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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.
31

利用全國性e-GPS衛星定位基準網辦理土地複丈精度之研究-以鶯歌地區為例

詹君正 Unknown Date (has links)
內政部土地測量局為擴大RTK有效作業範圍,同時降低主站布設密度,已規劃透過網際網路高速、寬頻之數據傳輸技術,預定於九十五年度前完成建置全國性電子化GPS(e-GPS)衛星定位測量基準網,就其連續定位觀測資料,建構區域性定位誤差內插模式,並配合虛擬基準站(Virtual Base Station,VBS)即時動態定位技術(Real-Time Kinematic, RTK)( 簡稱VBS-RTK),獲得高精度的定位成果,提供多目標定位服務及加值應用。 本研究利用全國性e-GPS衛星定位基準站即時動態定位系統北區服務網為基準網,探討以VBS-RTK定位技術應用於圖根測量及直接辦理土地複丈之可行性。首先檢核實驗區內控制點與圖根點成果發現,縱坐標(N)較差絕對值之平均值為1.9公分,橫坐標(E)較差平均值為2.0公分。經分析後得知,本實驗區之VRS-RTK測量成果與原坐標成果間有系統誤差存在,透過六參數轉換後,其坐標較差值均能符合圖根點測量規範。其次,以VBS-RTK直接辦理土地複丈,其界址點坐標成果較差亦均符合界址點位置檢查與原坐標值之較差不得超過6公分之規定。 / For expanding the effective range and decreasing the density of base stations, Land Survey Bureau, Ministry of the Interior (LSB) have set up a national e-GPS base stations network in 2006. In order to obtain high precision position result and provide multi-goals positioning service with plus value application, the system will be involved regional position error interpolating mode and Virtual Base Station(VBS)technique. The research area is located within the north service net of the national e-GPS base stations network, feasible discussion of using to Supplementary control survey and direct to transact the land resurvey with the VBS-RTK technique. Firstly, The 4th and the higher order control points and the traverse points located at the research area were examined with the VRS-RTK. Compared with the original data, the results have shown that the average of the absolute value of errors is 1.9 cm at the N-axis, 2.0 cm at the E-axis. After transformations either by affine-6-parameters, the result shows that all of the errors are satisfy the stipulation of rules.Secondly, using the VBS-RTK technique to undertake land survey correction, the all errors are satisfy the stipulation of rules.( less than 6 cm )
32

即時通訊科技使用於新聞採訪之探討 / Journalists Adopt Instant Messaging on the Impact of Newsgathering

陳弘志, Chen, Hung Chih Unknown Date (has links)
即時通訊(Instant Messaging)盛行之今已十年,新聞產製也因引進新科技逐漸產生質變。鑑於即時通訊相關研究目前尚未觸及「新聞產製」領域,本研究嘗試初步探討即時通訊對新聞產製工作的影響,並希望藉此研究發現,提供新聞產業未來改進與檢討的參考。本研究描繪新聞記者於新聞產製過程中,如何運用即時通訊彼此溝通,以及如何對新聞產製過程造成影響,與出現哪些利益與弊端。 本研究採質化深度訪談,輔以圈內人記者身份,透過參與觀察,融入研究對象群時間一共四年,研究發現:(一)記者使用即時通訊的動機是基於完成新聞採訪任務、(二)記者新聞採訪工作仰賴即時通訊、(三)新聞室控制藉由新科技工具延伸、(四) 記者與消息來源之間的訊息傳遞,仍傾向使用傳統的「面訪、電訪」管道、尚未積極運用即時通訊、(五)用於新聞職場的即時通訊工具,仍具有個人私密領域的特性、(六) 新聞記者使用即時通訊交換訊息,出現新聞觀點同質化現象、(七)新聞產業精簡人力下,新聞圈默認同業間複製新聞與改寫現象。 本研究建議:(一)重新定位即時通訊工具於新聞產製過程的價值、(二)新聞界須正視新聞複製與觀點同質化現象、(三) 即時通訊納入新聞正規作業體系將成趨勢。 / Instant Messaging (IM) has been popular for a decade, and news production has changed due to IM. Since the research of IM does not reach out to the area of news production, this thesis is going to explore the influence of IM toward news production. The thesis will describe how journalists communicate with each other by IM through the news production process, and discuss the advantages and disadvantages of using IM. This study is a qualitative research methods with deep views. Through participant observation of a inside journalist, it took 4 years to discover the results, which are (1) Journalists use IM is based on the motivation of complete news covering task, (2) Journalists rely on IM to complete the task of newsgathering, (3) "Social control in the news room" extends control by IM, (4) The communications and interactions between Journalists and the news sources is still traditional, which are interviewing, or by telephone, not IM, (5) Using IM in newsgathering is still has personal and private, (6) Journalists use IM to exchange information, news reporting appears the same point of view, (7) under the condition of downsizing manpower in the news industry, the press tacitly agreed to the phenomenon of “news copy and news rewrite”. The thesis recommended: (1) re-positioning IM in the process of news production value, (2) the Press must face up to the phenomenon of “news copy and the news viewpoint homogenization”,(3) IM into the news operating system will become a trend.
33

利用生理感測資料之線上情緒辨識系統 / On-line Emotion Recognition System by Physiological Signals

陳建家, Chen, Jian Jia Unknown Date (has links)
貼心的智慧型生活環境,必須能在不同的情緒狀態提供適當服務,因此我們希望能開發出一個情緒辨識系統,透過對於形於外的生理感測資料的變化來觀察形於內的情緒狀態。 首先我們採用國際情緒圖庫系統(IAPS: International Affective Picture System) 及維度式分析方法,透過心理實驗的操弄,收集了20位的受測者生理數值與主觀評定情緒的強度與正負向。我們提出了一個情緒辨識學習演算法,經由交叉驗證訓練出每個情緒的特徵,並藉由即時測試資料來修正情緒特徵的個人化,經由學習趨勢的評估,準確率有明顯提升。其次,我們更進一步引用了維度式與類別式情緒的轉換概念來驗證受測者主觀評定的結果。相較於相關研究實驗結果,我們在維度式上的強度與正負向辨識率有較高的表現,在類別式上的驗證我們也達到明顯區分效果。 更重要的是,我們所實作出的系統,是搭載了無線生理感測器,使用時更具行動性,而且可即時反映情緒,提供線上智慧型服務。 / A living smart environment should be able to provide thoughtful services by considering different states of emotions. The goal of our research is to develop an emotion recognition system which can detect the internal emotion states from external varieties of physiological data. First we applied the dimensional analysis approach and adopted IAPS (International Affective Picture System) to manipulate psychological experiments. We collected physiological data and subjective ratings for arousal and valence from 20 subjects. We proposed an emotion recognition learning algorithm. It would extract each pattern of emotions from cross validation training and can further learn adaptively by feeding personalized testing data. We measured the learning trend of each subject. The recognition rate reveals incremental enhancement. Furthermore, we adopted a dimensional to discrete emotion transforming concept for validating the subjective rating. Compared to the experiment results of related works, our system outperforms both in dimensional and discrete analyses. Most importantly, the system is implemented based on wireless physiological sensors for mobile usage. This system can reflect the image of emotion states in order to provide on-line smart services.
34

行動即時通訊軟體行銷策略之研究 ─以LINE為例 / The Marketing Strategy for Mobile Instant Message Software- An Empirical Case of LINE

程柏元, Cheng, Po Yuan Unknown Date (has links)
根據創市際市場研究顧問2013年的調查報告,從台灣使用智慧型手機應用程式的到達率來看,國人最常用的APP前十名中,即時通訊類佔了四位,第一名是LINE、第四名是WhatsApp、第八名是Facebook Messenger與第十名的WeChat。資策會(2012)調查「台灣民眾行動裝置應用程式使用習慣行為與偏好調查」顯示,在使用智慧型手機的民眾當中,有50.8%較常下載的APP類型是即時通訊/傳訊服務,僅次於遊戲類55.4%,顯示台灣民眾即時通訊的需求。LINE在台灣的註冊用戶已經超過1,700萬人次,普及率相當高。 本研究以行銷經營的角度對LINE進行品牌形象、科技接受度、知覺價值、顧客滿意度和顧客忠誠度的調查,研究結果顯示,品牌形象、科技接受度和知覺價值對於顧客滿意度和顧客忠誠度具有顯著正向影響,而相較於品牌形象和科技接受度,知覺價值對於顧客滿意度的影響較深;在顧客忠誠度方面,品牌形象、科技接受度和知覺價質影響程度相當。此外,本研究發現,LINE使用者的貼圖購買次數和官方帳號加入數在研究中具有顯著差異。 透過質化訪談,本研究提供行動即時通訊軟體業者四點行銷上的建議: 一、調降貼圖與主題的價格,提升主題實用性 二、整合官方帳號與動態消息功能,避免造成使用者困擾 三、改善語音通話的穩定度,滿足免費通話的需求 四、提升周邊商品之品質與實用性,調降展覽活動收費
35

應用顧客關係管理服務於數位學習之研究─以參與體驗式個案教學為例 / Applying CRM services on e-learning : program on case method and participant-centered and experiencing learning

宋榕芝, Sung, Jung Chih Unknown Date (has links)
在網路發達的數位經濟時代,數位學習越來越普及,且大多是以非同步線上學習為主,但是非同步線上學習面臨即時互動性不高的問題,如此情形下,學習者無法立即獲得回應,會降低其學習意願與學習成效;以「參與體驗式個案教學」為例,參與體驗式個案教學法主張透過學生角色扮演,進行個案模擬和討論來增強個人成長與在組織中互動運作的應變能力。本研究透過探討並描述「參與體驗式個案教學法」課程的情境,了解課程在上課前、中、後教師與學生的需求,規劃並實作一個學習社群導向、結合顧客關係管理、網路客服中心概念與Wiki共筆為基礎的數位學習系統去支援參與體驗式個案教學,建立客製化服務,讓學習內容被網路的成員所共同創造、分享、重新混合、重新定義,並傳遞出去,以及運用即時通訊來實踐立即性互動,改善學習者無法即時獲得回應而降低學習意願的問題。 本研究所建用來支援參與體驗式個案教學的雛型系統,其操作介面簡單易上手,且功能符合參與體驗式個案教學情境所需,是一個因教學制宜的系統,並且提供了即時通訊於其中,實踐了客製化、即時互動與數位學習社群的概念,同時也補足非同步線上學習的缺點,讓數位學習系統確實成為學生自主學習參與體驗式個案教學的輔助工具。
36

互動敘事中自動產生符合情境的攝影機規劃 / Context-aware camera planning for interactive storytelling

陳嘉豪, Chan, Ka-Hou Unknown Date (has links)
在互動敘事(Interactive Storytelling)的應用中,適當的攝影機規劃能幫助我們呈現虛擬世界中所發生的故事。在本研究中,我們設計了一個可以讓使用者設計互動敘事的應用平台-IMStory。針對故事創作,我們提供了一個故事腳本的描述語言及其剖析器,當使用者撰寫好互動故事之後,系統便能夠根據故事情境內容及與使用者互動的結果產生出符合情境的自動攝影機規劃系統。在此系統中,我們建立了一個能夠讓攝影機理解故事腳本的關係模型,建立虛擬攝影機組態與「故事情境」間的對應關係,即時找出更能表達當時情境的拍攝方式與架設位置。最後,我們設計了一個場景劇本進行實驗,在實驗中,我們的系統能夠即時因應場景中角色物件的位置作出即時的攝影機規劃,並且能夠配合互動環境中改變的情境參數而使用適合的攝影模組,產生出符合攝影學法則且賦有敘事能力的鏡頭。透過我們的方法,希望能提供一個更加有敘事能力的互動敘事平台。 / In an 3D interactive storytelling system, virtual camera is the key for us to understand what happens in the virtual world. In this thesis, we have designed an intelligent camera planning system for interactive storytelling, in which story plots are influenced by the user’s actions. Since the story flow cannot be determined in advance, it is essential to utilize real-time camera control to express the story for given spatial relationships between characters and objects. A script language and its parser were designed for our storytelling system (IMStory) to describe events in the story as well as the contexts associated with the events to model the properties of a story for camera control. We have developed a camera planning system by mapping contexts parameters into appropriate camera control parameters. We have implemented the 3D interactive storytelling system and demonstrated its capabilities with several examples. The camera planning system is shown to perform in real time, and the generated shots are more expressive in establishing the relation between camera configurations and story context.
37

Sync/Mail : 話し言葉の漸進的変換に基づく即時応答インタフェース

Inagaki, Yasuyoshi, Toyama, Katsuhiko, Kawaguchi, Nobuo, Matsubara, Shigeki, Matsunaga, Satoru, 稲垣, 康善, 外山, 勝彦, 河口, 信夫, 松原, 茂樹, 松永, 悟 10 December 1998 (has links)
情報処理学会研究報告. SLP, 音声言語情報処理; 98-SLP-24-5
38

画像隠蔽技術を即時型動画像並列復号方式に適応した場合における画質復元能力に関する検討

本庄, 勝, Honjo, Masaru, 山里, 敬也, Yamazato, Takaya, 岡田, 啓, Okada, Hiraku, 片山, 正昭, Katayama, Masaaki, 小川, 明, Ogawa, Akira 12 1900 (has links)
No description available.
39

互動敘事中客製化之虛擬拍攝實驗平台 / An Experimental Platform for Customized Virtual Cinematography in Interactive Storytelling

賴珮君, Lai, Pei Chun Unknown Date (has links)
近年來由於電腦軟硬體及人機介面介面技術的發展,互動數位敘事(Interactive Digital Storytelling, IDS)的應用也逐漸被重視,特別是在新型態電腦遊戲的設計,而這個趨勢也為即時虛擬攝影機的規劃帶來新的機會與挑戰。本研究旨在透過互動數位敘事腳本內容的分析,建置客製化攝影機運鏡實驗平台,即時自動產生符合情境情節、人物情緒的拍攝方式,並參考電影拍攝手法,結合攝影學的專業知識加入不同拍攝風格,讓同一段影片可以有不同的風格效果。我們希望能夠讓現有的互動敘事系統The Theater [1]中的運鏡技術有跡可循,不再只是以人工的方式憑藉直覺來設定攝影機的位置,而能使得虛擬攝影機的操控變得簡易,修正拍攝效果時將更加簡便,成功快速掌握運鏡的每一個細節。我們在The Theater的實驗平台之上,讓敘事者可以根據故事情境客製化虛擬攝影機的拍攝手法,並由電腦自動產生合宜的攝影機拍攝位置,快速完成攝影機規劃。我們以實例透過實驗的方式驗證此系統的有效性。 / The recent advances in computing technologies and human-computer interactions have attracted much attention in the development of interactive digital storytelling (IDS), especially in the application of novel computer game design. This trend does not only bring new opportunities but also new technological challenges to virtual camera planning. Our research in this work aims at building an experimental platform for customized virtual camera planning through the analysis of screen play in an in-teractive story. By adopting the domain knowledge of camera controls in existing films, we hope to design a computer-assisted system that allows an author to easily experiment with different styles of virtual cameras in a same story. We proposed to design an experimental platform based on “The Theater” IDS, which currently uses a pre-authored way to specify the camera position. In the proposed system, we allow an author to quickly customize virtual camera taking according to the context of a story fragment and let the computer generate appropriate camera configurations automati-cally. We use an example story to verify the effectiveness of the system through ex-periments.
40

壓縮空間上非擬真視訊之製作

許富量, Hsu,Fu-Liang Unknown Date (has links)
NPR(Non-photorealistic Rendering)主要目的是透過不同的演算法,由電腦自動產生各種不同繪畫風格的影像,目前的NPR系統礙於演算法的計算速度,多數都僅針對靜止的單一圖片進行處理,故本研究試圖對二維空間中已發展的NPR演算法做延伸,在空間領域以及MPEG壓縮領域上分別提出不同的加速效能方式。在空間方面針對不同的範圍套用NPR演算法,如臉部、膚色區塊等有意義的部份;而在MPEG壓縮格式上,透過MPEG中的I,P,B-frame不同的特性,視影像中的差異度做不同的套用方式,以求改進NPR演算法效能,達到即時產生NPR特效的影片或動畫,進一步應用於多媒體娛樂以及人機互動機制。 / Recently, various non-photorealistic rendering (NPR) techniques have been developed for computers to generate images of different artistic styles automatically. Due to the complexity of the algorithms, however, most NPR methods are limited to the processing of static images. It is the objective of this thesis to extend and improve existing NPR techniques to enable near real-time processing of video. The enhancement can be achieved in both spatial and compressed domains. In the spatial domain, computational complexity is reduced by applying NPR only to selective regions in the images, e.g., face or skin area. In the MPEG compressed domain, by exploiting the relationship among I, P, and B frames, different strategies can be developed to increase the efficiency of the NPR algorithm. Experimental results have demonstrated the efficacy of the proposed methods and validated the near real-time creation of NPR video effects.

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