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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.
91

企業文化對於勞資互動規則影響的研究:以在台日資企業主管領導風格為對象

高貴敏 Unknown Date (has links)
雖日資企業與台湾經濟持有深遠的關係,且日資企業面臨著最大的問題是人力資源管理相關議題,然目前台灣國内也少有考量到其背後的因素,從社會價值觀念、同事之間的互動、自我效能等多方面的議題進行研究。   在台日資企業之中有社會文化價值、組織文化、思考行為方式等不同的台灣人與日本人一起工作,因此,在各種局面將會引起衝突。再加上,因為在台日資企業的勞資關係不夠健全,且人事勞務方面比起日本國內企業,在台日資企業之間的互動相當少,所以各企業的日本籍雇主面臨問題時依自己的策略及資源試圖解決其問題,但是大部分雇主沒有達到理想的結果。現在在台日資企業所需要的是,要在台灣建立良好的勞資關係以進行事業活動。這時必需考量到如何訂定並運用勞資互動的規則。   本研究為探討在台日資企業主管的領導風格對於勞資互動規則的影響,以「領導風格」與「勞資互動規則」的觀點為主,利用文獻釐清問題,以在台日資企業的日籍領導者及高階主管為對象,進行問卷與訪談調查,而深入了解在台日資企業的相關議題。本案針對共計330個單位發出340份問卷,回收有效問卷共計60份,有效問卷回收率17.6%。本研究勞資互動規則包含對人的「選」、「用」、「育」、「晉」、「留」等五大分類及禁止員工言行相關規則,問項總共十九項。   本研究的主要發現為: 一、日籍主管對『性別分工』與『最低服務年限』之外的其他勞資互動規則認知,皆集中於「非常重要」或「重要」。 二、本研究對象之日籍領導者及高階主管的領導風格,雖然對於大部分勞資互動規則的認知「有顯著的影響」或「有一定程度的影響」,但是發現其他有部分勞資互動規則「幾乎沒有受到其領導風格的影響」。 三、填寫者企業之大部分勞資互動規則之情況為「沒有顯性規則而僅有內隱規則」。 四、本研究對象之日籍領導者及高階主管的領導風格,雖然對於部分勞資互動規則(績效考核、調薪基準、始業訓練、在職訓練、升遷標準、性別分工)的實際情況有影響,但是發現與文獻及一般的想法較為歧異,就上述六項之外的其他勞資互動規則而言,其實際情況受到領導風格的影響力相當小。
92

非營利組織與電視媒體互動關係之研究

洪淑芬 Unknown Date (has links)
非營利組織進行社會行銷過程,透過媒體將訊息傳播給社會大眾,使民眾或捐款人強化對非營利組織的印象和了解並加以信任,因此與媒體關係之良性互動實為重要。本文採用「深度訪談」質化取向之研究方法,對三個服務外籍配偶基金會之高階主管進行訪談,包括:台北市賽珍珠基金會、伊甸基金會以及天主教善牧基金會,並訪談電視媒體主管,探討非營利組織與電視媒體互動關係。 研究發現分為: 一、非營利組織與新聞曝光的關係 (1)媒體曝光影響捐款收入與組織形象;(2)非營利組織服務對象特徵影響媒體曝光。 二、非營利組織公關部門組織描繪 A.組織制度面:(1)三組織無稱為「公關」的部門,但都有類似功能的單位;(2)廣宣人員流動率高,不一定有新聞相關背景資歷;(3)與電視媒體的接觸頻率少,但有固定作業流程;(4)授權區域主管發布新聞;(5)人人公關策略,彌補公關組織之不足。 B.財務基礎面:(1)公關部門幾乎沒有編列預算;(2)提供「資訊津貼」便於記者採訪;(3)尋求企業資金協助;(4)與媒體合作擴大報導效益。 C.文化資本面:(1)組織人員熟稔相關資訊與議題,有助於建立權威與可信度;(2)知名人士代言,增加可信度、話題和曝光率。 三、電視媒體的守門機制 A.電視媒體採訪流程與組織因素:(1)多為「由上而下」指派採訪;(2)守門人主宰新聞採訪與播出;(3)電視媒體組織特色;(4)內外部因素影響新聞產製。 B.新聞取捨標準與偏愛:(1)具吸引觀眾、提高收視率之新聞;(2)畫面張力佳、易處理的新聞;(3)動人的個案故事;(4)曝光率高、知名度高的組織;(5)社會氛圍影響新聞議題。 四、非營利組織與電視媒體之互動關係 A.主動接觸媒體:(1)非營利組織與電視媒體常態下為「交換關係」;(2)彼此有需要而接觸時,發展成「合作關係」。 B.被動回應媒體:(3)處理危機事件,易形成「對立關係」。
93

與他人一起扮演「他人」:角色扮演活動的建構 / Playing as “Other” with Others : the Construction of Cosplay Activities

馬士傑, Ma Jason Unknown Date (has links)
本研究之目的可分為三個部分。第一,研究者在此論文中,深刻討論了角色扮演活動(cosplay)在台灣的現況與未來發展趨勢;第二,為進一步探究角色扮演活動在台灣的本土性,本研究將台灣角色扮演活動與發源地日本的角色扮演活動在活動特質上作出比較;第三,本研究以符號互動論與高夫曼的劇場論為主要切入觀點,研究台灣角色扮演活動如何透過人與人之間的互動被建構而成。 本研究採用質性研究方法,主要以參與觀察法與深度訪談法,並透過實地與網路進行了約一年的田野研究。研究者根據田野資料,整理出以下的研究發現: (一)在互動建構出角色扮演活動這方面,本研究分別從事前準備階段與實際活動階段來考察。在事前準備階段,角色扮演者(coser)與製作服裝道具的店家(或工作室),兩者之間在互動方式上出現了世代的差異;從早期的集體行動轉變為現今之個人行動。此外,本研究討論了角色扮演服裝製作面臨的趨勢:專業化、商品化與國際化。實際活動部份,研究者則區分了會場活動、私拍活動與其他活動,三者各有其不同的互動模式。 (二)與日本經驗相比,本研究發現台灣的角色扮演活動有兩個獨特之處。第一是台灣缺乏嚴謹的規範,第二則是台灣在霹靂布袋戲的部分有著大型的商業組織在幕後主導,甚至影響了角色扮演活動的實質內容,而在日本則無此現象。 (三)從符號互動論來觀察角色扮演活動時可發現,角色扮演活動中各個行動者的互動,共同建構了角色扮演活動。它不像小時候的扮家家酒遊戲,將未經世事的小孩進行社會化。而是角色扮演者脫離了日常生活的規範,去社會化之後,重新於角色扮演的場域進行的「再社會化」。從高夫曼的劇場論來看,角色扮演活動是一個劇班整體通力合作所建構出來的表演,在事前準備階段,劇班的幕後人員與角色扮演者一起建構出適合角色扮演者扮演的前台區域。在實際活動階段,則是由角色扮演者、馬內、攝影師與觀眾等人共同建構出前台的表演。 關鍵字:cosplay、coser、角色扮演、互動、建構、行動者、劇班 / The purpose of this study is threefold. First, it examines the current phenomenon of cosplay activities in Taiwan and discusses its future development. Second, the study compares the cosplay activities in Taiwan with those in Japan, where this cultural phenomenon was originated. Third, this thesis uses symbolic intercationism and Goffman’s theory of drama and theater as the main theoretical point of view, to explore how cosplay activities in Taiwan are constructed by different agents’interaction. The study utilizes qualitative research methods(including participant observation and in-depth interviewing techniques)to conduct field study about a year. Based on the analysis of the field data, some major findings are stated as follows: The thesis analyzes the construction of cosplay activities and divides the process into two parts: the preparing stage and the real-show stage. In the preparing stage, the cosers interact with those costume makers, and such interactions differ among different grenerations. While the early generation of cosers prefers to act in groups, the cosers from the new generation tends to act in solo. Furthermore, the researcher discusses three tendencies that costume making is facing: specialization, commercialization and internationalization. In the real-show stage, the thesis finds three types of cosplay activities: the exhibition activity, the photography activity and the third which is categorized as “other”. These three activities have different characteristics and different interactions. The researcher finds two unique characteristics existing in cosplay activities in Taiwan whild comparing with those in Japan. First, cosplay activities in Taiwan have loose regulations. Second, there is a large commercial organization which plays a very important role in PI-LI Chinese puppet show cosplay activities in Taiwan. This organization not only affects the contents of cosplay activities but also controls the resources in PI-LI Chinese puppet show cosplay activities. From the perspective of symbolic interactionism, the thesis claims that all agents involved in cosplay activites co-construct the cosplay activities. Unlike the playing house in childhood, cosplay activities are not a socialization activity which aims at teaching the rule of daily life. Instead, cosers escape from regulations of daily life and re-socialize in the cosplay field. From the perspective of Goffman’s theory, cosplay activity is a performance orchestrated by a team. In the preparing stage, all the backstage agents cooperate to set up a front stage area. In the real-show stage, there are managers, cosers, photographers and audiences co-construct the performance at the front stage. Keyword: cosplay, coser, costume play, interaction, construction, agents, team
94

台灣素食者的身分認同與角色實踐

鄭克蘋 Unknown Date (has links)
台灣常被稱為「素食者的天堂」,但對身處台灣的素食者來說,社會互動與人際關的經營仍是在選擇了這種飲食方式之後,所必須面對的挑戰。本研究以質性研究方法,來探討台灣素食者對素食者身份的認同基礎,以及如何以素食者的身分去面對社會互動及經營人際關係。依據參與觀察和深度訪談之資料所得,本研究發現:(一)在認同基礎方面,素食者透過了文化意義的認同與社會群體的認同,以建立其自我之身分意識,並學習素食在日常生活中的實踐方式。同時,其身份認同基礎的文化意義,是游移於社會改革與自我成長的光譜之間,並偏向強調素食與自我轉化間的關連。(二)在實踐過程中,素食者往往會面對五種社會困境,分別是營養缺乏的困境、選擇受限的困境、缺乏樂趣的困境、喪失主動性的困境和道德象徵的困境。在面對這些困境下,素食者傾向以六種方式作為回應:事先宣告、個人化歸因、避免暴露自身感覺、自我貶低、自行準備自我滿足以及建構新的論述。本研究發現,這些現象正呼應了Kanter(1993)對少數群體(minority)處於多數群體(majority)處於多數群體(majority)中的經驗與行為之探討。素食者作為社會上,特別是共餐場合中的少數族群,其所遭遇的社會困境和回應模式跟女性做為少數在以男性為主流的企業中極為相似。(三)對於素食者來說,「素食者」絕非他們唯一扮演的角色。當他們同時是家人、伴侶以及朋友的時候,這些角色有可能會與素食者的角色產生衝突,其反應的模式除了受到少數族群的身分影響之外,互動的過程也受到既有關係中權力分配以及台灣飲食文化的象徵意義所影響。 / Taiwan often is perceived as a “paradise of vegetarian”. However, for vegetarians in Taiwan, they still have to face the challenges in social interactions and relationships with others after choosing vegetarianism. This research used qualitative methods to examine vegetarians’ identities experiences of social interactions and relationships with others in Taiwan. Based on data collected through participant observation and in-depth interviewing, the study found that: According to the results of observation and in-depth interview, the finding is: (1) In the identity aspect, vegetarians construct their identity and learn how to practice vegetarianism through cultural meanings and groups. At the same time, the cultural meanings vegetarian identify across a spectrum between social reformation and self growth, emphasize the relationship between vegetarianism and self growth. (2) In practice process, vegetarians are often in fire five difficult positions: short of nutrition, lack of choices, short of fun, loss of active status and morality sign. Vegetarian prefer to reply those positions by six methods: claim at the beginning, individual reasoning, avoid telling personal feelings, disparaging self, preparing and being satisfied by myself and finally constructing a new discourse. This result responds to research that Kanter studied the experiences of minority in the majority in 1993. Vegetarian are minority in society, especially in meal time. Their difficult positions and responses are similar to the situation women faced in the company when men are the majority. (3) For vegetarian, “vegetarian” are not the only role they are acting. When they act the roles like a family member, a mate and a friend, they may encounter conflicts between vegetarian and the other roles. Those responses might be effected by identity of minority, power distribution in the relationship and symbol of diet culture in Taiwan.
95

影響網路購物之滿意度與忠誠度之整合模式研究

薛台蓉 Unknown Date (has links)
本研究以「網路購物」為主題,探討進行網路購物行為時,影響使用 者之滿意度與忠誠度之重要因素。回顧網路購物相關領域文獻,以提昇購 物網站知覺互動性為課題,探討知覺互動性、社會臨場感、知覺品質、知 覺價值、信心/信賴利益、滿意度及忠誠度之間的關係,以網路問卷調查, 蒐集曾在網路購物之消費者的意見進行分析,提出結果及建議,作為線上 購物網站設計及經營管理之參考。研究結果如下: 一、消費者對購物網站之知覺互動性程度包含三個構面:雙向溝通、主動 控制及回應性;而對網路之知覺品質程度包含有資訊品質、服務品質及系 統品質三個構面。 二、消費者對購物網站的知覺互動性程度越高,則對網站的知覺品質也會 越高。 三、消費者對購物網站之知覺互動性、知覺品質及上網次數,對購物網站 的社會臨場感有正向影響,而知覺品質的三個因素當中,以服務品質對社 會臨場感影響最大,而系統品質對社會臨場感則有負向影響。 四、消費者對購物網站的社會臨場感、知覺品質、知覺價值及上網時數, 對網站的信心/信賴利益有正向影響。 五、消費者對購物網站的知覺品質或上網次數越高,或年齡越輕,則對購 物網站的知覺價值也會越高。 六、知覺價值包含有實用價值與體驗價值兩個構面,知覺品質對實用價值 的影響比體驗價值顯著;資訊品質、系統品質及服務品質三個因素比較, 以服務品質對實用價值及體驗價值之影響,較其他二者因素為大。 七、實用價值與體驗價值兩個因素比較,以實用價值對信心/信賴利益影響較大,但體驗價值也是會正向影響信心/信賴利益;資訊品質、系統品質及 服務品質三個因素比較,以服務品質對信心/信賴利益影響為最大。 八、消費者對購物網站的知覺品質、信心/信賴利益及上網次數,對購物網 站的滿意度有正向影響。 九、消費者對購物網站的知覺價值、信心/ 信賴利益、消費者滿意度及上 網次數,對購物網站的忠誠度有正向影響。
96

新創事業與行銷策略之探討-以承智科技為例

黃銀康 Unknown Date (has links)
創業,一直是眾多意氣風發的年輕人追逐的夢。然而新經濟時代知識工作成為主流,任何一個行業都有可能讓創業者發揮創業潛力,善用網路無遠弗屆的廣泛性增加創業成功的機會。 本研究的目的是在建立一套從產品開發到網路行銷的營運模式,讓有志創業者有一參考的架構,減少摸索時間,加速成功的機會。研究的對象是以個案公司開創一個全新且無人競爭的市場為產品設計的核心。以MP3語言複讀機為例,創造有效的新需求,進行有價值的差異化。行銷通路的開發則以取得訂單交易再行付費為基礎考量,以大幅減少廣告費的前期投入成本,因此開發出的行銷模式有; (1)、被動式行銷-以Yahoo購物中心為代表。 (2)、主動式行銷-以亞太數位行銷為代表。 (3)、互動式行銷-以通路王為代表。 (4)、策略聯盟、共創三贏-以優百科與天翼電訊為代表。 相信還有更多優質的網路行銷通路或合作夥伴有待開發出來,但無論如何,網路行銷必竟只是所有行銷策略的一部份而非全部,要能擴大營業成長,還有很長的路需要努力。
97

知識互補建構過程分析-以技術知識與顧客知識為例 / An examination of the process of knowledge complementarity between technological knowledge and customer knowledge

姚成彥, Yao, Chen Yen Unknown Date (has links)
在快速變動的環境下,全球企業致力於持續創新以維持競爭優勢。創新是不同知識重組的過程。技術知識與顧客知識成為建構知識互補,達到創新的重要因素。過去的研究著重於測試互補效果的存在以及對於結果的影響。然而,針對知識互補的過程缺乏詳細的瞭解。本研究的目的即希望經由瞭解技術知識與顧客知識如何互補達到創新的過程,對於知識互補建構完整的概念。本研究包含兩個研究問題: (1) 如何定義兩種組織知識(技術知識與顧客知識)的知識互補?(2) 組織如何管理知識互補(技術知識與顧客知識)以達到創新? 本研究經過反覆的文獻探討及深度個案訪談後,將知識互補定義為一種狀態,當某一種知識提供另外一種知識的缺乏,經過知識互動後增加為了達到某個特定目的的全部價值。此外,建構知識互補過程開始於察覺為了達到某個特定目標知識的不足,進而確認另一種知識來補足它。經過知識互動後,互動的深度及廣度有所變化,兩種知識可能逐漸增加或產生知識質變而達到創新。 本研究基於文獻探討及個案分析的結果提出五個命題。命題主要是針對知識互補的過程、階段及不同類型的知識互補進行探討。本研究發現知識互補有三種型態:基礎性互補、突現性互補及機會性互補。 本研究利用動態觀點分析研發及業務部門知識互動情形,進而瞭解組織建構知識互補的過程。這種過程導向的研究不僅發現知識互補的存在,更進一步解釋知識互補的建構過程。組織可藉由動態管理知識互動以建構知識互補的過程,來達到持續創新的目的。本研究著重於知識本身,知識互補的概念、流程及型態對於創新及知識管理提供未來進一步研究的基礎。 / Global enterprises are currently engaged in continuous innovation to compete and sustain themselves in the dynamic changing market. The development of innovation is a process of novel combination of different kinds of knowledge. Both technological and customer knowledge have been identified as crucial for building knowledge complementarity for delivery of innovation. Researches have examined the existence of complementarity between inputs and the effect of output. Nevertheless, detailed understanding of the process of knowledge complementarity development is still lacking. The objective of this study is to develop a complete concept of knowledge complementarity with a thorough understanding of how technological knowledge complements customer knowledge in the process of adaptation and innovation. There are two research questions, as follows. (1) How can we define knowledge complementarity between the two kinds of organizational knowledge (technological knowledge and customer knowledge)? (2) How do organizations manage knowledge complementarity between technological knowledge and customer knowledge for innovation? Through iterative analyses of the existing literature and examination of empirical data, this study clarifies the definition of knowledge complementarity as a situation in which one source supplies knowledge that another source lacks, thus increasing the total value for achieving a specific purpose through knowledge interaction. The process of building knowledge complementarity starts with sensing the insufficiency of knowledge for a specific goal and identifying sources that can satisfy the deficiency. Then, through knowledge interactions, the scope and depth of the knowledge of the interactive parties are increased and evolved, resulting in an increased innovative value for the specific purpose. Based on the literature review and observation of case studies of T Probe Card and Cyber Software, five propositions were formulated. These propositions concern the sequences of the process of knowledge complementarity and different types of knowledge interaction for knowledge complementarity. The three types of knowledge complementarity identified are: infrastructural complementarity, emergent complementarity, and opportunity complementarity. In different to the static view to examine the relationship between knowledge management variables, this study uses a dynamic view to understand knowledge interaction between R&D and sales department in the process of building knowledge complementarity. This process-oriented study not only examines the existence of complementarity but also provides the explanation for "how" something happened and the sequence of events leading to the outcome. Rather than placing focus on the interactive activities, the underlying point of this study is on the knowledge itself. Operationalizable indexes of the scope and depth of knowledge interaction have been clearly developed for the purpose of examining knowledge interaction and their interplay in different types of knowledge complementarity. The concept, process and distinctive types of knowledge complementarity provide essential input to innovation and knowledge management. Organizations intent to build sustained innovation capability could benefit from this study by dynamically managing knowledge interactions for complementarity of different purposes.
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於有限服務價值環境下之最優顧客控制感服務互動設計研究- 以鷹鴿賽局為基礎 / Hawk-dove game based interactive design in value bounded context for customer optimized control

劉筱禎 Unknown Date (has links)
隨著體驗經濟時代的來臨,越來越多的顧客勇於追求自己心目中所想要的產品與服務。不同於過去只能被動的接受現有的服務,顧客希望能夠參與服務流程並獲取更多控制感。另一方面,企業也希望能夠提供更好的服務以滿足客戶,但所面臨的兩難卻是在既得利益、成本與客戶滿意之間取得平衡,此問題在寡占市場中尤其明顯。因為寡占廠商通常不願意付出更多的成本,這使得整個市場環境可說是一個有限服務價值的環境,如何在有限的資源中滿足客戶並維持利益成為一個待解決的問題。本研究提出一個服務互動設計的機制,希望藉由客戶期望與情緒的管理,並以鷹鴿賽局為基礎計算、設計出一系列的服務旅程,能夠以較少的成本滿足客戶的心理與控制感的需求。 本研究所提出的機制包含三大模組分別是:期望因子決策模組、鷹鴿賽局模組以及服務方案決策模組。此機制分析顧客的需求喜好,利用鷹鴿賽局演算法找出對客戶最有影響的期望因子,並適當的安排期望因子於服務旅程中,讓客戶在體驗服務的過程中能夠因期望的改變得到較佳的滿意。本系統之預期貢獻為:(1) 利用創新的互動設計機制為所有服務參與者帶來最佳利益。 (2) 從期望管理方面出發,提出一個新的服務設計發展方向。
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群體顧客期望控制―在發展型服務提供者環境下以粒子群演算法為基礎之協同互動設計 / PSO-based collaborative interaction design For group expectation control in low-moderate competence service providers

郭瑞麟 Unknown Date (has links)
隨著服務體驗經濟時代的來臨,服務提供商所面臨到的環境是愈來愈競爭及逐漸是轉由消費者所主導的型式,因此服務提供商如何去滿足顧客的需求並且達成更高的滿意度便是主要的目標之一。特別是在發展型服務提供者的環境下,他們需要去考量自已本身較不充足的服務能力及資源來設計及提供服務給顧客,而這樣的條件之下,他們也很難在短時間及時的去改善並且提供穩定的服務品質。因此,本研究提出一套是基於顧客期望理論及粒子群演算法的架構下所發展的協同式互動設計機制,希望協助發展型服務提供商解決他們所面臨的問題及創造出更大的服務價值。 本研究將協同式互動設計機制應用在會展產業的服務環境底下,並利用模擬實驗的方式去驗證此機制的有效性及鞏固性。協同式互動設計機制共有四大模組:(1)顧客偏好識別模組 (2) 粒子群期望因子選擇模組 (3) 情境式旅程抉擇模組 及(4) 服務執行模組。本研究設計此機制時考量了加入顧客間互動的能力來幫助發展型服務提供商進行更有效的服務互動並且執有效的顧客群體期望控制的目標,以便在減輕服務提供商所付出的成本之下,還能達成良好的顧客滿意度。而本研究的研究貢獻為幫助發展型服務提供商解決他們所面臨的挑戰,並且在有限的資源和能力底下,仍然可以使得他們保持與高能力服務廠商之間的競爭;而另一貢獻為在整體的服務環境底下,能讓所有的參與角色都能夠得到最大的價值,而形成一個高效能的服務生態系統。 / With the progressive advancement of the technology and fiercely-competitive environment in recent years, customers have paid more attention to the issue that how diversity and rich the service experience could satisfy their needs; in other words, the service providers must acquire the competitive advantage among other service competitors by pondering on that how to deliver the qualified service offerings in every service encounter to achieve the objective of customer satisfaction. On the other hand, many research findings noted that customers’ service quality evaluation in service encounter were influenced by the comparison between the customer expectation toward service and the service performance that they perceived; therefore, managing the customer expectation becomes the vital part concerning the customer satisfaction. Furthermore, the shortcomings of the low-moderate competence service providers is that they could not provide the constant qualified service offerings to customers in each service interaction in terms of the reason for lesser service capability and resource. Consequently, this study propose the collaborative interaction design approach which based on the Particle Swarm Optimization(PSO) algorithm to generate the dynamical service interaction among the service providers and customers for the low-moderate competence service providers and aids them to control their group customers’ expectation by collaborating with customers; in other words, the service effort of the service provider could be lightened by engaging the customer capability and the service offerings could be enhanced to provider for customers. Therefore, this study utilizes the four modules in the research framework to achieve the aforementioned objective. Ultimately, the expected contributions of this study are two-folds: (1) Aid the low-moderate competence service providers to improve the service experience for customers on the restriction of lesser service capability. (2) Utilize the PSO algorithm to decide the determinants that effectively influence on customers’ expectation considering the whole benefits among stakeholders. Hence, the collaborative interaction design proposed in this study has conspicuous benefits for the low-moderate competence service providers to preserve the competitive advantage by providing the well-design exemplar to let them follow.
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FairyBox:具個人化空間設置能力的桌上型智慧容器 / FairyBox: a customizable personal desktop container

廖云瑄, Liao, Yun-Hsuan Unknown Date (has links)
近年來隨著人口往都市集中,且高房價的時代來臨,導致生活空間更形狹小,而在狹小的生活空間中,桌子扮演了各式日常活動不可或缺的角色,不同種類、大小、高低的桌子輔助人們從事不同活動。其中,工作桌為使用情境最複雜的桌面環境,工作桌使用情境多卻又受限於狹小桌面環境,易導致工作空間不足、桌面堆滿許多物品。堆積雜亂的物品不但影響工作效率,在從事特定活動時看到不相干的物品,也會對使用者的情緒產生影響,干擾思緒。此外,放置在桌上的物品數量越多,重配置就越困難,所以無形中也限縮了使用者對桌面空間配置權。基於上述的觀察,本論文提出「FairyBox」桌上型智慧容器概念與原形實作,此裝置讓使用者將不同活動會用到的物品放在不同的容器中,從事特定活動時,配置相關物品的容器,並依照自己的喜好放置於桌面特定位置。這些容器將記得使用者所放置的位置,在往後從事該活動時,自動行進到桌面上的固定位置,類似桌面上的自走車。透過「FairyBox」,即使在狹小桌面從事多種活動,也可以避免影響情緒與專注力,並重拾對桌面的配置權,打造客製化的理想桌面空間。 / The workspace is one of the most complicated spaces in a living environment. One that works in a small workspace typically use a small table to handle tasks and activities. Thus, objects spread over the table in short time. Because objects arouse emotions, one’s thinking often interferes when a user observes many irrelevant objects spread on the table. Moreover, human creativity and efficiency are usually restricted because of the losing of the right of deploying things. This study aims to develop a device called “FairyBox,” which is a customizable personal desktop container. A user can put the objects into the FairyBox. Before a user is going to perform an activity, needing some objects previously placed in the FairyBox, the user just deploys FairyBox on the table wherever one wants. Then, when the activity is performed, the FairyBox goes to the deployed location autonomously. Using FairyBox, the user has more space when performing the activities in the workspace and thus is more focused on the activities.

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