毕竟作为艺术的秦腔与作为作品的秦腔剧本不完全等同。作为文化遗产,秦腔艺术更多是劳动人民对内心精神的陶冶和历练,是智慧或思考等创造行为的结晶,是无形的。它能够流传并有广泛的社会认同,除了以物质化的剧本形式予以保留外,更深层次的原因在于秦腔艺术的精神价值深深地扎根于它所存在的社区或民间文化环境,并与劳动人民的思想意识在一定层面上达到了共鸣,满足了一定范围人群的精神文化需求,从而被传唱并以口头等各种形式广泛流传。因而,真正能够申报为非物质文化遗产的,只能是作为原生态的无形的秦腔艺术,而不是经过加工的物化的作品。原生态的无形的秦腔艺术的保护、传承与发展是个系统工程,需要对该艺术本体和存在的周边社区环境等配套实施全方位的保护。相反,物化的作品来源于原生态的艺术,但具有相对独立性,可以通过现有的知识产权制度对其进行保护发展。其次,秦腔的活态性表现在它是一种“活”的文化遗产,它在赖以生存的环境处于不断发展和创新中;它是一种在具体时空中现场进行的“活”的演绎,不是一种静态的“死”固态化物质。秦腔艺术产生于几千年前的中国西北,深深扎根于秦人秦地文化之中,是中华文化的重要组成部分;这种艺术形式带动和创造过辉煌的古代政治文明及丰富的地域文化;其传承至今是对古老文明的独特的见证和再现,并具有唯一性;对于西北民族乃至中华民族而言具有特殊的精神和文化价值;由于历史的或现实的原因在现代社会环境中有逐渐衰亡的趋势;因而应当将秦腔艺术申请为人类口头与非物质遗产作品加以保护和发展。秦腔的物化成果比如剧本、道具、舞台、服饰、道具、乐器和图像等外在形式是其发展过程中创造的物质财富,具有一定的静止性,但这并不妨碍秦腔艺术本身作为活态精神文化的不断发展和传承。三、关于秦腔保护发展的一些建议基于上文的介绍和分析可知:在事实层面上,秦腔的现实状态的确不容乐观,其发展传承存在诸多困难因素,彼此交织;在法律层面上,目前人们往往不能把秦腔与法律保护相统一,但并不否认二者存在客观的密切联系,只是在认知程度上存在缺陷或不足;在经济层面上,秦腔素来被当作文化事业发展,也就是秦腔过去更多是由政府来出资支持和管理的,这与秦腔艺术产生、存在乃至发展的环境条件不相符合。因而,能否在市场经济条件下变化一种思路,将秦腔艺术在一定程度上回归其赖以生存的环境,尝试将其一定程度的市场化发展,运用生产性手段进行传承和发展,通过这种新的探索在发展中保护秦腔艺术,使其具有新的适应社会发展的生命力。(一)完善秦腔等戏曲艺术作为非物质文化遗产保护的地方立法。秦腔作为非物质文化遗产是不可再生的珍贵的文化资源,致力于对其保护是对古老秦文化的继承和发扬。毋庸讳言,立法是一种长期稳定的保护方式,这正好符合保护非物质文化遗产的基本要求,需要一代一代做下去。但通过国家对秦腔等戏曲艺术进行专门立法保护既不可行,也不经济,所以各地政府可以结合本地区的特色,专门进行契合实际的地方立法。就秦腔而言,地方立法应该明确秦腔作为非物质文化遗产的保护范围、保护主体、客体和内容;确立秦腔艺术传承人制度,并就评选等相关程序及如何管理作出规定;建立秦腔艺术保护基金,设立专门保护发展机构;设置奖励和惩处措施等,真正将秦腔这一非物质文化遗产的保护纳入法律体系中。(二)探索生产性保护方式是对秦腔保护发展的最优选择。生产性保护方式是文化部副部长、中国艺术研究院院长、中国非物质文化遗产保护国家中心主任王文章在其撰写的《非物质文化遗产概论》一书的导论部分提出来的。简单来说就是对非物质文化遗产的保护不应该成为僵化的消极保存,而是在不违背其生存发展内在规律和自身运作方式、不扭曲其自然衍变趋势的前提下,将其导入当代产业体系,使之在生产实践中得到积极保护。生产性方式保护不是简单地走产业化发展道路,要避免将生产性保护单纯地往追求商品化上发展,避免不考虑其社会内涵、社会生态环境,使之纯粹旅游化、表演化、商品化;这种生产不只是简单的物质生产,还有人自身尤其是精神文化认同和创新的生产,特别是是要让作为非物质文化遗产的秦腔回到原有的生态中,实现有机更新。通过立法对秦腔等非物质文化遗产进行保护具有被动性,应当探索对秦腔艺术的文化元素进行提炼,通过生产性方式实现秦腔的传承和发展。对于秦腔来说,纯粹法律保护对其传承和发展来说是极为不利的,这样只会静止的、被动的毁灭这种艺术,这与秦腔的活态性特征明显背道而驰。文章认为:1.生产性保护需要将秦腔赖以产生发展的人文及文化生态环境保持。由于秦腔依赖于其生存发展的外在特定的原生生态环境,具有非独立性的特征,因而脱离该环境谈论传承是不切实际的。包括秦腔在内的任何一种民间艺术形式都产生于一定的文化生态之中,或一种文化时态之中,我们虽不可能去恢复文化时态,但我们可以借助一定地区的人群生活使这一文化艺术有机地活在当代人的生活方式中。就秦腔来说,我们在保护其艺术形式时,要尽可能地保护与其相关的生态元素,比如一定的地域、一定的生产生活方式乃至一定的思想观念和思维范式,这就要求对秦腔传承具有核心价值的农村传统文化生态保持完整,并对具有特殊价值的村落或特定区域进行动态整体性保护。当然,社会发展的脚步必然将在一定范围内逐步冲淡原有地域、文化乃至观念的束缚,这就要求我们要不断地更新秦腔艺术的外在形式和内容,保持内在文化价值的传承。比如通过动漫方式将秦腔表演形式现代化,可以填新词,但其核心的秦文化和秦地乡土气息要保留在吟唱和演绎之中。在这一点上,浙江省文化厅初步规划重点发展嵊州甘霖镇前期越剧艺术保护区等一批民间艺术生态保护区的做法值得学习和借鉴。2.生产性保护要求对秦腔实施有机更新。有机更新方式就是对秦腔艺术的保护发展应当在变与不变之间找到平衡,所谓变指的是秦腔艺术的外在表现形式,可以通过舞台演出、电影和电视等方式来实现;吟唱的内容,如填词等应当与当代的社会发展、与群众的生产生活等密切相关方面不断变化。所谓不变指的是秦腔核心的文化认同和文化传统,以及秦腔赖以生产发展的的原生态环境不变化。一些非物质文化遗产只可活在一定地域里,在一定的地域里才可显示其艺术魅力,秦腔等戏曲艺术就是如此。对秦地世代相传、与群众生活密切相关的传统文化表现形式和资源,进行真实、动态、整体和可持续保护,保持秦腔艺术原生态环境,形成良性的民间艺术保护机制。有机更新拒绝脱离原生态环境而进行的创作和变化,讲求艺术扎更是生活,来源于生活的基本标准;拒绝对秦腔艺术进行推倒重建式的改变,比如将其完全市场化或者产业化,使其丧失文化认同和精神价值的方式。3.生产性保护可以对秦腔进行一定程度的市场化,引入新鲜的发展动力。可以利用地域上秦地秦文化所具有的文化旅游资源优势,为秦腔艺术的市场化发展提供了一个很好的平台。首先,广泛吸纳社会资金参与秦腔艺术的保护发展工程,通过组建基金会接收社会各界捐助,为秦腔发展提供后续资金支持。其次,可采用戏企联姻模式,通过企业投资秦腔艺术的方式,借助于一定商业化手段实施资金或待遇对秦腔艺人的激励作用,政府只要给予法规政策方面的优惠即可。再次,鼓励社会各界参与秦腔艺术人才大培养行动,通过艺术培训、音乐戏曲茶座等模式,给予秦腔爱好者活动发展的空间,也可适当给予一定的补贴,增加其积极性,由此可以更广泛普及秦腔艺术,培养受众。第四,在农村鼓励成立民间自乐班,以提供资金激励的方式鼓励创作,参与民间演出,允许收取的一定的演出费用外加政府补助,提高民间艺人的主动精神。第五,有关政府管理部门可做一些组织工作与行政扶持、赞助,推荐优秀剧目成为秦腔文化遗产的代表作,采用精品意识与非精品意识相结合方式发展秦腔。(三)政府政策的支持和鼓励是保护发展秦腔艺术的重要组成部分。政策较之法律则更为灵活、高效,通过制定低位阶的规范性文件,可以更有针对性对秦腔艺术保护传承提供全面保障。秦腔的生产性保护道路,固然在基本原则规则方面需合乎法律根本精神,但在具体操作中很难把握变与不变的平衡关系。这就需要政府机关通过具体政策限定秦腔生产性保护的基本方向,秦腔不能完全产业化、市场化,但完全回归原生态也不可能,因而政府政策的引导功能应发挥纲领作用。例如要将秦腔推向基层社区,回归其相对原始的存在环境,就不可能运用法律强制的方式完成,否则会适得其反。相反,如果采用鼓励的政策,在财政、人员、场所等方面予以灵活支持,通过积极引导可能会起到意想不到的效果。同时注重人才培养,从娃娃抓起,可以在一些具有适当基础的小学开设选修的秦腔艺术课程,也可以将该课程引入学生各个阶段的学习之中;对于特殊人才给予一定的生活补助或补贴;对于热衷于从事秦腔艺术的人员,给予一定的资助并培训。(四)加强对秦腔遗产传承人的认定和保护,发挥他们传播秦腔艺术和培养后继人才方面的的积极作用。目前,关于秦腔艺术传承人的认定工作已经展开,但是要发挥这些人员的积极作用,单纯的认定是远远不够的。首先,我们可以通过认定过程来传达一种信息,那就是政府鼓励每个人在秦腔保护发展做出自己的努力。其次,应给予这些传承人一定的物质和精神奖励,符合市场经济条件下理性经济人的基本需求,易于被认同。第三,给予传承人一定的政策优惠和政府补助,鼓励他们在自己能力所及的范围内传播秦腔艺术、培养人才。第四,建立能上能下的传承人认定制度,否定传承人制度终身制或者政府奖励、补助终身制,节约秦腔艺术发展资金。秦腔遗产传承人是秦腔艺术传承的重要财富,但这一传承能否继续关键是下一代秦腔人才的培养。小结古老戏剧秦腔流传至今乃我国非物质文化遗产的重要组成部分,但其面临诸多生存发展困境,对其保护并发展是对待民族文化的一种慎重合理的态度。将秦腔艺术上升到法律客体的角度进行保护是必要的,也是秦腔等非物质文化遗产保护的趋势。希望通过政府支持和秦腔艺术本身一定程度的生产性保护发展,挽救这一民族文化遗产,但这一传承的核心应当人才的培养和文化的认同,主要应当经过上文所述的资金、政策、生态环境、意识培养等方面来完成。
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