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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
111

互動式數位學習之設計 / An Interaction-centric e-Learning Design

余玫萱 Unknown Date (has links)
資訊科技對學習引發了全面性的變革,網路無遠弗屆、快速便利的特性,更使得網路學習、線上學習、數位學習等利用網路與資訊科技的結合的學習方式為大家所重視。未來邁入知識經濟後,人們更需要不斷的學習來提昇自己的競爭力,透過學習獲取知識。資訊科技與網路的結合,為數位學習帶來許多的優勢與好處,但是雖然數位學習的網站很多,大多數仍無法達到如傳統學習的學習效果,學習者通常瀏覽過一兩次後,便失去學習的興趣,因此數位學習系統仍缺乏整合性的規劃與開發。   目前網路上許多的數位學習系統提供的互動機制不足,學習者缺乏人際互動的工具與活動,除此之外,許多互動工具無法得到參與學習的使用者之青睞,學習者甚少使用,如同虛設。因此本篇論文企圖設計出一套整合性與互動的數位學習之設計,解決目前網路學習在互動中所遭遇的瓶頸。   本研究從適性學習(Adaptive Learning)、合作學習(Collaborative and Cooperative Learning)與建構學習(Constructive Learning)三方面進行設計,互動機制可以達到此三個目的,進一步讓系統可以支援達成合作學習與建構學習的活動設計。 / Information technology and Internet technology have brought the revolution of learning, training and education. The knowledge economy in the 21st century has made the knowledge become the most important critical success factor. We must continuously learn in order to maintain the competitive advantage. Many corporations and educational institutions have developed their own e-Learning web sites. Because the lack of adequate interactive mechanisms, most of them cannot provide the efficient and effective learning results. Our research aims to develop an interaction-centric e-Learning design and implementation. Based on the adaptive learning, collaborative and cooperative learning, constructive learning concepts, we design an integrated interaction-centric model to develop a set of toolbox to enhance the interactive activities of e-Learning.
112

Facebook上消費者類社會互動對品牌關係的影響 / Consumers’parasocial interaction on Facebook has an effect on Brand relationship

洪寧, Hung, Ning Unknown Date (has links)
本研究搜集299份線上問卷,以類社會互動理論的取徑去探究在Facebook中介下的品牌關係。研究結果發現,品牌吸引(包括社會吸引和任務吸引)以及粉絲的工具性媒介使用動機與類社會互動成正相關,但粉絲的年齡、教育程度、收入此三個人口統計變項與類社會互動間的關係則不顯著。而類社會互動與品牌關係亦成正相關,並完全中介品牌吸引且部分中介粉絲的工具性媒介使用動機對品牌關係的影響。 / This study collected 299 Web questionnaires and applied parasocial interaction perspective to examine the relationship between fans and brands on Facebook. Finding revealed a positive relationship between brand attractions (including social and task attraction) and instrumental media motivation to parasocial interaction. Demographics (including age, education, and income) did not have a significant relationship with parasocial interaction as expected. There is also a positive relationship between parasocial interaction and brand relationship. Parasocial interaction perfectly mediated the influence of brand attractions and partially mediated the influence of the instrumental media motivation on brand relationship.
113

DISC人格、團隊組成、團隊互動對績效的影響-以AMBA團隊經營課程為例 / The influences of extended DISC, team characteristic, and team interaction on performance- a case of team building course of AMBA

張容瑄 Unknown Date (has links)
近年來,團隊這個名詞並不陌生,許多學校與企業都運用團隊來做為學習或工作的基本單位,原因在於團隊能夠帶來一加一大於二的綜效,達成較好的學習效果或工作成效,因此團隊績效是一個重要的探討議題,過去常以「I-P-O」的團隊績效模型來加以探討,而在模型中與其密切相關的元素則包括團隊組成與團隊互動,此外研究也顯示,雖然企業主普遍認為員工需具有溝通、人際相處及團隊互動的相關知識與技能,學校教育卻很少有提供這方面的課程。研究者剛好有機會連續三年參與本校AMBA之「團隊經營」課程的開發與執行,因此以97年度與98年度課程為例,除了探討此課程的成效外,也以此參與此課程的團隊為例,探討DISC人格、團隊組成、團隊互動對團隊績效的影響。 由於本個案之課程本身並非設計做研究用,因此研究過程乃是收集現有的資料做分析與歸納,更因為個案的團隊數量有限,因此採用質化的方式,以團隊組成為輸入變相,團隊過程為中間變相,團隊績效為輸出變相,97與98兩屆團隊各自比較與分析後,歸納兩屆的相同之處並對照文獻做討論。 結果發現,本課程可以為參與同學帶來團隊知識與團隊互動兩方面團隊能力的提升,不同的團隊能力可經由不同的活動達到效果,而不同的評分方式則會對團隊績效造成部分影響,有關團隊組成、團隊互動與團隊績效三者之間的關連,則提出幾個基本命題如下,可用作之後研究的參考: 有關團隊組成與團隊績效 1. 若團隊成員平均成熟度較高,則團隊績效較好。 2. 若團隊成員年齡標準差較大,則團隊績效較好。 3. 若團隊成員保證者所占百分比較低,則團隊績效較好。 4. 若團隊D+I的元素所占百分比較高,則團隊績效較好。 有關團隊組成與團隊互動 1. 若團隊成員平均成熟度較高,則團隊在溝通+合作的綜合表現較好。 2. 若團隊成員年齡標準差較高,則團隊在合作上表現較好。 3. 若團隊成員保證者所占百分比較低,則團隊在合作上表現較好。 4. 若團隊成員保證者所占百分比較低,則團隊在個人投入程度上表現較好。 5. 若團隊D+I的元素所占百分比較高,則團隊的任務性衝突較多。 有關團隊互動與團隊績效 1. 若團隊溝通狀況較好,則團隊績效較好。 2. 若團隊合作狀況較好,則團隊績效較好。 3. 若團隊溝通+合作狀況較好,則團隊績效較好。 4. 若團隊凝聚力較高,則團隊績效較好。 5. 若團隊成員個人投入程度較高,則團隊績效較好。 6. 若團隊整體互動狀況較好,則團隊績效較好。
114

以資訊科技結合健身器材與健康管理之研究 / Information technology combined with fitness equipment and health management research

丁煥智 Unknown Date (has links)
台灣的健身器材產業目前已逐漸趨向成熟期。根據產業生命周期理論,在此時期,由於市場需求成長漸緩,需求逐漸飽和,為維持獲利水準,廠商間逐漸開始朝向價格競爭戰,陷入低價低毛利的紅海市場中。各家廠商會擴張生產,以達到規模經濟,降低生產成本。除非有新設計或製程,增加運動器材的附加價值,產生差異性,否則大多企業難以擺脫現有的困境。 本研究將探討以資訊科技結合健身器材與健康管理,以提供新的商品或服務,創造健身器材產品的差異性。依據健康管理的流程:健康資訊的獲取、健康評估、健康指導計畫、健康促進,此四個步驟的脈絡,依序探討健身器材能於此四個步驟中提供甚麼樣輔助功能。並提出「互動式的自主健康管理」的概念。透過「互動式的自主健康管理」,使用者能藉由主動使用健身器材及內建的生理資料擷取器監測自身生理數據,並且與健康平台上預設的電腦程式、醫管人員、體適能師、營養師做雙向的健康管理溝通。 本研究也將評估健身器材於健康管理平台發展之可行的方案以及健身器材業者的機會,包含其經營模式之建議,以及與異界結盟之概況,最後提出健身器材如何透過經營健康管理領域提高產品附加價值之建議方案。
115

由品牌互動與品牌延伸的角度探討品牌行動應用程式對品牌態度的影響 / Evaluation of the effectiveness of branded mobile phone application from brand interactivity and brand extension

魏晧瑜, Wei, Hao Yu Unknown Date (has links)
隨著新生活娛樂型態興起,以及可攜式行動裝置愈來愈普及,行動廣告的重要性也與日俱增,品牌行動應用程式與消費者的高互動特性,已引起行銷人員相當大的興趣,承載品牌識別圖案與訊息的品牌行動應用程式,無疑是最新崛起的行銷戰場。然而本研究認為,品牌行動應用程式不單純只是品牌的廣告,實際上也是品牌延伸後的新產品,因為它提供使用者不同於原品牌的新功能與服務,且擁有一套獨特的設計理念,因此,本研究在探討行動應用程式互動的效果時,還加入了“品牌延伸”的概念。   本研究選擇五個品牌行動應用程式為研究主體,依照受測對象為使用者與非使用者,調整問卷內容與次序,共設計十份問卷。資料分析結果證實,消費者與品牌行動應用程式的互動而產生的媒體經驗,確實能提升其母品牌的態度;由品牌延伸的角度,研究結果亦證實,品牌行動應用程式與母品牌的認知契合度越高,消費者對品牌行動應用程式的態度就越好,而且品牌延伸存在正向的外溢效果,意即品牌行動應用程式的好感會正向回饋至母品牌的態度。另外,本研究發現體驗型的品牌App較能觸發多元、獨特、且專屬於該品牌的聯想。   本研究的結果不僅可以提供廠商在使用品牌行動應用程式作為行銷工具時的參考,更能在廠商實際建置品牌行動應用程式時,建議提供何種互動經驗給目標消費者較為適當、設計的概念是否要與母品牌概念一致、或者依據行銷目標的不同,推出不同類型的品牌App。
116

大中華地區跨域實境事業之創新經營模式─以KTV產業為例 / An Innovative Business Model of Across Area Service - A Case Study of KTV Industry

李旗川 Unknown Date (has links)
在大中華地區,與親朋好友至實體店面KTV唱歌是極為常見的娛樂方式,但近年來至外地念書以及至外地工作的情形屢見不鮮,因此要與親友齊聚一堂、共同歡唱實屬不易。本研究的目的乃是要提出一種創新服務的經營模式,藉由現有攝影、投影和軟體技術的組合與改良,搭配空間情境的塑造,打破地域的限制,滿足不同地區親友與網友跨地域聚會歡唱的需求。 為了找出可行的商業模式,本研究透過實地訪查臺北、北京、深圳以及雲南等地的實體店面KTV,以比較各地經營模式與服務內容的差異性;並透過實際嘗試使用線上KTV網站,以了解目前線上KTV的營運模式與優缺點;更透過訪談各類潛在消費者以及問卷調查與分析,來確認目標客群並評估目標市場的大小。本研究從調查中發現,此種跨域實境的服務除了可以滿足各地親友互相聯繫的需求外,還可滿足商業溝通、愛唱歌者媒合以及陌生網友聯誼等需求。本研究針對這四種需求的目標客群,設計不同的行銷計畫與收費方式,並提出階段性的事業發展計畫。 / In the Greater China region, singing at KTV with friends and family members is a very common entertainment. Studying and working outside the hometown has become very popular recently, so if you want to sing and gather with family and friends it may be quite difficult. The purpose of this study is to propose an innovative service business model, by combining and improving the existing photography, projection and software technology. The purpose will be achieved by shaping space scenarios, creating innovative goods and services that can break the geographical restrictions, and will give people opportunity to gather together. In order to find the viable business model, in this study I will compare differences between business model and services in KTVs in Taipei, Beijing, Guangzhou and Yunnan. I will try to use the online KTV site to learn the operating mode, pros and cons of online KTV, interview potential consumers, use the questionnaire survey, and then evaluate the size of the target market, identifying target customers and a viable business model. After being verified and amended repeatedly, this service will not only satisfy the demand of those, who want to gather with relatives and friends, but will also satisfy the demand of commercial communication, matching the people who love singing, and will also satisfy the activities of unfamiliar netizens. In this study, according to the demand for these four target customers, different marketing plans and charging methods will be designed, and phased development plan will be proposed.
117

打破第四道牆: 以敘事理論為基礎之個人化3D互動敘事創作系統 / Breaking Into the Fourth Wall: Generating Personalized Interactive Narratives for 3D Drama Environments

吳蕙盈, Wu, Hui Yin Unknown Date (has links)
互動敘事為敘事創作開啟了許多新的可能性,不論是在各種多媒體敘事創作平台上或是提供更擬真、更深刻的說故事體驗,是傳統敘事所無法提供的。透過日新月異的傳播工具,要在各種平台上創作出這類多媒體互動敘事,對於各種敘事創作者來說是一項相當大的挑戰,也引發了許多相關議題的探討:要如何開發出好用的創作工具,不但是可以降低創作技術門檻,同時也提升創造力。如何設計出一個創作模型是能夠讓故事建構者(包含原創作者、中介創作者、體驗者等本系統目標使用者)對於故事內容、結構以及像長度、複雜度、主軸、文類等故事特性有更多的控制權。 為了探討這議題,本研究提出一個多媒體敘事創作以及互動敘事腳本產生的框架,結合 3D 戲劇平台建立一個具有創作環境,以故事建構者設定的條件與敘事理論為基礎的故事篩選與腳本產生機制,及3D虛擬模擬環境的互動敘事系統。在創作與故事產生方面,故事建構者可以針對各種條件的篩選(像是故事主軸、長度、敘事架構、時間順序等等)由同一組故事片段產生各種敘事上的可能性。本研究設計一個演算法,有效重組既有的故事片段以產生符合作者所有條件設定的互動敘事腳本。 這種機制的另一個特色就是所產生的互動敘事腳本與敘事平台是獨立的,不受到特定平台的技術門檻、創作格式所侷限。為展現此腳本產生系統在各種敘事表現形式上的彈性,在本研究的系統實作中,可以同時產生故事的文字形式並在3D敘事系統 The Theater 上以即時的動畫、攝影機規劃與簡易互動呈現結果。最後,此研究設計一個質化前導實驗,以了解使用者面對具互動、動畫與個人化的敘事內容時,會有甚麼看法與反應。 此次研究的貢獻為設計一個建構在3D虛擬環境上的互動敘事創作的架構,並提供適當的故事腳本產生機制,讓創作者的故事片段擁有重複利用價值。此外,透過故事內容的篩選過程,我們能提供故事建構者在故事結構與內容上有高度的控制,讓產生出來的敘事腳本符合故事建構者所設定的條件、具有良好的敘事理論基礎,並即時在3D虛擬環境中以角色動畫演出。以這次建立互動敘事平台的經驗以及於使用者測試中所得到的回饋,本研究也對於敘事創作介面與輔助工具提供一些設計原則,並提出一些互動敘事系統未來可再延展的議題。 / Interactive storytelling opens a world of possibilities for narrative creation on multimedia platforms, allowing a more compelling and immersive experience compared to traditional narratives. With the emergence of new storytelling technologies, the authoring of such narratives in complex virtual environments becomes an issue critical in the domain of multimedia storytelling platforms: How can we reduce the authoring effort as well as enhance creativity for interactive narratives? How can we design a flexible framework to allow creators of the story (including authors and experiencers at various stages of the interactive story) to have control over the story content and structure based on characteristics such as length, complexity, plot line, and genre? In order to address these issues, we propose the design of an interactive storytelling platform with models for authoring, story generating based on narrative theory and constraints set by story creators, and simulation in virtual environments. In the platform the creators of the story can specify characteristics (such as plot, length, narrative structure, time sequence, and etc.) on story fragments in order to generate variations of interactive stories. An algorithm we devise will filter and recombine story fragments from these characteristics, generating a high-level interactive script that satisfies all authorial and structural constraints. This mechanism provides sufficient abstraction from the technical implementation in that it is platform independent, and can be highly expressive in various forms of discourse. To implement the results of the story generation and demonstrate the abstraction from the virtual environment, we simulate the generated interactive narrative both in text form and in the 3D animation environment of The Theater. The Theater platform is complete with autonomous character animation, simple interaction methods, and automatic camera planning. Finally, we carry out a qualitative pilot study to understand how users would perceive and react to the animated, interactive, and personalized narrative content. Through this implementation, our contributions are to design a flexible framework for authoring interactive narratives for 3D environments, and also provide story generating tools that allow easy reuse and recombining of existing story fragments. Moreover, the filtering and selection process provides high-level control over the story content and structure, thus enforcing the authorial control as well as ensuring the generated stories have a basis in narrative theory. From the experience of implementing this platform and feedback obtained from the user experiment, we hope to suggest design principles for authoring tools and interfaces of interactive narratives.
118

我國文建會國會聯絡機制之研究 / A Study for Congressional Liaison Mechanism of the Council for Cultural Affairs

劉惠美, Liu,Huei-Mei Unknown Date (has links)
2000年政黨輪替,台灣政局進入一個政治新紀元,台灣政府體制呈現「分裂政府」的狀態,行政、立法兩院的衝突與對立,導致政策推動受到嚴重的影響;在2004年第六屆立法委員選舉後,民進黨在立法院因席次未過半而無法控制國會,因此行政機關所面對的是更為複雜的互動環境,其結果必須動用更多的人力、資源來處理與國會之間的關係,也就是說當立法權膨漲或行政、立法互動不夠順暢時,國會聯絡機制受到高度的重視與強化。 縱觀民主國家政治發展可發現,國會聯絡就是引導行政與立法機關合作的重要途徑,此種聯繫管道如能通暢,無疑是維繫行政、立法有效溝通與合作的重要憑藉,並且能有效降低行政與立法機關在互動過程中所造成的衝突,而國會聯絡人就是此機制中的關鍵性角色,而本研究主要探討我國文建會國會聯絡組織運作之策略與互動過程中的角色及所發揮的功能。 基於以上的認知,本論文的發現如下: 一、當行政權與立法權分屬不同政黨所掌控,呈現分立政府狀態時,國會聯絡機制之策略運用,在互動過程中發揮重大的功能。 二、首長對國會運作之影響,可能是正面,也可能是負面,其差異乃在於首長是否願意將所握有的資源,運作於國會關係上,及加強國會行動的能力。 三、文建會國會聯絡工作以「服務案件」份量最多,且困難度最高。 四、國會聯絡人為國會與行政單位第一線接觸的尖兵,負責訊息傳達、意見溝通及議題協調。 五、好的國會聯絡人有助於國會運作,聯絡人必須具備的特質包括專業與熱誠、溝通與協調能力、熟悉政治運作與技巧、良好的國會人脈、長官授權與肯定。 / The aftermath of the 2000 Presidential election left the ROC fragmented among several political parties. The increasing political conflict between the Executive Yuan and the Legislative Yuan has aggravated the administration process of government policies. The legislative elections in year 2004 created an even difficult situation when the Pan-Blue Coalition has gained the absolute majority over the Pan-Green Coalition, resulting in much of govenment-sponsored bills being deadlocked. Executive divisions are faced with increasingly complicated political environment, which requires greater manpower and resources to reconcile with the legislative branch. This situation, occurring when legislative branch overpowers or when inter-branch relations hampered, then calls for a strengthening of congressional liaison functions. In contemporary democratic systems, the congressional liaison is an important strategic intermediary between executive and legislative branches. A successful practice of the liaison function is expected to improve the communications and collaborations and to mitigate potential conflicts between executive and legislative branches. Congressional liaisons become the keys to the success of the function. The purpose of this study is thus to investigate the role of congressional liaison at the Council for Cultural Affairs (CCA) in inter-branch politics. Major conclusions of this thesis are summarized as follows: 1.In a divided party government, strategic operations of congressional liaison provide great contributions to the interactions between executive and legislative branches. 2.Strengthened public relations with the congress improves the administrative efficiency and helps achieving policy goals of executive divisions. 3.Service-type tasks have become the major load of congressional liaison offices at the CCA and have shown to suffer the greatest complications. 4.The congressional liaison office, being on the front line of executive-legislative branch relations, is responsible for information delivery, opinion exchanges and reconciliation of issues with the legislative institution. 5.A competent congressional liaison will successfully assist the congressional operations and is expected to have the following characteristics: being professional and enthusiastic, having great communication and coordination skills, being familiar with political operations, having extensive connections in congress, and being authorized and endorsed by superiors.
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互動在VJ表演所產生的觀眾自主控制權矛盾探討 / Analyzing the Paradox of the autonomy by the Audience in Interactive VJ Performance

羅晧耘 Unknown Date (has links)
VJ表演隱藏著一種矛盾性。VJ表演之觀眾特徵,較常表現出非主流的品味,傾向於追求與眾不同的體驗,與對於自主權的掌握展現較高的積極性。然而享受音樂表演意味著某種程度的沈浸與忘我,在觀賞表演時需暫時捨棄自身的自主權與主體性方有可能真正享受其中,這之間便產生了控制與被控制的矛盾。當互動科技的元素介入到VJ表演時,這種矛盾性就會更加明顯,甚至被揭露與強調。互動科技的加入旨在過程中使人們能夠參與,讓人們擁有做決定或影響表演的權力。故互動的VJ表演具有控制權矛盾之特徵,而這樣的矛盾性應當被表演設計者所發現並探索。本研究希望透過理論爬梳與作品實踐,探索互動加入在VJ表演時如何提高觀眾的參與感。於是如何盡量減少互動所造成的干擾性以完成一場互動表演,便成為本研究關心的一項重點。   在內容主題上,台灣民間信仰是關於控制與被控制一個很好的轉喻。故此計畫將設計一個以台灣民間信仰為主題的互動VJ表演,並利用台灣民間信仰來反映觀眾主體性矛盾與控制權矛盾的不同面相。
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跨部門知識互動對企業創新之影響 / The Impact of the Intra-Organizational Knowledge Interaction on Business Innovation

蘇嘉偉 Unknown Date (has links)
創新來自知識的互動。本研究將創新知識來源分成客戶類知識與技術類知識,並將企業創新分成新產品開發、解決客戶問題與提高企業自身創新能耐,以探討知識互動特性對不同類型創新的影響。本研究針對業務端與研發端的知識互動,採個案研究的方式,蒐集14個企業創新個案。分析結果發現,高深度的知識互動是新產品開發成功的關鍵;不同客戶問題,所需的知識互動廣度與深度則不一;若欲提高企業自身創新能耐,需要的是高廣度的知識互動。本研究透過不同實際個案歸納出各類創新類型下的知識互動特性,除了有助於更加瞭解知識互動對創新的影響之外,亦有助於企業經營實務上的操作。 / The objective of this study is to understand the impact of intra-organizational knowledge interaction on business innovative performance. The study divided knowledge of innovation into customer-related knowledge and technology-related knowledge, and classified business innovation into product innovation, problem-solving innovation and general innovation capability. Focusing on the knowledge interaction between sales people and R&D engineers the study analyzed 14 business innovation cases in four selected companies. The results reveal that high depth of knowledge interaction is the key to product innovation while the level of the depth and scope of the knowledge interaction is highly related to the context of the problems to be solved. In regard to general innovation capability, high scope of knowledge interaction seems to be the influential factor. The findings about intra-organizational knowledge interaction provide insights about how different levels of the scope and depth of knowledge interaction affect different types of business innovation and offer useful guide in managing technology and customer knowledge in business practices.

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