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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.
61

多媒體使用者介面之評估與實證研究 / Evaluation and Empirical Research of Multimedia User Interface

陳珮, Chen Pei Unknown Date (has links)
本研究的主要目的有二:一為探討多媒體軟體使用者介面的螢幕標示效果 與使用者反應時間之間的關係,另一為探討多媒體軟體使用者介面的螢幕 標示效果與使用者主觀態度之間的關係。實驗中根據物件文字標示與表徵 圖文字標示兩個變數,分為實驗組與控制組,其中實驗組具備物件文字標 示與表徵圖文字標示,而控制組則不具備物件文字標示與表徵圖文字標示 。本實證研究中,對二百零三位大學商學院一、二年級生進行測試,包括 線上雛型系統軟體測試與使用者主觀評估問卷兩部份。其中線上雛型系統 軟體測試的主要收集資料為使用者反應時間,而使用者主觀評估問卷則收 集系統內記憶性問題及使用者主觀態度等資料。研究進行方法如下:.依 學生隨機安排在電腦教室內上機,由預先安裝好的軟體來決定實驗組與控 制組。.首先系統將顯示中文之遊戲說明,以及各功能鍵所代表之意義, 使用者按滑鼠鍵即可進入遊戲。.於遊戲結束後,系統以自動方式展示一 段與先前系統不同的示範,在實驗組中,系統提供的是不具圖件文字標示 ╱表徵圖文字標示的展示,而在控制組中,系統提供的是具備圖件文字標 示╱表徵圖文字標示的展示。 .自動展示停止之後,使用者始填答問 卷。 .進行問卷評估與線上資料收集。實證研究結果顯示,在使 用者反應時間方面,實驗組與控制組之間確實有顯著差異 (P = 0.01), 而在使用者性別與使用者年級方面, 使用者反應時間的差異性則並不明 顯 ( P of GRADE = 0.3348, P of GENDER = 0.2975)。至於主觀評 估問卷方面,大部分受測者皆肯定螢幕上圖件文字標示與表徵圖文字標示 存在的必要性,認為確實對系統進行有幫助,其中又以對於表徵圖文字標 示表示肯定者較多。
62

智慧型手機上的電子書使用者接受度研究 / Research on user acceptance of electronic books on smartphones

段柏宇, Duan, Po Yu Unknown Date (has links)
書是社會文明的載體,是人類進步的階梯。電腦、網路的飛速發展,使得電子書引發了新一輪的書籍革命。隨著智慧型手機的出現,用手機閱讀電子書以前方便靈活,充分利用零散時間,因此受到年輕人的追捧。但是,電子書本身也存在各樣的問題,諸如不符合人們的閱讀習慣,以及產業鏈的不成熟等。因此,調查使用者的行為模式和對於電子書的喜好,以瞭解使用者對電子書的看法及接受度是本文研究的重點,本研究透過UTAUT模式探討績效期望、付出期望、社會影響、輔助條件等自變數對於使用意圖與使用行為的影響力和預測力。本研究採取問卷調查的方式,在多個網路論壇上發放,共收回問卷352份,其中剔除無效問卷後得到有效樣本計232份,有效的樣本回收率達65.9%。究結果顯示,受試者大多擁有智慧型手機(77%),使用時多以娛樂為目的(55%),僅以工作為目的者最少(4%),大多偶爾閱讀(47%),多數人未曾花錢下載付費電子書(86%)。在電子書使用經驗方面,多數受試者使用電子書不到1年(42%),在使用智慧型手機方面,同樣是使用不到1年時間者居多(60%),而使用智慧型手機閱讀電子書方面,同樣是不足1年最多(68%)。 受試者使用智慧型手機閱讀電子書之績效期望、輔助條件、付出期望等各構面對使用意圖及使用行為的預測達到顯著水準,而社會影響構面與使用經驗干擾變數則影響力未達顯著。 / Books are the vehicle for social civilization and the ladder of human progress. Due to the rapid development of computers and the Internet, electronic books (ebooks) have triggered a new round of the book revolution. With the emergence of smartphones, using mobile phones to read ebooks has become convenient, flexible, and a way to make full use of scattered bits of time. Therefore, the use of smartphones for such purposes has been pursued by young people. However, ebooks present various problems of their own, such as incompatibility with individual reading habits and the immaturity of the industrial chain. Thus, the focus of this study was to survey user behavioral models and affinity for ebooks to understand users views on and degree of acceptance of ebooks. This study used the Unified Theory of Acceptance and Use of Technology (UTAUT) to investigate the influence and predictive power of the following independent variables on usage intention and usage behavior: performance expectancy, effort expectancy, social influence, and facilitating conditions. Research results showed that a majority of respondents had smartphones (77 %). Respondents who used their phones mostly for entertainment purposes composed the largest category (55 %), while those who used their phones only for work purposes formed the smallest category (4 %). A large percentage occasionally read ebooks (47 %), but most respondents had never spent money on downloading payable ebooks (86 %). Regarding experience using ebooks, most respondents had used ebooks for under one year (42 %). Regarding experience using smart phones, the group that had used smart phones for less than one year was also the largest (60 %); a high percentage of users (68 %) had been using smart phones to read ebooks for less than one year. The predictive power of performance expectancy, facilitating conditions and effort expectancy on usage intention and usage behavior with regard to using smartphones to read ebooks achieved a level of significance. As for social influence and moderator experience, the predictive power didn’t reach a level of significance.
63

話題製作人: 從調適性新聞看使用者創新模式 / Topic News Producer : From Adaptive News of User Innovation Model

方效慈, Fang, Hsiao Tzu Unknown Date (has links)
創新於本世紀中為各大企業爭相研發或追求的珍貴資產,但此珍貴資產之所以致能領先市場、使企業居於永續的市場領導地位則是各個產業所致力研究的範疇。如何能達到永續的市場領導而居於市場不敗之優勢 ? 是須要透過具有符合市場劇變的創新?而其創新又須要具有如何的特性或是與時代性相關的演化性 ? 另,市場劇變的因素是否又與使用者以及代表新科技的載體有著密不可分的關係 ? 本研究將以一個現今仍居領導地位的網站實例來分析其致勝的原因,並且以質性研究的方法進行層層的頗析,揭開網路服務的神秘面紗。 網路服務的世界,豐富且多樣化,因此本研究將創新的研究範圍聚焦於新聞自製性內容的「話題新聞」為主軸,透過「話題新聞」的守門人:話題製作人,並且對應於創新三大構面:內容、載體與商業模式,進而探討其不斷創新是須要具有調適性的特質。而若以創新理論的精神為內涵,又同時須結合網路之「使用者為大」的雙重考量下,研究則以Henry教授的開放式創新與von Hipple教授的使用者創新,並為核心理論的依據。至此,本篇研究的架構清晰易見。 經由親身參與的田野調查與近期的資料蒐集,本研究將透過網路服務的特性與使用者溝通的互動方式,整理後發現其特殊的共創過程與調適性的特質。研究中更將揭露自製性內容的共創對於載體的影響,並且對應於資訊傳播模式的演化,爾後延伸至商業模式的多所變化。最終,希望透過本研究能提供台灣傳統新聞媒體及企業界創新的具體參考,不僅在理論面向得以印證及延伸,更於實務面提供操作的執行方向。 關鍵字:使用者創新,開放式創新:內容、載體與商業模式,調適性,新聞製 作,資訊傳播,經濟活動,話題新聞,製作人,行動研究,質性研 究。 / Innovation is the precious asset in this century for all the companies to seek, study or develop as it is the way to win or sustain the leading position where the enterprises are eager to reach. However, how to continue the innovation so as to retain the leadership? Or which attributes or evolutions the innovation should have to react to the market change? How the factors of market transformation correlate with the users and high-tech (electronics) devices? This study will use a global leading website as a sample and explore the elements of its success through the qualitative research method. The internet contains the diversified services. Thus the research selects the news reproduction as the main study subject. By observing the daily operation of the “Topic News” gatekeepers, Topic News producers, and analyzing three dimensions of innovation: contents, devices and business models, the study figures out the fact that the constant innovation should possess the characteristic of Adaptability. Furthermore, considering both the essence of Innovation theories and the internet user behavior, the study cites Open Innovation by Prof. Henry and User Innovation by Prof. von Hipple as the core theories to support the whole research. By participating in the field investigation and collecting the recent data, the study discovers the particular procedure of co-producing contents as well as the characteristic of Adaptability through researching on the internet service and its communication and interaction with the users. The study further reveals the impact which the reproduced content makes on the devices themselves, evolution of the information dissemination and even the types of the business models. The ultimate objective of the study is not only to prove the truth of the theories but also to contribute several suggestions and references towards the traditional news media and the enterprise innovation on the execution and operation directions. Key words : User Innovation, Open Innovation, Content, Devices and Business model, Adaptive, News re-production, Dissemination of information, Economic Activity, Topic News, Topic News Producer, Action Research, Qualitative Research.
64

行動App之創新研究 / Study for the innovation of mobile Apps

翁菀瑜, Weng, Wan Yu Unknown Date (has links)
在2012年行動App有持續性的成長,主要成長動能來自於智慧型手機及平板市場的成長。根據國際數據公司IDC的報告與預測, 2012年智慧型手機出貨量將成長至約7億台,年成長率42%,平板出貨量將成長至10,740萬台,年成長率54%。在智慧行動裝置(智慧型手機、平板等)快速成長的帶動之下,行動App的市場規模亦越來越大, 根據IDC預估,全球行動App的下載數量將由2011年的300億次成長至2012年的733億次,成長率達143%。行動App營收來源不僅僅只有單次付費下載及App內付費兩種,還包括了訂閱、App內廣告或下載等其他方式。但是,其實App的獲利方式有很多種,只要讓消費者持續使用App,除了在App內提供服務讓消費者付費來獲利之外,還能透過App連結的廣大生態圈來尋找第三方付費甚至其他模式來獲得營收。 在App產業內,「免費下載」成為吸引消費者的常用方式,2012年免費App的下載數目已是付費App的10倍以上。因此本論文欲探討在免費App的產業競爭裡,App廠商如何透過「創新」來獲取價值,透過個案研究,欲研究的問題如下: 1. 廠商透過什麼樣創新的途徑在App市場裡競爭? 2. 創新為消費者帶來了什麼樣的使用者體驗? 3. 廠商若是能創造良好的使用者體驗,是否能由此持續獲取價值? 透過國外成功個案的分析結果,發現廠商透過以下創新途徑在App市場內競爭:1. App技術創新;2. App服務創新,有以下方式,1) 將技術創新轉變或延伸為各式服務;2) 連到更大的夥伴網絡或生態系統,甚至創造自己的生態系,來重新設計服務價值鏈;3) 免費的商業模式,透過贈送最有價值的資源來培養用戶基礎,才有可能在商業模式上創新。廠商透過創新可帶給使用者的經驗如下:1. 創新的使用需求;2. 降低使用者的成本;3.連結其他服務的入口平台。而廠商創造良好的使用者體驗能持續獲取價值,並且在消費者使用過程中獲取利益的方式如下:1. 透過免費服務或產品與使用者產生連結;2. 不斷更新的服務或內容,讓使用者願意持續使用;3. 給予使用者自定功能的服務來互利雙方,若是使用者不用,此功能亦不會影響服務品質;4. 「無廣告」模式能創造良好的消費者體驗。App透過以上方式能增加使用者忠誠度,透過技術或服務創新能改變商業模式;而良好的使用者經驗的確能夠為廠商獲取價值,透過不斷的創新來幫助增加使用者經驗,透過服務鏈的延伸來改變商業模式,就有機會在使用者的使用過程中獲取價值。 進一步研究台灣廠商現況,透過個案分析發現台灣廠商目前在商業模式上較無創新,但是在技術創新與服務創新的模式上已逐漸累積經驗;台灣廠商對於產品開發的方式分成兩種:一種為產品項目上的連續創新,另一種則為單一產品的漸進式創新;雖然台灣廠商進入App產業的時間不久,但是經過兩年市場經驗的累積,已逐漸了解市場消費者需求,期望能進一步改變商業模式並且朝向國際化市場。 隨著智慧型手機及平板的普及化,只要消費者願意下載行動App至其智慧行動裝置上,此App就是消費者體驗其服務的入口,再加上設計製作行動App的技術及資金門檻不高,因此各家廠商皆在思考如何透過App強化其使用體驗並且進而獲利,前提建構在消費者「願意」下載並且「持續使用」App,因此透過免費下載的模式來增加消費者的下載及使用意願,「免費」使用降低了使用者的進入門檻,良好的使用者經驗更增加了消費者對此App及其服務的忠誠度;當越來越多消費者使用後形成的規模經濟,廠商就有機會經由商業模式的創新持續獲取價值並獲利。智慧型裝置改變了消費者對電子產品的使用方式,連帶創造行動App產業的興起,藉由行動App讓各家廠商拉近與消費者之間的距離,讓廠商渴望創新以吸引消費者目光,因此行動App生態圈的擴大與成熟指日可待。 / In 2012, mobile Apps markets continue to grow since the growth of smartphone market and tablet market. IDC forecasts smartphone shipment volumes will reach 700 million units with annual growth rate of 42% in 2012. And tablet shipment volume will reach 107 million units with annual growth rate of 54%. The market size of mobile Apps would become larger due to the rapid growth of smart mobile device (smartphones/tablets) market. According to IDC’s prediction, worldwide download numbers of mobile Apps grows at 143% year-over-year from 30 billion times in 2011 to 73 billion times in 2012. Revenue of mobile Apps comes from paid Apps but also from in-App advertisement, in-App purchase, subscription and so on. As long as consumers are willing to continue to use the App, the App vendor may make revenue from their customers by some creative business models but not limited to what we had mentioned above. In App market, the most popular way to catch consumers’ eye is “free download.” The download numbers of free Apps are ten times greater than paid Apps in 2012. Although free downloads attract many trial users, App vendors should focus on that how to make their customers re-open the App or continue using the App. Therefore, this theory would like to study on that how App vendors gain value via innovations in the free App competition. Base on case study research, we would like to study the following topics. 1. What kinds of innovations are created by vendors in the competition of App market? 2. What kinds of user experiences are created by the innovation? 3. How do vendors continue to gain value by the great user experiences? According to the analysis result, we have found that App venders have two kinds of innovations. One is technical innovation and the other one is service innovation. There are three kinds of methods for service innovation. 1) To transform or to stretch technical innovation to other services. 2) To connect with larger partner networks or ecosystems. Even to create own ecosystem to re-design service value chain. 3) Free business model – it is possible to have an innovation on business model by gifting customers the worthiest resources to gain customer base. Furthermore, customers can gain good user experience via innovations in the following ways. 1) Vendors should try to create new needs. 2) The App can reduce customers’ cost. 3) The App can be the entrance to connect other platform. Therefore, the methods to enhance user experience are as shown below. 1) To connect with customers by free services or free products. 2) To update contents or services continuously to raise customers’ willing-to-use. 3) To give customers customized services. If customers don’t use the service, it will not influence their user experiences. 4) “Non-advertising” can create wonderful user experiences. As a result, App vendors can earn customers’ loyalty according to given above. To sum up, App vendors win competition and change business model by technical innovation and service innovation that creates great user experiences and worthful value as well. If vendors can keep innovating to enhance user experience and can stretch service value chain to change business model, it is possible to capture value in the customers’ experiencing process. Lastly, we have studied current situation of Taiwanese App vendors and had found that Taiwanese vendors have no innovation on business model but have some experience on product innovation. There are two kinds of product innovation. One is continuous innovation and the other one is incremental innovation. Although Taiwanese vendors are still new comers in App market, they are finding out customers’ needs and wants. They are expected to have more innovations so that they can be seen in a global market. In conclusion, the App is the knocking brick of great mobile experience since most people have smart mobile devices with Apps. Further, designing an App is not a tough barrier. All vendors are thinking about how to enhance user experience and get revenue as well. Free download brings more customers and great user experiences make customers’ loyalty. If more and more customers join to a point of economies of scale, vendors will have chance to innovate and to make value sustainably. Smart mobile devices change users’ behavior and create the market of mobile Apps. Mobile apps make vendors and customers closer so that vendors eager innovations to catch customers. App market is expected to become mature in the near future.
65

以使用性工程建構行動個人化數位攝影註釋系統 / Building a Mobile Personal Digital Photograph Annotation System Based on Usability Engineering

陳柏諺, Chen, Po Yen Unknown Date (has links)
隨著數位相機、智慧型手機等影像記錄產品的普及,人們可以隨時隨地按下快門,使得個人相片的數量不斷的增長。倘若照片中缺少了註釋,進行搜尋檢索大量的個人照片是困難的。雖然如此,人們卻會因為繁瑣累人的照片註釋工作而缺乏意願。 本研究藉由Kuo所發展出的PARIS (Personal Archiving and Retrieving Image System)作為來源系統架構,其系統解決了大部分個人數位影像語義標註的困難,也利用半自動註記方法減少使用者註釋負擔。但由於過去缺乏行動載具,PARIS並未開發一個現代化的行動註釋系統,來協助一般使用者進行個人影像註釋。 為了解決此問題,本研究利用使用性工程進行系統的建構,以設計及開發出一套現代化的行動影像註釋系統iPARIS (Integrated Personal Archiving and Retrieving Image System)。iPARIS擴展了PARIS設計出符合行動載具的後設資料結構與本體,包含將PARIS所定義的DDDC後設資料標準擴充為得以群眾註記之社群媒體地理標籤的iDDDC (Integrated Dozen Dimensional Digital Content),以及在既有的STO (Spatial and Temporal Based Ontology)的空間架構中加入更具彈性的地理標籤關聯方法GRO (Geotag Related Ontology)。iPARIS並利用工作流程設計、介面線稿設計、視覺設計、系統實作、使用者參與設計等步驟來設計及開發系統,再以迭代設計方法不斷地改善系統的使用者介面及使用者體驗。iPARIS在建置完成後利用參與啟發式評估量表、手勢次數、操作時間、操作路徑、錯誤次數進行使用性測試,而其測試結果也達預期的使用性目標。更進一步,透過分析使用者操作系統的實際行為來找出系統存在的使用性問題,並提出未來系統的改進方式。 透過完整的規劃與適切的設計系統介面,讓使用者在拍照、註釋、組織及管理照片都可以在行動應用程式上完成,並使此系統能滿足具有效率、具學習性、具記憶性、低錯誤率及高滿意度等Nielsen所提出的使用性標準,以降低個人影像註釋時的負擔,並增加使用者註釋個人照片的意願,以應付日益增長地個人數位影像資料的管理需求。 / With the widespread use of photograph recording products, such as digital camera and smartphone, people take photographs easily so that the number of personal photographs increases unceasingly. If photographs are lacking of annotation, searching and retrieving the large number of personal photographs become difficult. However, people are usually reluctant to the cumbersome and exhausted annotation work. In 2004, Kuo et al. developed PARIS (Personal Archiving and Retrieving Image System) to solve these problems. Based on MPEG-7, PARIS resolved most difficulties of personal digital image semantic annotation and lightened users’ annotation burdens by semi-automatic annotation methods. However, because of the lack of mobile device at that time, PARIS did not develop a modern mobile annotation system to help ordinary people annotate personal photographs. Therefore, this thesis builds a system with usability engineering as well as designs and develops a modern mobile image annotation system iPARIS (Integrated Personal Archiving and Retrieving Image System). iPARIS expands PARIS architecture to add the support for mobile. It expands PARIS DDDC metadata standard to iDDDC (Integrated Dozen Dimensional Digital Content) which is a crowdsourcing annotation enabled by third party social networking services, and provides STO’s spatial ontology a more flexible geo-information description methodology GRO (Geotag Related Ontology). iPARIS also takes the steps of workflow design, wireframe design, visual design, system implementation, participatory design to build the system; moreover, it keeps improving the user interface and user experience by iterative design. After implementing iPARIS, we conduct usability testing including participatory heuristic evaluation, gesture times, operation time, gesture path, error times, and interview. The test results reach the expected usability goals. Furthermore, the thesis finds some usability problems by analyzing users’ behaviors when they are using the application and brings future improvement for the system. By integral planning and appropriate interface design, this system lets user take, annotate, organize, and mange personal photos in a mobile application. We hope that iPARIS can meet the usability index to lighten the burdens of personal photograph annotation, arousing users’ desire to annotate personal photographs, and meet the growing needs for the management of personal digital photograph information.
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探討LINE推播新聞之使用行為──以情境理論分析 / Understanding User Behavior in Push Notification News on LINE: A Contextual Theory Approach

賴合新, Lai, Ho Hsin Unknown Date (has links)
各種行動裝置服務不僅便利了生活,也讓資訊的傳遞更加即時且無界。2012年起,五家媒體藉助行動通訊軟體LINE在台灣的高人氣,每日固定推播四則新聞,總訂戶數至今突破450萬人,儼然成為一個新興的新聞傳播渠道。 本研究以情境理論的觀點,質化的使用者日誌記錄法和深度訪談法為主,理解使用者在不同情境下使用推播新聞的行為,並透過HTML5文字雲分析機,歸納出各家媒體推播內容的樣貌和趨勢。情境分析構面包含接收與閱讀情境下的「實體環境」、「社交環境」、「資訊環境」、「先前狀態」和「時間的影響」等;另再針對使用過程中面臨的「人機互動情境」綜合分析使用者的體驗。 這些情境因素不僅各自影響媒介使用的動機和行為,也會與新聞內容相互加強(或制約)吸引力,端賴哪方拉力(或推力)較強。根據訪談結果,「新聞內容」的影響力似乎又更為關鍵。受訪者普遍認為推播新聞的即時性和重要性偏低,新聞價值未能滿足期待,導致對LINE推播新聞的需要性和依賴性偏低。 未來業者可考慮設立不同的「主題式官方帳號」,提供針對性的內容;或者在目前的官方帳號中,增加一日新聞類型的多元性以滿足更多人的需求,就看媒體如何定位自家官方帳號的角色。此外,在發揮新聞標題創意的同時,仍應與內文保持一致,避免造成期待上的落差。不斷強化內容品質,並考量主要受眾的使用情境,可望改善體驗不佳的問題。 本研究以情境理論的觀點,開啟了「推播新聞」的學術研究基礎,並充實行動新聞領域的實證研究經驗,希望提供未來的研究者和新聞從業人員,一個了解推播新聞使用行為的先例。 / Mobile devices and services facilitate our lives, and also assist in delivering information more freely and immediately. Since 2012, five companies send four pieces of news daily through “LINE”, which is the most popular mobile instant messaging application in Taiwan. Nowadays, LINE becomes an emerging news channel, with over 450 million subscribers in total. This study is mainly based on the context theory, by means of diary method and in-depth interviews, to understand users’ behavior of push notifications news in different contexts, from news receiving aspect, reading aspect and human-computer interaction aspect. Besides, analyzing the news headlines by “HTML5 Text Analyzer” to explore the features of different media. Research found that users’ behavior and attitude influenced not only by contextual factors, but also by the value of content. Moreover, the effect of contextual factors and content would be reinforcing (or restraining) mutually, depends which one influence users’ behavior and attitude more crucially. According to respondents’ feedback, the value of push notification news, such as immediacy and importance, were far from their expectations. News editors may plan to set up more than one official account to reach target audience; or to increase the diversity of daily news by existing accounts, making effort to meet demand of more audience. In addition, the headline should be more concordant with the content of the news. Keep improving the quality of content, taking account of context factors while pushing news, may improve users’ experience.
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人物誌洞見:使用者行為如何激發新聞媒體的商業模式創新 / Insights from Persona: How User Behaviors Inspire Business Model Innovation in News Media

鄭家宜, Cheng, Chia I Unknown Date (has links)
企業越來越意識到使用者的重要性,知道產品設計必須以使用者為中心。但面對網路興起、讀者大量流失的報紙新聞媒體,該如何從使用者察覺出商業模式創新的機會,是當前文獻亟欲探索的主題。本論文因此提出兩大分析重點。第一,分析使用者的行為脈絡,由早期大眾的角色中找出使用者對資訊需求,理解創新擴散的關鍵。第二,透過使用者行為分析形成商業模式的各種可能性,了解如何能改變商業營運邏輯。本文以聯合報系旗下之《Upaper》捷運報做為個案,分析捷運族的移動行為與資訊需求,藉此鎖定十個新聞主題來分析使用者行為、資訊需求、設計洞見、設計方案等環環相扣的四個步驟。本研究歸納出三種人物誌:需要優先性資訊的懶人、喜愛連貫性資訊的達人、偏好比較性資訊的商人。這三種人物誌指引出三種可能的新商業模式:從新聞到情報、從廣告到商研、從紙媒到串媒。學理上,本研究提出使用者導向商業模式的形成過程及創新原則。實務上,新聞媒體組織可以理解分析使用者的微觀行為的步驟及策略。 / Enterprises are increasingly aware of the importance of users and know their product design must be user-centered. Now newspaper media is losing their readers due to the rising of Internet, so how to develop an innovative business model from users became one of hot topic of literature review. This thesis could be divided into two parts. Firstly, analyze the user behavior context in order to identify the information needs from the role of the early majority, and to realize the key point of innovation diffusion. Secondly, find the possibilities of business models through the user behavior analysis and learn how to change the business logic. In this paper, we use the United Daily News Group's "Upaper" as a case study of the mobile behavior and information needs of the commuters, thereby focusing the top ten news topics to analyze user behavior, information needs, design insights, design plan, these four steps which is closely connected and inseparable. This study identifies three Personas: lazy people who need priority information, Maven who like coherent information, businessman who prefer comparative information. These three personas point out three possible new business models: from news to intelligence, from advertising to business research, from newspaper media to the transmedia. Academically, this study presents the formation process and the innovative principles of the user-oriented business model. In practice, the media organization can understand the steps and strategies about how to analyze the user microscopic behavior.
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結合實體物件與行動載具之開發套件設計 / A Tangible UI Toolkit for Capacitive Touch Devices

黃奕誠 Unknown Date (has links)
過去,感知物件的互動方式大多發展於大型互動桌上,其技術主要是採用影像辨識來進行互動偵測,隨著平板的普及,我們希望能將大型互動桌的實體互動體驗帶到平板世界,然而現今平板使用之電容式觸控技術有別於大型互動桌之影像偵測技術,無法直接應用影像式的物件辨識方法,因此設計出一套結合平板電腦與感知物件的開發工具,目的是要讓互動設計的開發者能夠快速開發感知物件的互動模式。 而電容式實體互動物件設計較為複雜,對於互動設計的開發者而言,要去製作、開發這些互動物件不論是在電路或是實體物件都是有一定的難度,並不是所有的開發者都擁有相關的背景或是資源。而為了讓原型製作更加的簡單在軟體上我們設計了一套SDK,在硬體上結合了樂高積木和導電的膠帶,不僅製作快速、成本低,在組裝上也能擁有一致的規格以減少誤差的發生。藉由其底座組合方式的差異也就代表著不同的感知物件。因此開發者只需套用我們所設計的SDK就可以將原有的作品加上實體互動物件的互動模式。 / The Tangible User Interface (TUI) has been widely adopted on interactive tabletops by using optical sensing techniques and fiducial markers. With the huge growth of smartphone and tablet market, we hope to expand the tangible interaction experience to the off-the-shelf touch devices. However, most touch devices use capacitive sensing techniques that can only detect human fingers. We create a tangible hardware toolkit base on capacitive touch devices so developers can use it to build tangible interactions in a fast way. We put conductive adhesive tape on LEGO blocks to form an identifiable footprint. The footprint could be attached onto a tangible object. And the pattern of the footprint could be easily arranged to represent different identities. We also provide a flash SDK that can be quickly integrated into a developer’s project and then enable tangible interactions. We expect our hardware toolkit and software SDK can benefit more developers to create tangible UI applications on the capacitive touch devices.
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市地重劃效益與負擔之研究

謝靜琪 Unknown Date (has links)
市地重劃是目前落實都市計畫的重要工具之一透過市地重劃可取得十公共設施用地及部分設施之建設經費。在地方政府財源短絀的情況下,市地重劃不啻是為優良之地方建設工具之一。 市地重劃運用使用者付費之觀念,將開發利益以公共設施用地及建設經費的內容,轉換成抵費地之方式回饋社會,目前依法令規定此回饋比例不得超過市地重劃總面積之百分之四十五。然而如何適當地評估開發利益(即市地重劃效益),並依此獲利負擔回饋(即市地重劃負擔)是本研究所欲了解的。本研究藉由地價理論,確定市地重劃效益主要是因為公共設施投資建設所產生之寧適性與可建性,資本化為每宗土地之土地價值一部分而得;其次依分配價值理論與使用者付費方法,確定市地重劃負擔具有類似稅捐性質,其意為每宗土地支付重劃負擔所繳納之土地比例。由此觀點,本研究藉由市地重劃地價函數之建立,依特徵價格法( Hedonic Price Method)建構實證模型,並且選定臺中市第七期及第八期重劃區為實證地區,以討論公共設施投資建設對市地重劃後土地價值的景響程度,2重劃負擔法定比例的經濟意義及土地所有權人對重劃負擔的真實負擔能力,以及3以個體經濟之觀點,衡量土地所有權人對重劃之利益與負擔,願意支付之價格。最後再進一步檢討1現行市地重劃分配計算方式之缺失,2以抵費地支付重負擔之問題,以及3重劃估價方式之間題,並提出改進方向。 本研究經以理論及實證分析,獲得之主要結論為:參與市地重劃之住宅地,透過地方性公共建設投資資本化作用,可獲得相當利益,此時以抵費地方式回饋部分利益是極可行的方式,且依實證結果可知,目前地主支付重劃負擔之實力仍大於法規要求之百分之四十五。因此,若再考慮土地使用變更所獲之超額利益,則回饋利益之比例應遠大於百分之四+五。
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具地理位置訊息之無所不在行動協作數位敘事平台 / Ubiquitous mobile collaborative digital narrative platform with location information

林思采, Lin, Si Cai Unknown Date (has links)
科技的演進可能改變了人們的生活行為。隨著智慧型手機的快速成長,數位敘事將會以一種嶄新的方式產出行動內容。我們透過互動設計的元素以及「行動敘事」的特性為依據,設計了一個無所不在的「行動協作數位敘事平台」,以促進這個改變能實現。利用這個平台,使用者根據他/她的所在地,不僅可以下載閱聽附近的行動內容,並且可以增修或記錄周遭的事物後上傳。我們並加進「協作」的功能到此平台,以提昇內容的多元與豐富,使得閱聽者,更能夠沉浸在敘述的內容當中。除此之外,本平台也增進網路技術,使其可以在離線時仍然可以持續記錄與協作內容,不受時空限制。 我們建置了這個平台以APP的型式在Android系統上呈現,並作田野實驗,以研究此新的行動協作敘事型態。我們針對平台進行兩個部分的評估與分析,其一為使用者介面的評估,我們以放聲思考法進行,並隨後對介面做出修正;其二為平台系統使用評估,此部分以訪談法進行,並同時與系統Log作比對驗證。平台實驗發現的設計元素以及使用行為,希望可以在未來對此領域欲進一步研究者,提供很好的建議。 / Technologies could change users’ behaviors. As the recent growth of mobile smartphones, digital narrative would have a new way to create mobile content. Through interactive design components and features of “mobile narrative”, we design a "Mobile Collaboration Digital Narrative Platform" to facilitate this change. A user can retrieve nearby mobile content, and also have the ability to add, edit or record what is happening at his/her present location. By adding the feature of “collaborative content creation” to the platform, the content can be made more diverse and rich and the reader can better immerse him or herself in it. Moreover, by the enhanced network technology, the platform can also work in offline mode to make it function ubiquitously. In order to study the new type of mobile collaborative narration, we develop the system (an Android App) and do field trial. We evaluate and analyze the system for two parts: one for the assessment of the user interface, and the other for system usage evaluation. We use the think aloud method for the former to amend interface design. For the latter, we interview with users, which are also compared with the system log for justification. The design components and the results for usage behaviors that we found from the new platform will provide a good recommendation for future further study in the field.

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