• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 240
  • 206
  • 34
  • Tagged with
  • 240
  • 240
  • 81
  • 41
  • 40
  • 40
  • 39
  • 39
  • 38
  • 36
  • 33
  • 32
  • 32
  • 32
  • 30
  • 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.
161

國中學生文化資本、同儕互動及內化判準對寫作動機與作文品質的影響 / The influence of cultural capital, peer interaction and writer's internalized criteria on writing motivation and composition quality of junior high school students

黃郁婷 Unknown Date (has links)
現今國中學生寫作動機與作文品質不佳是國內普遍的現象,而學校是國中學生的主要學習場所,因此本研究的探討旨趣在於瞭解校園中的三個主體:學生、同儕與教師,即文化資本、同儕互動以及內化判準,與國中學生寫作動機以及作文品質間的關係;並進一步瞭解國中生的文化資本、同儕互動、內化判準對寫作動機的預測情形以及前述四者對作文品質的預測情形。 本研究以163位國中二年級學生為研究對象,研究工具包括:研究者自編的「文化資本量表」、「同儕互動量表」、「內化判準量表」、「寫作動機量表」以及「作文評定量表」。此外,本研究以因素分析、信度分析、t考驗、單因子變異數分析、皮爾遜積差相關分析、典型相關分析以及多元迴歸分析進行量表與研究假設的驗證。 研究結果顯示: 1.當國中生擁有愈多的文化資本,其寫作動機也會愈高;而國中生擁有的文化資本多寡,與其作文品質無明顯的關係存在。 2.當國中生與同儕的互動頻率愈高時,會有愈高的寫作動機,且會有愈良好的作文品質。 3.當國中生對寫作判準的認同程度愈深時,會有愈高的寫作動機,且其作文品質會愈良好。 4.當國中生的寫作動機愈高時,其作文品質也會愈良好。此外,當國中生的寫作訊息性動機愈高時,其作文中也會有愈良好的新穎性表現;而國中生的寫作內在動機與控制性外在動機對作文中的新穎性表現沒有顯著的影響。 5.國中生已認同判準以及文化資本能顯著預測國中生的寫作動機,且國中生已認同判準是最主要的預測變項。 6.國中生已認同判準、訊息性外在動機以及同儕互動能顯著預測國中生的作文品質,且國中生已認同判準是最主要的預測變項。 為促成國中學生寫作動機以及作文品質之有效提升,本研究最後根據研究結果,對國民中學與國中教師提出幾點實務上之建議: 1.國中校園應多提供豐富的語文物理環境,並鼓勵學生多加運用;此外,鼓勵學生多參與多元的活動,累積生活經驗。 2.鼓勵國中同儕間建立分享的寫作學習社群,並積極地和同儕討論生活見聞。 3.協助學生掌握寫作領域中的批判性原則與標準。 4.著重國中生之寫作訊息性外在動機以及內在動機的培養。 並從研究議題與研究設計兩方面提出建議,作為後續研究之參考。 關鍵字:文化資本、同儕互動、內化判準、寫作動機、作文品質 / Low writing motivation and inferior composition quality has been a general phenomenon for current junior high students. In view of school as the main learning field, this research is to investigate how writing motivation and composition quality are related with cultural capital, peer interaction as well as writer’s internalized criteria, how the writing motivation is predicted by cultural capital, peer interaction as well as writer’s internalized criteria, and how the composition quality is predicted by cultural capital, peer interaction, writer’s internalized criteria and writing motivation. There are 163 students of grade 8 joining in this research. Five self-reported questionnaires, which are “cultural capital scale”,“peer interaction scale”,“writer's internalized criteria scale”, “writing motivation scale” and “composition quality scale” , designed by the researcher, were utilized to measure each variable respectively. Factor analysis, Cronbach alpha, t-test, ANOVA, Pearson relation coefficient, canonical correlation analysis and multiple regression were conducted to validate the questionnaires and verify the hypotheses. The results were as follows: 1. The more cultural capital, the higher the writing motivation were. However, cultural capital was not related with composition quality. 2. The junior high students, who interacted with classmates more frequently, have higher writing motivation and better composition quality. 3. The more important students identified the writing criteria, the better composition quality were. 4. When students owned higher writing motivation, their compositions also have better quality. Besides, when students have higher informational extrinsic motivation, their compositions were found more novel. However, neither of the intrinsic writing motivation nor controlling extrinsic motivation impacted the novel performance. 5. Both identified writing criteria and cultural capital were able to predict writing motivation significantly, the former variable is the most important one. 6. Composition quality was able to be explained by identified writing criteria, information extrinsic motivation and peer interaction significantly. Identified writing criteria is the most important variable among them. Based on our results, several suggestions were raised for the practical application of teachers. 1. The campus should be generated as an abundant linguistic surroundings and the school should encourage students to utilize those resources more frequently. Besides, school should inspired students to participate the various activities so as to enrich the living experiences. 2. The writing community should be encouraged to establish for sake of share of learning experience. The discussion regarding living experiences among classmates should also be promoted. 3. To help the students mater the critical principles and standard in writing field. 4. To generate both intrinsic and informational extrinsic motivation for junior high students. Keywords: cultural capital, peer interaction, writer's internalized criteria, writing motivation, composition quality
162

第二語言課室中對話者之熟悉度對溝通互動的影響 / INTERLOCUTORS' FAMILIARITY ON TASK-BASED INTERACTION IN A L2 CLASSROOM

劉淨云, Liu,Ching-yun Unknown Date (has links)
本研究旨在於觀察對話者之間的熟悉度對於外語學習者的語言影響。溝通互動性質的作業能提供語言學習者機會來對話;然而,很少有學者研究對話者之間的社會層面對於溝通互動的影響。在此研究中,實驗對象是一群台灣的高一生,程度介於全民英檢初級和中級之間,他們依彼此間熟悉程度的調查而分成19個熟悉組和不熟悉組,並進行三種不同性質的溝通作業,再分別計算negotiation for meaning,language-related episodes,和recasts的使用次數。量化分析的結果顯示對話者之間的熟悉度並沒有造成以上三種溝通特性的顯著性差異,唯有在作業類型中有顯著性差異。但質性研究發現由於權力關係帶來的張力,對話者間的熟悉度會因著面子的考量而造成互動模式的些微差異,對於學習者的情意層面、投入程度和溝通策略的使用產生一定的影響。此結果將對於語言課室中配對練習有重要的教學啟示。 / The purpose of this paper is to observe how the interlocutors' familiarity influences the language produced by EFL (English as a foreign language) students. It is widely argued that communicative language tasks may provide learners with opportunities to manipulate and modify their language productions, which in turn helps learners develop their target language. However, few studies concern the social dimension of interlocutors in task-based interactions. In this study, some senior high school English learners in Taiwan were divided into 19 familiar and 19 unfamiliar pairs. Every dyad was engaged in the picture differences task, the describe-and-draw task, and the discussion task. Negotiation for meaning, language-related episodes, and recasts viewed as crucial to second language acquisition (SLA) were interactional features used for quantitative analysis. The results showed that interlocutor’s familiarity had no significant effect; only in task types did the researcher find discernable differences. Opposed to such negative results, the qualitative analyses showed a divergence of interactional patterns due to the face issue resulting from social dynamics. Learners’ interloctutors’ familiarity, which may impact learners’ affective domain and conversational strategy use, may bring some pedagogical implications for pair work in second language classroom teaching.
163

電視傳播產業互動電視服務運作之探討 / The study of interactive TV service in the TV industry

黃瓊玉 Unknown Date (has links)
隨著傳播、網路、資訊等科技等發展,電視服務已可邁向互動電視服務。然而,因於互動電視服務不僅涉及科技、商業、政策等層面,更因其具有電視服務的大眾傳播特點,而影響社會大眾、法律規範,並促使商業運作的改變,故互動電視服務的研究,可以非常廣泛與深入。然而本研究為促研究聚焦而著力電視傳播產業投入互動電視觀看型、購物頻道型與商務型服務時,所需考量的觀念面和營運面之探討。 其中,可發現電視傳播產業提供互動電視觀看型、購物頻道型與商務型服務,具有的共同點:業者需具有的能力,包含提供互動電視轉播、附增與插播內容與服務等以滿足用戶觀看、交流與交易所需的前端與後端能力、對訂戶端收視情況與收視意見的回傳資料直接取得與運用的能力;而用戶需具有可與接收業者內容與其交流的家庭終端設備與操作設備。 互動電視服務與目前多頻道電視服務異同處是電視傳播產業業者在運作互動電視服務時應考量的要項。本研究發現可以延伸多頻道電視市場之市場結構-行為-績效而建構電視傳播產業運作互動電視服務時應考量的項目與架構。另外,多頻道電視服務演變為互動電視服務是需要時間;電視傳播產業業者應有互動電視服務市場開創期(即多頻道電視服務為主,而互動電視服務為副的時期)與互動電視服務市場競爭期(即互動電視服務普及化的時期)之觀念。業者身處於市場開創期之策略思維與身處於市場競爭期之策略思維應有異。 而業者投入互動電視觀看型服務,應了解此型互動電視服務乃著重提供用戶不涉及商務交易之觀看及交流的內容與服務,則拓展用戶的閱聽範圍與收視便利性是其著力點;用戶於節目收視面與廣告效力面的回傳資料是可幫助業者了解用戶的收視而利於營運的改進。至於探討電視傳播產業投入此型互動電視服務的市場結構-行為-績效分析,可以劉幼琍(1997)所提的多頻道電視市場結構-行為-績效分析為基礎,但須增加「資訊科技」以表達對直接互動層次與附增內容範疇等直接互動化層面之重視。而個別公司投入績效之探討,於開創期時,可從扮演互動電視服務先驅者角色之權威性優勢、附加互動電視服務而建立有線電視服務之差異化優勢、或以掌握訂戶直接回應而強化有線電視服務之資訊性優勢等探討之;於競爭期時,可從公司於以訂戶收視為終端、以企業廣告為終端、以回傳資料應用為終端等價值鏈之角度探討之。 而業者投入互動電視購物頻道型服務,應了解此型互動電視服務乃著重以提供用戶電視線上購物的內容與服務,則提供吸引用戶進行電視線上購物的內容及便利性是其著力點,亦即完善提供吸引用戶購物之前端內容以及購物前、購物時與購物後的(包括物流、客服等)商務流程,是提供此型互動電視服務的要件。而用戶呈現於購物前反應與購物後意見的回傳資料,可助業者對商品挑選、流程設計、服務內容等營運層面的改進。至於探討電視傳播產業投入此型互動電視服務的市場結構-行為-績效分析,可以互動電視觀看型服務市場結構-行為-績效分析為前端內容基礎,並於節目製作項目納入電視購物服務內容分析之考量,以表達對電視購物情境設計的重視,再加上流通業與Scherer and Ross(1990)產業研究的結構-行為-績效模型發展後端買賣執行的市場結構-行為-績效分析。而個別公司投入績效之探討,可以與其相近的線上零售商 (Afuah and Tucci,2003) 為探討方向。 而業者投入互動電視商務型服務,應了解此型互動電視服務乃著重提供用戶與加盟的第三方業者進行電視線上交流或交易的內容與服務為主,則拓展用戶進行電視商務的便利性是其著力點,即互動電視商務平台經營商須著重提供吸引並完善導引用戶到加盟的第三方業者視訊網站的(互動電視)內容/服務,而購物前、購物時與購物後的商務流程是加盟的第三方業者所需注意。而用戶呈現於要求導引前的回傳資料有助業者改進包含導引服務的內容與服務、導引後的反應及與加盟的第三方業者交易之回傳資料會影響業者與第三方業者加盟條件,故皆須注意、用戶於節目收視面與廣告效力面的回傳資料,可助業者對商品挑選、流程設計、服務內容等營運層面的改進。至於探討電視傳播產業投入此型互動電視服務的市場結構-行為-績效分析,可以互動電視觀看型服務市場結構-行為-績效分析為前端內容基礎,但部份項目須加入擔任導引服務提供者的考量,並須加上「入口加值服務」項目,以表達對導引服務提供者的注重。而個別公司投入互動電視商務平台經營商績效之探討,可以訂戶收視為終端或以企業廣告為終端等兩種價值鏈斟酌追求權威性、差異化或低成本策略為探討方向。 本研究期藉由對電視傳播產業投入互動電視觀看型、電視購物型、商務型服務運作的探討,而鼓勵資訊與電視傳播產業投入互動電視服務,以利互動電視服務的實務營運,進而發展電視商務,開創另一商務高峰,即是本研究目前貢獻。 對後續的研究建議,從研究內容與研究方法提出。在研究內容方面,一則可深入互動電視服務運作以外層面的探討,如與收入、投資、產業合作等層面,以利互動電視服務的實務發展。二則可深入其他互動電視服務類型的探討,如Tsaih et al. (2005)所提的互動電視網際網路型服務等類型,以促研究的完整。在研究方法方面,一則可以個案方式進行研究,而以第一手的實務資料擴大或深入研究。二則可以量化方式進行研究,而以數據資料的佐證、統計檢定的類推、真偽假說的實證等量化資料而強化研究。 / The development of information and televisual technology has led to a nascent market for interactive TV (hereafter, itv ) service. Since the provision of itv involves numerous sectors, this study discusses the different aspects of itv service including viewing, shopping and business service. In this study, the performance of individual service provider is analyzed at two different phases: the phase of development and the phase of competition. The study of the former focuses on pioneering authority, service differentiation and information, whereas study of the latter examines the value chain of user-viewing, business-advertising and data collection. The study shows that providers of itv shopping channel service are concerned with creating attractive content and managing easy shopping service. In analyzing the market structure, conduct and performance, this study includes the “TV shopping service content” and “design of TV-shopping surroundings” factors in investigation of the front end, and utilizes the model of market structure and economic performance of Scherer and Ross (1990) for examination of the back end. The study demonstrates that providers of business service are concerned with enhancing the content and improving communication service for users and third parties. Market research on viewing and communication patterns can offer significant insights for service providers. In analyzing market structure, conduct and performance, this study builds upon the model of front end research with the addition of “portal service” with particular emphasis on the factor of “guidance”. The performance of individual provider is assessed by examining the value chain of user-viewing, business-advertising and data collection. Issues of authority, differentiation and operational costs are taken into consideration.
164

旅遊資訊於行動裝置平台之設計分析

林君萍 Unknown Date (has links)
電子連線與隨身行動裝置的興起,滿足了使用者希望能隨時隨地取得資訊的需求,而旅行者的資訊使用行為,恰巧符合此特性。一份資訊與介面設計良好的行動旅遊內容,不但可讓旅人減輕負擔,還可藉由行動連網獲取旅程中最即時的資訊。但目前應用於行動裝置平台上的旅遊資訊多偏向提供部分適地性服務(Location Based Service),亦即透過GPS等定位技術,確認使用者所在位置,進而提供相關資訊的服務,如主動提供當地加油、餐飲等各項資訊服務,此類適地性服務多為片段提供購物消費資訊,並非完整之旅遊資訊。本研究探討數位旅遊資訊內容該如何設計與呈現於具備影音、音樂、圖像、照相、電腦等多功能的行動裝置平台,以滿足使用者的資訊需求。研究首先提出一套行動旅遊資訊系統應包含的資訊內容與架構,然後進行雛型設計,最後評估測試此系統的適用程度。研究結果發現動態旅行的旅遊資訊,可在行動裝置平台尋得一個呈現的嶄新舞台。 / The integration of the internet and mobile devices satisfies the drsire of “information on the go”. This demand also matches the information usage behavior for travelers. A well designed mobile traveling information with convenient user interfaces helps them to get what they need at any moment while traveling through mobile internet. However, the current traveling information in mobile platform is usually location based services. The kind of services does not provide a complete traveling content but only small pieces of information. The thesis focuses on the design of an integrated digital content on mobile devices for the travelers. It includes the design of content structure, information display and user interface. The mobile platform targets on those who equipped with multimedia and 3G wireless communication ability. We propose a content planning and informative structure for traveling information. A prototyping system was first made to evaluate the concept of information design. Then the implementation and further evaluation was done by using the NOKIA N73 3G cell phone. The results show that personal mobile devices offering a new stage for the dynamic traveling information.
165

智慧型互動電視之實驗平台的設計-SITV / An Experimental Platform for Smart Interactive TV-SITV

劉炳億, Liu, Ping-Yi Unknown Date (has links)
近年來,智慧型互動電視是不少數位生活研究的焦點。我們認為,一個好的互動電視系統設計,必須了解使用者觀看電視時的行為與周遭情境。因此,在本研究中,我們以Windows Media Center為基礎,提出一套互動電視的實驗平台系統─「SITV」,希望可輔助我們找出使用者在觀看電視時的行為特徵以及主觀上的需求反應。在SITV上,實驗設計者可以模擬一般有線電視節目的瀏覽方式,安排頻道順序與節目流程,定義電視上的功能,收集使用者的操作資訊,以及整合其他外部應用系統。我們亦設計了幾個實驗來評估我們所設計的電視新功能之效用性,包括新的音量控制方式,快速地檢視最近觀看過的頻道,個人化的節目推薦功能以及幾個具情境感知的應用規則(以電腦視覺技術為主)。我們相信SITV將作為一個創新的實驗平台,可以使得智慧型互動電視的設計更為容易。我們也將持續的進行更多的心理實驗來了解使用者的行為,以及如何設計出有用的電視新功能。 / Smart interactive TV has been the focus of much research on digital life in recent years. We regard that a good design for interactive TV should be based on better understanding of user behaviors and viewing contexts in TV watching. Therefore, in this research, on top of the Windows Media Center, we propose to build an experimental platform called Smart Interactive TV (SITV) to help us find out the characteristics of user behavior and subjective needs when watching the kind of TV. On SITV, designers are allowed to emulate broadcasting programs, schedule the programs, define control functions, collect user interaction data, and incorporate external application systems. We have designed several experiments to evaluate the effectiveness of our new context-aware control functions including volume control, fast retrieval of newly viewed programs, personalized program recommendation, and rule-based context-aware functions by the use of computer vision techniques. We believe that SITV will serve as a novel experiment platform to facilitate the design of smart interactive TV. We will continue to conduct more psychological experiments to better understand user behaviors and how to design effective functions on this kind of TV environment.
166

漢語兒童的非優先應答 / Dispreferred Responses in Mandarin Child Languag

王蕙玟 Unknown Date (has links)
本研究探討兒童在給予非優先應答時所採取的語用策略,以及母親在接續的對話中所給予的回應。研究的語料來自於一名以漢語為母語的四歲兒童與她的母親之間的日常對話。在分析的資料中,我們將非優先應答區分成拒絕和異議兩類,分析之後,結果發現受試兒童採取六種不同的語用策略來表達非優先應答,分別為(1)直接否定(simple negation)、(2)理由(account)、(3)挑戰(challenge)、(4)修正(correction)、(5)部分認同(partial agreement)、(6)反請求(counter-request),而受試者的非優先應答往往結構簡單,內容直接而缺少修飾,雖然她在否定或提出異議時,能給予進一步的解釋,但是她所提出的多為以自我為中心的理由。另外,母親在面對受試者直接的拒絕或異議時,多半會以下列三種方式回應:一、再次陳述自己的要求或想法,二、提供更多的解釋來說服對方,三、提出問題要求對方進一步說明拒絕或不同意的原因,以上的三種回應策略都使母親有再一次的機會來說服受試兒童接受她的要求,或者同意她的想法。 / This study investigates children’s pragmatic strategies of delivering dispreferred responses and also how the mothers reacted in the subsequent turns. The data analyzed are a Mandarin-speaking four-year-old child’s natural conversation with her mother. In the observed verbal exchanges, the subject child’s dispreferred seconds are categorized into refusals and disagreements. After careful examination, six pragmatic strategies are identified in the dispreferred turns, namely, simple negation, account, challenge, correction, partial agreement, and counter-request. The results indicate the child’s dispreferreds are generally simple in structure, direct and unmitigated in force. Though she was capable of providing accounts for her refusals or disagreements, the reasons she gave are mostly self-oriented and serve to express her non-compliance and disapproval. As for the mother’s subsequent responses, it is found that facing the child’s direct and socially disruptive seconds, the mother generally targeted at her previous turn and attempted to carry on the prior illocutionary force. When her directive or statement was refused or denied, she tended to responded with reformulations, persuading remarks or queries, which elicited more information about the dispreferred acts. All of these three strategies provided another chance for the achievement of compliance or agreement.
167

電視功能選單圖形介面呈現形式之探討

游鳳怡 Unknown Date (has links)
介面設計是重要的議題,好的介面減低使用者與介面互動所需的時間及認知資源,進而樂於使用該功能。近年來互動式數位電視的使用漸增,卻未有既定的使用介面。本研究試圖探討應如何呈現該功能選單,較能有效與介面互動。 本研究共三個實驗。實驗一採單因子參與者間實驗設計,獨變項為「提示項目類型」,含「圖示」、「文字」、「圖示加文字」三種;以強迫選擇再認作業,比較以不同方式呈現初次接觸的提示項目,是否造成學習上的差異;達相同學習程度後,不同呈現類型是否導致各組間行為反應有所差異。 實驗二排除了使用者接收文字或圖示刺激時,各組別的參與者形成不同程度的雙重編碼;操弄目標項目類型,即「文字」或「圖示」。以強迫選擇再認作業觀察同時呈現「文字」、「圖示」兩提示項目,使用者初次接觸時較傾向以何種訊息作判斷。除紀錄反應時間及正確率外,亦計算眼動反應指標。 實驗三欲探討「經驗效果」,依呈現項目類型分為三組,觀察各組參與者與不同熟悉程度之介面互動時,表現是否會有所差異。採三因子混合設計,「呈現項目類型」為參與者間變項,可分為「圖示」、「文字」及「圖示加文字」三種;「時間變項」及「區段變項」則是參與者內變項,前者指本實驗中的不同日期;後者則為各次實驗中的不同區段。依變項則為參與者完成作業的反應時間、反應正確率及眼動資料。 研究結果顯示在實驗一中,學習新的功能項目時,具文字敘述之組別表現會較佳;達相同學習程度後,具圖示訊息的組別之反應較只有文字的組別佳。實驗二中,參與者與陌生功能項目互動初期,同時呈現圖示及文字兩種形式的提示項目時,使用者會較傾向以文字訊息判斷。實驗三則顯示在互動時普遍依賴圖示訊息,呈現圖示項目的組別整體而言皆表現得較好;但在互動前期同時呈現「圖示加文字」組的表現與「文字」組較相似,互動後期則與「圖片」組較相似。以上研究結果,可供未來電視功能選單呈現方式設計之參考。
168

以TRIZ方法探討數位有線電視的定價策略 / On the pricing strategy of digital cable TV by the method of TRIZ

文德蘭, Wen, Te Lan Unknown Date (has links)
近年來世界各國的電視產業均開始從類比邁向數位時代,然而有線電視數位化亦已成為其未來的發展趨勢,對於有線電視業者目前除積極提供原有的影音視訊服務外,也開始紛紛推出互動電視等進階服務。因此有線電視在數位化之後首先面臨的問題就是頻道數大幅增加,而要如何經營、如何提供多樣化的服務、及如何定價這些都將會是急待解決的問題。故本研究希望從經濟學的角度、互動數位有線電視整體產業的影響並考量消費者的利益,採用一個創新的方法「創意問題解決理論」(Theoria Resheneyva Isobretatelskehuh Zadach,TRIZ)來討論互動數位有線電視的定價策略。本研究主要研究目的希望以TRIZ的創新方法求出理想解,並建議未來互動電視之定價策略,提供政府政策做為未來訂定數位電視價格之參考。 本研究建議有線電視在進行互動數位電視發展時應針對不同的頻道服務採取不同的差別定價:對於免費收看的頻道可依據廣告播出的形式分為基本免費頻道與選擇性免費頻道,而付費頻道則可分為單一計價方式、組合計價方式與差別計價。對於法規政策本研究則建議取消費率上限原則、重新訂定節目廣告化與廣告節目化的認定原則與開放有線電視跨區經營的限制。 / In recent years, global television industry is moving from analog to digital era, and digitalization becomes a trend. The cable operators start to offer advanced services such as interactive televisions in addition to their existing video and audio services. Major issues facing the cable operators include how to operate their businesses, how to provide a variety of services, and how to justify their prices with the substantially increasing channels after digitalization. This study is to discuss the pricing strategy of the digital cable TV using an innovative method of “creative problem-solving theory”(Theoria Resheneyva Isobretatelskehuh Zadach,TRIZ) from the perspectives of economic development, industry, and consumers. We also recommend the pricing strategies for the digital cable TV industry and the government’s price policy based on the TRIZ results. This study suggests that the pricing policy for the digital cable TV industry is to offer different services with reasonable price discrimination. For example, free channels can be categorized into basic cable channels and optional cable channels with cable TV advertising. The pricing strategies for the pay channels are the fixing pricing strategy, product bundle pricing strategy, and differential pricing strategy. This study also suggests the authorities to make rate cap expiration, to re-regulate the advertising nature of programs and program-like television advertisings, and to cancel the limitation of the service area of the cable system.
169

於資源有限的動態情境以模糊認知圖為基礎之心理驅動式服務分派研究 / A FCM-Based Mental-Driven service dispatcher in resource bounded dynamic contexts

陳怡璇, Chen, I Hsuan Unknown Date (has links)
本研究所關切的議題為,當服務已被良好的設計出來後,為了不辜負這個被良好設計的服務,該怎麼使用它,進而能為所有重要關係人帶來最大的利益,特別是在資源有限的動態情境中。因此,我們將研究問題著眼於服務的傳遞過程中。現有的研究已回答了服務該如何被傳遞,但卻缺少了該在什麼時候,傳遞怎樣的服務才能發揮該服務的功效,帶來預期的好處(例如,贏得顧客滿意度及延續公司競爭力)。於是,本研究試圖提出一以模糊認知圖為基礎架構並考量顧客的心理狀態的服務分派機制,以期在如此動態且資源有限的情境下,能觀測當時的情境變化,透過管理顧客的期望與情緒,做出即時且適當服務分派決策,進而在對的時間針對對的人做對的服務。也就是冀望這樣一個顧客心理狀態的管理過程,能夠使得顧客感到滿意的可能性提高,並有助於所有重要關係人達成其目的,創造整個服務生態體系的平衡。考慮到會展服務即為一動態且資源有限的服務應用情境,本研究將以會展服務做為例子,加以描述整個研究的內容。 / There are already some researches providing the answer to how to deliver services but the issue “when to deliver which service” is still not so clear. Especially under the dynamic and resource-limited situation, bringing the effectiveness of each service into full play and allocating them appropriately to earn the most benefits are imperatives for service providers to keep both service quality and competitiveness. Therefore, the FCM-based mental-driven service dispatcher proposed here tries to pull service receivers’ mental information in to make real-time service deployment decisions which are capable of achieving each stakeholder’s purposes and satisfying service receivers. With the mental information – expectation and emotion, we are given a hand to do the right things at the right time to the right person by building up such a customer- mentality-centric service dispatching system.
170

結合電子電路與觸控平板之原型設計工具 / Designing a visual programming toolkit for prototyping electronics with mobile devices

林廷達 Unknown Date (has links)
近年互動設計、產品設計、設計思考等學門,無不重視原型設計,透過使用者快速的測試回饋,反覆修正,使產品更符合使用者的需求。如今科技產品不斷推陳出新,與無所不在運算的普及,科技產品以及感知互動的服務與日俱增;設計團隊須了解電子電機相關技術,以完成各種測試原型。但對於一般的設計師而言,必須額外費時學習電路設計、焊接與程式設計等專業技術,已成為原型製作的一項門檻。 許多研究學者注意到這樣的需求,針對不同的使用族群發展各種電子電路創作工具,希望降低互動產品的創作門檻,舉凡Arduino、Phidgets與Gadgeteer等,但使用者仍須具備基本電路知識或參與訓練課程;近兩年推出的Littlebits與Atoms選擇捨去電路設計、焊接與程式設計的過程,讓沒有電子電路經驗的使用者也可輕易使用,卻降低了創作時的彈性,侷限了原型製作的變化性。 本研究將針對非電子相關背景的設計師,設計一套電子電路創作工具 「Rapid Prototype」,藉由分析過去電子電路創作工具的使用族群與設計思維,結合電子電路物件與智慧型載具,設計一套圖型化編輯器,透過物件順序的編排,及物件行為的選擇,快速製作出原型產品,降低設計師學習門檻及提昇創作自由度。 本研究原型設計工具,有以下功能: • 增加智慧型載具的支援:智慧型載具提供圖型化的編輯器與電子電路互動模組結合增加製作彈性。 • 降低學習門檻:降低電子電路相關知識需求,且透過圖形化編輯比傳統程式語言更容易學習。 • 擴展創作空間:核心物件與行動載具無線溝通,減少距離限制。 • 分析使用經驗:分析使用者在電子電路互動模組的使用經驗與操作,作為未來電子電路原型製作工具的參考。 / As the demands for interaction design with electronics increase, it is necessary for design groups to understand the technology related to electronic and electrical engineering in order to produce different kinds of prototypes. However, there is a large gap between concept design and prototyping. Designers have to spend a lot of time to learn electrical circuit design, welding, programming, and other professional skills. More researchers have noticed the aforementioned demands and have thus developed various creative tools for use by different groups working in this field in the hopes of lowering the degree of creativity required for interactive products. This has already been seen in Arduino, Phidgets, Gadgeteer products and so on. These toolkits are target on developers that have basic knowledge on electronics and programming. In the last two years, meanwhile, Littlebits and Atoms have decided to abandon the need for designing electrical circuits, welding, programming, and other sophisticated processes. Instead, they have opened the way for young people to be able to use their tools easily, despite the fact that doing so has also limited flexibility in terms of the creativity and variability of prototypes. In this thesis, we present RapidPrototype: a tool for designers without electronic engineering backgrounds and programming skill. By using RapidPrototype, users can transform their creative ideas into a workable prototype easily and quickly. In addition, the study sought to determine how RapidPrototype combines with electronic and electrical circuit objects, visual programming toolkit, and tools that practically meet designers’ demands to enhance the degree of freedom in terms of creativity and lowering the basic skills demanded.

Page generated in 0.0272 seconds