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作 者:秦莹 谢希贤 Ying Qin;Xixian Xie(Tianjin University of Finance and Economics,Tianjin 300222,China)
出 处:《中国数字出版》2025年第1期106-112,共7页CHINA DIGITAL PUBLISHING
摘 要:文章概括3种以敦煌文化为典型的科普新情境:艺术情境、剧场情境和游戏情境,以“邀请传播”的理念探讨3种情境中专业用户的科普展演形式与策略。随后,从科普文本、观演关系和情景创设3个方面,深入探讨敦煌文化数字科普新情境中的互构过程。研究发现:受众通过情境的分离、角色的分离、观演关系边界的分离来创造新的科普情境定义;受众将认知经验与文本中的媒介结合,对原文本阐明新意、创造新知的做法,具有互通性、互文性和交互性的特征;当前敦煌文化数字科普的重点在于打造新型科普传播情境,创新科普传播形式,满足公众的个性化需求,鼓励公众以多种专业形式参与科普创作。The article summarizes three new popularization contexts of Dunhuang culture as a t ypical example: ar tistic context, theatrical context, and gaming context. It discusses the forms and strategies of science popularization performance by professional users in these three contexts with the concept of “invitational communication.” It also deeply explores the mutual construction process in the new contex t of digital science popularization of Dunhuang culture from three aspects: popular science texts, the relationship between the audience and the performance, and the creation of the context. The study finds that the public creates new definitions of popular science contexts through the separation of contexts, roles, and boundaries of the audience-performance relationship;the audience combines cognitive experience with media in the text, and the practice of clarifying new meanings and creating new knowledge in the original text has the characteristics of interactivity, intertextuality, and interactivity;the current focus of digital science popularization of Dunhuang culture is to create new types of popular science communication contexts, innovate popular science communication forms, meet the personalized needs of the public, and encourage the public to participate in popularization in a variety of professional forms.
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