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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.
1

以智慧型3D動畫角色為介面之互動數位電視系統 / Incorporating intelligent 3D character into the interface for interactive digital TV system

陳映似, Chen, Ying Szu Unknown Date (has links)
近年來,智慧型互動電視的應用是不少數位生活空間研究的焦點之一。我們認為,好的互動式數位電視系統必須有生動靈活的使用介面與使用者互動。在本研究中,我們提出以智慧型3D動畫角色為介面之互動數位電視系統,希望可以藉由智慧型3D動畫角色在介面上的呈現,加強使用者於互動數位電視系統的使用經驗。在我們過去所開發的互動數位電視系統SITV上,有許多不同的互動情境可納入智慧型3D動畫角色設計的考量。我們提議讓智慧型3D動畫角色在肢體動作表現上具有行動力與表達力的概念,使得動畫角色在互動數位電視系統上,能夠依據不同的情境與角色本身之狀態,選擇適當的動作在螢幕上移動並且能呈現適當的情緒,讓互動數位電視系統之服務更加友善。本研究以JAVA開發動畫系統,並設計實驗驗證不同介面對使用者的影響,結果顯示,使用者認為智慧型3D動畫角色介面是最有善的。 / In recent years, intelligent interactive digital TV is one of the most important applications in the research of digital living space. We think a good interactive TV system must have a vivid user interface to interact with users. In this research, we propose to incorporate intelligent 3D character into the interface design for interactive digital TV system, to enhance the user experience of the interactive digital TV system. In the smart interactive digital TV system we developed before, call SITV, many interactive scenarios can be considered in the design of intelligent 3D character. We propose to develop our intelligent 3D character with the concepts of mobility and expressiveness on body motion such that appropriate emotions can be presented through motions depending on the scenario and character configuration. For example, an intelligent 3D character can act like a housekeeper living in the TV monitor. He can take different actions for different scenarios to make the service friendlier. We have developed our animation system in JAVA and designed experiments to evaluate different types of user interface design on different scenarios. The experimental results show that an interface with an intelligent 3D character will be friendlier than the others.
2

運用衛星互動電視平衡城鄉教育資源落差之研究-以「魔速英語夏令營」遠距同步視訊教學為例 / Interactive Satellite Television as a Solution to Redeem the Educational Resources Disparity between Urban and Rural Areas-A Case Study by a Simultaneous Distance Learning Project "Magic English Camp"

康志彬, Kang, Chih-Pin Unknown Date (has links)
為能落實教育公平競爭原則,縮短城鄉教育資源落差,教育部於二○○二年暑假期間辦理了名為「魔速英語夏令營」的偏遠學校遠距教學活動,這是我國首次運用衛星從事現場直播教學,並搭配數位學習平台功能,讓各地的偏遠學生都能透過教室的投影幕上課,這樣的教學模式,除了讓各地學生能夠同步接觸到一致的教學內容外,學生也可以和教師同步做視訊即時互動與溝通;「魔速英語夏令營」教學實驗案結束後受到各界好評與關注,總計全國有超過1,500位偏遠地區學生因而受惠。本研究即是以運用「衛星互動電視」提供「遠距同步視訊教學」目的為探討起始,輔以「魔速英語夏令營」個案,試圖了解目前直播衛星電視應用於遠距教學的發展方式,再透過檢視影音互動教學的效益,來審視運用新科技來平衡城鄉教育資源落差的可能性;而為求研究結果周延與客觀,本研究除了廣泛蒐集閱讀相關文獻、專論、中外期刊及書籍之外,並採用「參與觀察」、「文獻分析」、「個案研究」以及「次級資料引用與整理」等研究方法進行探究,進而取得在理論與實務上的具體建議。 本研究取得之結論為:(一)持續運用「衛星互動電視」可以逐漸改善城鄉教育資源落差:利用直播衛星將節目覆蓋至最廣的區域,在技術層面上可以使得偏遠地區取得教育普及的公平性。(二)施行「遠距同步視訊教學」對偏遠地區的教學資源確有改善,學生可以接觸到與都會學校同步的最新教材內容,縮短與城鄉之間的教育差距。(三)遠距教學透過多媒體輔助教學的方式可以受到師生的接受,透過真人現場實況的指導以及同步影音教學平台的機制,可以提高學習的效果。(四)、衛星搭配網路架構下的互動教學方式成本低、效益大,而且是極為簡約可行的互動教學方式。而本研究針對平衡「城鄉教育資源差距」之具體建議為:(一)整合教育資源,製播「遠距同步視訊教學」課程,並針對特定的課程,擴大實驗範疇。(二)強化「遠距同步視訊教學共通平台」之具體優勢,落實於教育單位或是學習環境之中,並規範進程,達到均衡教育資源的目標。 關鍵詞:互動電視、直播衛星、教育資源落差、遠距教學、數位學習 / Interactive Satellite Television as a Solution to Redeem the Educational Resources Disparity between Urban and Rural Areas-A Case Study by a Simultaneous Distance Learning Project "Magic English Camp" This thesis was based on simultaneous distance learning made possible through “Interactive Satellite TV” and the “Magic English Camp” case-study to investigate development of the convergence of satellite television and distance learning. By evaluating this case-study of interactive virtual video pedagogy, the project intended to identify and understand how new technologies can “equilibrate” the digital divide between urban and rural areas. As an employee of ERA Digital Media Corporation, the author was able to take part in the preparation of The Magic English Camp event program and closely follow its evolution and outcome. In order to pursue comprehensive and objective results, this project required extensive research and work on journals, periodicals, publications etc. Furthermore, this project conducted "Participant Observation", "Literature Analysis" and "Secondary Research" methodology along with "Case Study Analysis" for both theoretical and practical concrete suggestions. To sum up, the results of this thesis indicate the following: 1. continuously to use the “Interactive Satellite TV” can step-by-step to improve the educational resource disparity in urban and rural area. 2. Simultaneous Distance learning leveled the playing field for children in rural areas who were now able to benefit both from advanced educational material and the teaching of native English-speakers. 3. The effect of multi-media pedagogy is significant. Real-time instruction and simultaneous visual and audio pedagogy captured attention, motivated learning and increased learning efficiency. 4. It is easier to build the “Interactive Satellite TV system” that could be used repeatedly. With high speed mass data transmission as a characteristic and priority, satellite and internet made it possible to establish a “Simultaneous Distance learning Platform” thus making it more facile to access instruction for students without geographic limitations. Moreover, there are two suggestions for this research: 1. Combine the most of educational resources and to produce the synchronous video-information courses for the people. 2. To build up the distance learning platform for everyone students in the whole environment, and standardize the process to reach the goal of educational resources of equilibrium. Keyword(s): Educational resources, e-Learning, Interactive TV, Satellite.
3

創新擴散模式探討我國數位電視之發展

蔣雅淇 Unknown Date (has links)
日前行政院提出施政報告時指出,將以「挑戰二OO八」作為目標,研議一項為期六年的「國家總體建設計畫」,計畫中又以「兩兆雙星」的產業政策最受矚目,計畫中,數位內容產業是其中一環,希望能在2006年達到三千七百億台幣的產值,增加四萬個以上就業機會﹔經濟部甚至將成立「數位內容學院」,幫助數位產業培養傑出人才,強化國家的競爭力,台灣更訂定2006年為數位電視元年,全面轉換現有類比電視系統,進入數位化電視時代。 所謂「數位電視」時代,泛指數位電視之節目訊號採用數位影音訊號壓縮技術(Digital Video/Audio Compression),透過數位編碼(Digital Coding)與數位調變(Digital Modulation)來傳輸,並具有結合其他數位資料一起廣播之能力。 台灣的無線電視台早在2000 年舉行試播典禮,每天有五小時的數位節目播送﹔五大有線電視多系統經營者,(Multiple System Operator,簡稱MSO),包括東森、和信、台灣寬頻通訊顧問公司、太平洋聯網科技及其他,五大系統商掌控全台將近90%的有線電視收視戶,發展數位電視也最積極﹔衛星電視台如年代,也以衛星直播網路(Direct PC)方式播送數位電視﹔連電信業者如中華電信,更於2000年中成立「互動式多媒體處」,提供用戶互動式影音服務。 本文研究以「創新行銷」、「價值擴散」之理論為主軸,主要探討數位電視相關產業,未來能否成功,或被視聽大眾所接受,本研究之主要目的如下 一、 數位內容與創新擴散模式之關係:不同之數位電視業者,提供哪些不同      之數位內容?能吸引哪些消費大眾 二、 數位電視之系統採用與創新擴散模式之關係 三、 數位電視之價格策略用與創新擴散模式之關係 四、 數位電視之使用簡便性與創新擴散模式之關係 本研究以歷史文獻分析法為研究主軸,蒐集國內外相關文獻、書籍、報告、期刊、論文等資料來源加以整理分析,並以國內現有之數位電視業者及其發展之商品,如何進行創新擴散,加以介紹、分析、比較,進而探討出其未來可能之發展與建議。 / The administrative Planning Report passed recently by the Executive Yuan indicates that taking [Challenge 2008] as the target, plan and discuss a 6-year plan, named [National General Construction Planning], and of which the policies for [The Two Trillion, Twin Stars] industry attracts more attention and the digital industry is one of sectors in the planning. We expect the production value would be up to NTD 370 billion in 2006, and increase more than forty thousand job opportunities; even the Ministry of Economy would establish [Digital Institute], for helping educate the outstanding talents in digital industry and sharpen the national competitive edge; and the year of 2006, which was regarded as the Digital Video Year by the Taiwan government, will witness the process of changing the simulating video system into digital video era completely. What is called [Digital Video] era, it is generally referred to the program signal for digital video adopted with Digital Video/Audio Compression technique, and through Digital Coding and Digital Modulation to transmit the message, and has the capability of broadcasting combined by other digital information. Early in 2000, the trying-out broadcasting cerebration of the Radiovision Station in Taiwan was held, and the digital program was broadcasted for five hours everyday; The big five CATV Multiple System Operator (MSO) includes Eastern Television, KG Telecom, Taiwan Broadband Communication Corporation (ANET), Pacific Broadband Company Limited, and others, which control nearly 90% CATV audiences, and develop the Digital Video actively too; The satellite TV station like ERA also broadcasts the digital video by the way of Direct PC; and the communication operator like Chunghwa Telecom established “Interactive Multimedia Office” to provide the interactive video service in 2000. The theory of “Innovative Marketing” and “Value Extending” is taken as the principle in this research, discussing mainly the digital video and interrelated industries, whether it is successful or not, or accepted by the audience. The main proposes as followings: I. The relations between digital and innovative extending; will different digital video operator provide different digital programs? What kind of audience would be attracted? II. The relations between digital video system and innovative extending model III. The relations between the price strategy of digital video and innovative extending model IV. The relations between the convenience of digital video and innovative extending model This research took historic literature analysis as its researching principle, based on the collection and analysis of interrelated literature, book, report, periodical and article etc. information in domestic and oversea, and introduce, analyze and compare how they innovate and extend upon the existing products developed by the digital video operator in domestic, and further discuss its future orientation and suggestion.
4

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.
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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.
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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。
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數位電視廣告形式研究 / A Study of Digital TV Advertisement Format

游家豪 Unknown Date (has links)
類比電視廣告近來由於網際網路發達,以往強勢的廣告業務受到極大的威脅。數位電視的媒體特性結合網際網路和傳統電視的各大優點,讓電視廣告再度有了新契機。本研究針對數位電視的媒體特質,提出五大類數位電視廣告類型,分別為:(1) 互動電視廣告 (2) 資訊服務廣告 (3) 特殊接收方式的廣告 (4) 分眾訴求廣告 (5) 特殊畫面表現的廣告,針對五種不同的全新廣告形式,以深度訪談法,就其類型、廣告作法、優缺點、業務潛力等方面進行探討。 研究發現,數位電視對電視廣告產生了許多影響,包括了 (1) 分眾化 (2) 資訊量大增 (3) 獨立性 (4) 移動收視 (5) 互動 (6) 高畫質 (7) 門檻降低 (8) 整體服務品質上升。而以廣告類型來看,數位電視廣告中以互動電視廣告最具業務潛力;資訊服務廣告門檻低,適合各種平台發展;行動接收廣告為無線平台最大利基,前景看好;分眾訴求廣告受限於法令與時間因素,發展受限;而 HDTV AD 潛力雖好,但廣告製作投資過大。 本研究亦發現數位電視廣告發展遲緩,整體而言起因於受到:(1) 普及率不足 (2) 硬體規格尚未統一,或過於低階無法支援 (3) 法令對節目與廣告區分之限制 (4) 收視率計算機制尚未建立 等因素影響。
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互動電視(IPTV)加值服務之滿意度與忠誠度之關係研究:以中華電信MOD「心靈開運網」算命服務為例 / The effect of IPTV value-added service on customer satisfaction and loyalty: The case of Chunghwa Telecom MOD "Superfate" service

李宜安 Unknown Date (has links)
中華電信MOD是台灣目前最具規模的互動電視(IPTV)平台,全台已有68萬用戶,除了提供影片隨選(Video on demad)的服務之外,也積極發展其他類型的加值服務,本研究以中華電信MOD之「心靈開運網」算命服務為例,從中探討該服務使用族群的「使用動機」、「服務品質」、「顧客滿意度」、「顧客忠誠度」之間的相互關係,並研究使用動機與服務品質等因子中,何者影響使用族群的滿意度?希望這樣的研究結果日後可提供其他互動電視加值服務開發廠商參考。 本研究經量化研究的統計分析方法與質化研究的深度訪談法,對中華電信MOD加值服務「心靈開運網」算命服務使用族群發放電視問卷,以分析用戶的基本資料與使用行為,同時輔以深度訪談,綜合用戶調查資料、同業建議、MOD平台經營者等各方看法,對本算命服務發現與建議如下: 一.每個年齡層對算命內容的需求有明顯差異,可根據用戶常算的算命分類紀錄,提供客製化的首頁,以方便用戶選擇。 二.從用戶的算命記錄可看出用戶目前的需求,可以針對用戶的需求尋找異業結盟或廣告交換,如理財、婚顧、養生、交友等服務,以提高用戶滿意度。 三.人口統計變項(性別、年齡、教育、職業、收入)對於中華電信MOD加值服務「心靈開運網」之使用動機、服務品質、忠誠度、滿意度,除了學歷之外,並無顯著差異,可能表示不同人口統計變項,對於算命的喜好差異不大。 四.服務品質與滿意度的關連性,較使用動機與滿意度的關連性強,服務品質愈好,滿意度愈高。 五.服務品質對滿意度的影響很大,其中產品可靠度,也就是算命的準確度,將影響整個服務品質構面給用戶的感覺。 六.本算命服務對於個人隱私愈保護,用戶的再度使用意願會愈高,同時算命內容若讓用戶感覺能趨吉避凶,感覺安心,推薦給他人的機會就愈高。 關鍵詞:互動電視、IPTV、MOD、加值服務、心靈開運網、使用動機、資訊來源、服務品質、滿意度、忠誠度、電視問卷 / Abstract Chunghwa Telecom MOD is the most popular IPTV provider in Taiwan, which now has around 680,000 subscribers. In addition to providing video on demand services, Chunghwa Telecom MOD is also aggressively expanding other value-added-services (VAS). Using Chunghwa Telecom MOD's "Superfate" service as an example, this study tried to examine the relationships between “usage motivation”, “service quality”, “customer satisfaction”, and “customer loyalty”. Furthermore, we tried to investigate which of the following factors (e.g., usage motivation and service quality) has the greatest impact on “customer satisfaction”. We hope that the research outcome could provide some directions for other VAS developers of IPTV industry. Using both quantitative statistical analysis and qualitative in-depth interviews. We extensively surveyed different consumer groups of Chunghwa Telecom MOD's "Superfate" service in order to understand consumer profile and user behavior. At the same time, we also conducted in-depth interviews Based upon research outcomes from consumer surveys and key industry players interviews, we provide several recommendations to the "Superfate" service as follow: 1.Different age groups have different demands on fortune telling content. To make this service more user-friendly, we should customize the front page according to the record of the customers' most-frequently-visit fortune-telling categories. 2.Based on the usage records of each user, we can easily identify the associated services each customer might need. We can effectively increase customer satisfaction level by forming strategic alliance with other value-added-services, e.g. personal finance, match-making, wedding-planning, and health care related services. 3.Demographic variables (e.g., age, gender, occupation, and income) do not have a significantly different impact on usage motivation, service quality, customer loyalty, and satisfaction. Educational level is the exception. Our results imply that demographic differences do not significantly influence customers' preference on fortune-telling. 4.Service quality has a stronger influence on satisfaction level than usage motivation. The better the service quality, the more satisfied the users are. 5.Service quality has a strong influence on the level of customer satisfaction. Moreover, the reliability of the service, or the accuracy of the fortune-telling result, can greatly impact customers' perception of service quality. 6.Users are more willing to reuse this service when they feel their privacy is protected. Meanwhile, the user is more willing to recommend this service to others when they feel the fortune-telling results could help them approach the positive luck and avoid the negative fate. Keywords:Multimedia On Demand(MOD)、IPTV、value-added-services、Superfate、usage motivation、service quality、customer satisfaction、customer loyalty、TV questionnaire survey

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