• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 120
  • 101
  • 19
  • 1
  • Tagged with
  • 121
  • 121
  • 46
  • 41
  • 37
  • 37
  • 36
  • 30
  • 27
  • 25
  • 25
  • 24
  • 23
  • 23
  • 21
  • 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.
101

數位時代博物館經營模式探討-國立故宮博物院個案研究 / The Study of Museum Business Models in Digital Era -A Case of National Palace Museum

郭鎮武, Kuo, Chen Wo Unknown Date (has links)
國立故宮博物院(以下簡稱故宮)文物典藏是中國藝術與工藝中的菁華,也是歷史研究的重寶。故宮在U-Taiwan計畫下,期望透過建置故宮U化(提供行動載具、無線射頻、無線感知網路等)的基礎建設、數位內容及使用介面等關鍵資通訊技術,建置隨手可得網絡服務系統,配合故宮文物ID感知上網應用,普及故宮相關加值產品之電子標籤應用,健全故宮U化產品與服務的安全與信賴機制,推動故宮感知網路設備與應用服務產業,並發展博物館U化關鍵技術,促進U化故宮數位內容及加值產品之生活應用普及率,藉以協助強化博物館運用資訊科技之競爭力。未來打造U化故宮優質示範園區,使故宮精美的文物以U化技術貼近人群,走向世界,向國內外人士展現台灣的博物館在U化科技與應用的成就。 「Ubiquitous」象徵一個概念,意思是「神無所不在」。在資訊科技時代,這個字代表藉由各種資訊產品與網路,可以實現資訊無所不在的理想世界。配合u-Taiwan計畫,我國的U化建設主要是以無線感知、RFID為主的技術來進行。 RFID 運用於博物館館務作業,不但可節省人力、時間,還可以將資料做妥善的應用,增加擴大博物館的服務範圍層面。本研究就應用 RFID 全方略導入博物館經營模式,建議基本上可分為下列五項:門禁管理、自動導覽、典藏管理、盤點管理及出版發行管理。研究指出 RFID 應用於博物館的魅力在於協助導覽、增進學習效果、加速盤點作業與安全管理上,皆充分的展現出其優異之特性。因之,博物館業界,當應善加運用 RFID技術,並融合資訊科技,設計出適合博物館各自的經營模式與功能需求,以嶄新且多面向的展示,呈現予觀眾。 / The cultural relic preservation at National Palace Museum (herein referred to as NPM) is the essence of Chinese arts and crafts and the critical treasury of historical research. Under the U-Taiwan project, by establishing the basic equipment of a u-NPM (providing mobile appliances, RFID, wireless sensor networks and etc.,), digital contents and critical information and communication technology related to graphical user interface, NPM expects to: set readily available network service systems, cooperate with the application of NPM cultural ID sensor internet access, popularize the tag application of NPM-related value-adding products, construct the u-NPM products and the mechanism of service safety and trust, advance the equipment of wireless sensor networks in NPM and the application service industries, develop the key u-technologies, promote the digital contents of u-NPM and the daily applying penetration of value-added products to assist in reinforcing the competition of how museums making use of information technologies. The high quality demonstrative park of u-NPM will be created in the coming future so that the exquisite cultural relics with u-technologies in NPM will be closer to people and seen by the world. The achievements of u-technologies and applications in museums in Taiwan will be shown to the people in Taiwan and abroad. “Ubiquitous” represents a concept which means “God exists everywhere”. At the era of information technology, by using all kinds of information products and networks, the word represents that the ubiquitous information ideal world can be realized. To harmony with the U-Taiwan project, the u-construction in Taiwan is mainly based on the technologies of wireless sensor and RFID. With RFID being applied in the management at museums, manpower and time can be saved and the data can be properly used to increase and enlarge the service ranges of museums. The research introduces the full application of RFID into museum management models. Five basic suggestions are listed: entrance guard management, tour guide, preservation management, inventory management and publication management. Indicated by the research, the amazing parts of RFID application in museums are assisting tours, enhancing learning effects, and accelerating the inventory and safety management which all fully represents its outstanding characteristics. Therefore, the industry of museums should take a good use of the RFID technology and integrate information technology into RFID to design the management models and function needs fit for museums respectfully and display with new and multi-dimensions for audience.
102

組織關鍵活動與商業模式之關聯研究 – 以澳門訂餐外送平台為例 / Study on the Relationship between Organizational Critical Activities and Business Model – A Case Study of Order and Delivery Platform in Macao

周淑娜 Unknown Date (has links)
外送平台為滿足餐廳與消費者需求的外送平台。現代人生活繁忙,加上對網際網路的高度依賴,大部分人都希望透過網路解決日常生活問題,包括餐飲。由於人們的生活習慣改變,傳統餐飲外送都是打電話去熟悉的店家要求外送,餐飲外送平台服務的出現顛覆了傳統到餐廳用餐的習慣。本個案研究透過訪問澳門標竿訂餐外送平台A公司,以及次級資料的輔助,去探討組織關鍵活動與商業模式之關連性、帶給消費者的價值與關鍵成功因素,作為以後欲加入外送平台業者之參考加值。   新創事業會以商業模式為其事業作系統化的分析,集中市場需要,透過商業模式來解釋企業如何獲利,透過獨特的商業模式在市場上競爭。商業模式建立後,企業便希望能夠監控企業某些活動以達到短、中、長期的成功。企業投放最多資源、受高階主管重視,而且不斷實行的活動,稱為「組織關鍵活動」。   A平台為新創企業,在始創期時需要大量的資金去發展不同的業務與行銷活動。平台在剛開始運作時曾因外送人員不足、安排外送路線混亂等問題導致送餐時間延誤,或是當餐點送到客戶手裡時已冷掉。因此本研究經過對個案公司人員深入訪談,找出該企業的六項組織關鍵活動,依排序分別為募集資金、擴充外送團隊、加強宣傳力度、拓展業務範疇、優化平台服務、團隊管理。   本研究發現企業透過商業模式幫助企業定義如何創造、傳遞及獲取價值的手段與方法,是屬於發展規劃較前面階段的概念。當企業為其業務發展定位後,便開始找出企業在商業模式的基礎上針對組織想要達到的成功目標,去不斷實行相關的活動,再配合企業本身特有的關鍵成功因素,使得整個企業發展架構更有系統,對企業長遠發展能產生關鍵性作用。 / The delivery platform connects the needs of restaurant and consumers. Nowadays, people with busy life and are highly depending on the Internet in their daily life, including ordering meals. As people's living habits are changing, the start-up of delivery platform subverts the traditional habit of dining in the restaurant. This study explores the connection between the Organizational Critical Activities and Business Model through the interviews with Macau's outstanding meal delivery platform A and with the assistance of secondary materials to bring the value and success factors of consumers for the future entrants who wish to join the delivery platform as a reference.   Start-ups need a systematic analysis of their careers based on business models to identify how businesses can make money and compete in the market through unique business models. After the establishment of the business model, enterprises need to monitor certain activities of enterprises in order to achieve short, medium and long-term success. Organizations that place the most resources, are valued by top executives, and are constantly conducted, termed “Organization Critical Activities."  Delivery Platform A as a start-up business, it needs huge amount of money to develop different business and marketing activities. It faces a lot of difficulties such as lack of human power for delivery, confusion in delivery routes or the meals are getting cold when they delivered to customers. After conducting in-depth interviews with company personnel, the study lists six organizational critical activities in sequence, namely raising funds, expanding delivery team, advertising, expanding business scope, optimizing platform service and team management.   Enterprises start the business by using Business Model as the tool for positioning. Such model helps enterprises to define how to create, transfer value to customers, which belongs to the early stage of the business development planning. Then, enterprises start to consider what activities the enterprises have to implement base on the positioning result of Business Model. By combining with the company’s unique key success factors, the proposed analysis framework is more systematic and plays a key role in the long-term development of the enterprises.
103

合作式數位閱讀標註系統對於數學應用問題學習成效的影響研究 / The effects of solving mathematics problems with the support of collaborative digital reading annotation system on learning performance

郭芙秀, Kuo, Fu Hsiu Unknown Date (has links)
近年來隨著網路學習的發展,能夠透過網路輔以學習者進行線上合作閱讀學習的合作數位閱讀標註系統興起,並已發展出多媒體的標註模式,不但可以由學生自己針對閱讀文本進行合作閱讀標註,更可以在閱讀文本上進行標註互動討論,具有提昇閱讀理解成效的效益。而數學應用問題的閱讀理解,影響學習者對於數學應用問題的解題甚巨,但是長久以來並無好的提升數學應用問題閱讀理解策略。本研究比較採用合作數位閱讀標註系統及使用傳統同儕面對面合作學習數學應用問題的實驗組與控制組學習者,在解決數學應用問題的學習成效及學習動機上是否具有顯著差異。此外,亦探討場地獨立/場地依賴型不同認知風格及高/低不同學習能力的學習者,採用上述兩種不同學習方法進行數學應用問題學習之學習成效與學習動機是否具有顯著的差異,最後探討實驗學習者使用此合作式數位閱讀標註系統輔以數學應用問題學習之學習滿意度。 研究結果發現:(1)採用合作式數位閱讀標註系統輔以進行數學一元一次方程式應用問題學習,在學習成效與學習動機上均顯著優於傳統同儕面對面合作學習數學一元一次方程式應用問題;(2)採用合作式數位閱讀標註系統以及傳統同儕面對面合作學習輔以進行數學一元一次方程式應用問題學習的實驗組與控制組學習者,在回歸到一般學習後,實驗組在學習成效上仍顯著優於控制組學習者;(3)無論是場地獨立或場地相依認知風格學習者,採用合作式數位閱讀標註系統輔以進行數學一元一次方程式應用問題的標註學習後,在學習動機上均顯著優於採用傳統同儕面對面合作學習輔以進行數學一元一次方程式應用問題學習的控制組學習者;(4)無論是高低不同能力學習者,採用合作式數位閱讀標註系統輔以進行數學一元一次方程式應用問題的標註學習後,在學習動機上均顯著優於採用傳統同儕面對面合作學習輔以進行數學一元一次方程式應用問題學習的控制組學習者;(5)實驗組場地獨立學習者在使用合作式數位閱讀標註系統後的學習動機優於場地相依學習者;(6)實驗組高學習能力學習者在使用合作式數位閱讀標註系統後的學習動機優於低能力學習者。 綜合以上,本研究所提出採用合作數位閱讀標註系統輔以數學應用問題閱讀理解的學習模式,具有提升學習動機與閱讀理解成效的效益,可推廣至解決更複雜數學單元之閱讀理解,甚至發展為創新數學教學之翻轉教學模式。 / Along with the development of web-based learning in past years, cooperative digital reading annotation systems, which could assist learners in online cooperative reading learning through the Internet, are emerged. Besides, multimedia annotation models are also developed for students, aiming at the reading texts, proceeding cooperative reading annotation as well as annotation interactive discussion on the reading texts. It presents the benefit to enhance the reading comprehension efficiency. The reading comprehension of mathematical application problems would largely affect learners’ mathematical application problem solving. However, there has not been a good strategy to enhance the reading comprehension of mathematical application problems. In comparison with the experimental group and the control group, which respectively apply the cooperative digital reading annotation system and traditional peers’ face-to-face cooperative learning to solve mathematical application problems, the differences in the learning outcome and learning motivation are discussed in this study. Furthermore, learners with field independent/field dependent cognitive styles and high/low learning abilities are preceded above two different learning approaches for learning mathematical application problems to discuss the differences in the learning outcome and learning motivation. Finally, learners learning mathematical application problems with the cooperative digital reading annotation system in the experiment are discussed the learning satisfaction. The research findings are summarized as below. (1) Learners applying the cooperative digital reading annotation system to learn the mathematical application problems in linear equation with one unknown present better learning outcome and learning motivation than those using traditional peers’ face-to-face cooperative learning for the mathematical application problems in linear equation with one unknown. (2) The experimental group, applying the cooperative digital reading annotation system to learn mathematical application problems in linear equation with one unknown, still outperforms the experimental group, using traditional peers’ face-to-face cooperative learning, on the learning outcome after return to general learning. (3) Learners with either field independent or field dependent cognitive style present significant better learning motivation, after learning mathematical application problems in linear equation with one unknown with the cooperative digital reading annotation system, than those applying traditional peers’ face-to-face cooperative learning. (4) Learners with either high or low ability show remarkably better learning motivation, after learning mathematical application problems in linear equation with one unknown with the cooperative digital reading annotation system, than those using traditional peers’ face-to-face cooperative learning. (5) Field independent learners in the experimental group present better learning motivation than field dependent learners after using the cooperative digital reading annotation system. (6) Learners with high learning ability in the experimental group reveal better learning motivation than those with low ability after using the cooperative digital reading annotation system. In sum, the learning model for the reading comprehension of mathematical application problems with the cooperative digital reading annotation system proposed in this study could enhance the benefits of learning motivation and reading comprehension. It could be promoted to solve the reading comprehension of more complicated mathematical units and even to become the flipped teaching model for innovative mathematics teaching.
104

高階健康檢查事業服務能力成熟度之衡量:模式建立、構念驗證與資訊科技應用 / Measuring Service Capability Maturity Level for Advanced Health Checkup Businesses: Model Building, Construct Validation and IT Application

張芳凱, Chang, Fang Kai Unknown Date (has links)
長久以來,企業核心競爭能力早已被公認是企業獲利以及維繫的驅動者,對於服務業當然也不例外。為了有效生存於現今惡劣的商業環境,服務業必須維護其服務能力之成熟度,以使用者為服務的核心,並以消費者的需求為服務的出發點。唯有以客戶為本,才能使企業永續經營,故台灣服務業若要加入國際市場營運,企業服務能力將扮演一個相當重要的角色。 隨著人類壽命的延長、以及關心個人健康的中產階級崛起,健康檢查已逐漸成為新全民運動。由於市場龐大與需求旺盛,為了服務有健康意識且經濟條件佳的客群,全台醫院和專業診所紛紛設立健康管理中心,提供燈光美、氣氛佳、餐點好、服務親切的健檢環境,其中不少醫院更是砸下重金,重新改造內部裝潢與購買最新式的檢查儀器。因此,高階健檢產業如雨後春筍般的蓬勃成長。 本研究認為,為了實現更高的服務品質,高階健康檢查事業應適當的進行商業流程再造。藉由不斷地改善流程,企業得以回應並滿足顧客的需求,增加企業服務顧客的能力,持續提升服務品質。因此,本研究引用服務企業流程模式的架構,以高階健康檢查事業為研究對象,主要的研究問題分為三大部分:一為適用高階健康檢查事業的服務能力評量模式發展,其二為編輯符合實務用詞的流程領域描述說明,其三為提供高階健康檢查事業品質成長的參考軌跡。 本研究之結果,定義了高階健康檢查事業服務能力等級與成熟等級之表述方式,主動性的給予被評鑑機構一個品質提升的建議與參考的軌跡。本研究設計一套『高階健康檢查事業服務能力成熟度之自我評鑑與改善建議系統』,協助高階健康檢查事業自我評量服務成熟等級,並提供透過資訊科技應用來提升等級的建議。透過階段性的資訊科技應用採納,可妥善配置資訊科技採納進程並編製預算執行順序,來強化醫療照護服務的能力成熟度等級。 / Core competitiveness of enterprise has long been recognized as the driver of profits and sustainability of a business. Service industry is certainly in no exception. In order to effectively survive in today's harsh business environment, services business must maintain its maturity of service capabilities, treat consumer as the core of the services and serve the consumer need as the basic of services. Such consumer-oriented strategy is the key to ensure the long term prosperity of business. It is also essential to Taiwan's service industry for her successful operations in international market. With the extended human lifespan, as well as the rise of the middle class with concern about personal health, health checkup service has become a new national sport. In order to serve customers, who have health-conscious mind and favorable financial affordability, hospitals in Taiwan provide specialized clinics and health management centers. They offer soothing lights and good atmosphere as well as healthy meals and friendly services. Such reformation in health checkup business has seen vigorous market growth and received significant investment on both medical equipment and interior remodeling of examination facility. This study suggests that in order to achieve a higher quality of advanced health checkup service, adequate business process reengineering should be carried out as per need. With constantly improving processes, the service unit would be able to respond and fulfill the customer needs, increase the customer service capacity of the enterprise, and continue to improve service quality. Therefore, this study adapts service business process model as research framework and chooses advanced health checkup business as the research subject. The main research questions are divided into three parts: first is developing a service capability evaluation model for advanced health checkup business; second is editing descriptions of process areas in line with practical terms; third is providing a roadmap of advanced health checkup business to improve their service quality. Results of this study helps to define the capability level representations and maturity level representations for advanced health checkup business. It could proactively provide suggestions to and also be adopted as a reference roadmap for service quality improvement by the evaluated companies. This study also implements a “self-evaluation and improvement recommendation system for advanced health checkup service capability maturity level”, which assists advanced health checkup business to self-assess the maturity level of service capability, and provide recommendations to enhance the level through IT applications. Through the stage-wise IT application adoption, it could properly arrange IT adoption schedule, prepare budget execution order and strengthen the maturity level of health care services capability.
105

改良式多項自由選擇測驗之各種情境的實驗研究

戴嘉南, Dai, Jia-Nan Unknown Date (has links)
第一章緒論 第一節研究之動機與目的 第二節研究之範圍與假設 第三節研究之方法 第二章有關文獻之評述 第一節對肯博斯所著" 客觀考試之應用 "一文之評述 第二節對褚端司爾及史密德合著之" 各種改良式多項選擇測驗 "一文之評述 第三節對貝肯所著" 一種改銀式多項選擇測驗題在各種情境中之使用 " 一文之評述 第三章本研究測驗題之編製與實驗 第一節現行選擇測驗題之種類 第二節本測驗之編製 第三節本測驗之計分方法 第四節本測驗之實驗 第四章實驗所得資料之統計 第一節統計配對 第二節求各組測驗二與其標準測驗之相關 第三節變異數分析 第五章總結 第一節實驗結果之分析與比較 第二節對本研究之評述與討論 參考書目 附錄
106

我國偏遠鄉鎮數位落差之跨年度比較分析 / Longitudiual Analysis of Digital Divide in Taiwan’s Rural Areas

林绣雯, Lin, Hsiu Wen Unknown Date (has links)
自2005年起政府投入經費執行「創造偏鄉數位機會推動計畫」,由教育部協調統合各部會資源,共同推動縮減城鄉數位落差,於台灣地區300偏遠鄉鎮設立168個數位機會中心(Digital Opportunity Center, DOC),協助民眾增進資訊應用能力,以期有效縮減城鄉間的數位落差。政府投入大量資源,建構良好的軟硬體設施,提供偏遠地區居民一個好的上網環境,乃為降低偏鄉地區數位落差的不公平現象,提供偏鄉地區民眾在資訊經濟時代能夠有取得資訊的公平機會。 本研究乃透過台閩地區數位落差調查2004年到2006年的數據資料,了解台灣地區各鄉鎮之數位表現在各個面向上是否有提升,更進一步探究,政府偏鄉數位落差政策實施的區域,其數位表現分數之起伏;其次,政府根據2002年之調查界定政策實施的區域,至今數位能力較低之鄉鎮地區是否已有變化?有哪些鄉鎮並未被列入政策實施之重點區域,但卻為數位能力落後之鄉鎮? 本研究所使用的方法為次級資料分析法,資料來源為行政院研究考核委員會於九十三至九十五年,委託學術團體、民間單位進行之三次台閩地區數位落差調查。研究發現,偏鄉地區民眾數位能力低於非偏鄉地區民眾,近年來偏鄉民眾之數位能力雖有進步,但是進步幅度仍小於非偏鄉地區民眾。 在設置數位機會點鄉鎮,其數位表現分數雖低於未設置數位機會點鄉鎮,但設置數位機會點鄉鎮民眾之數位能力確實有進步,且進步幅度大於未設置數位機會點鄉鎮之民眾。數位機會中心點之政策內容,乃為加強民眾在資訊近用上之取得與資訊素養能力之提升,研究發現,民眾網路取得機會增加,但是電腦設備的近用性仍然不足,在資訊素養的提升上是有幫助的,而民眾在工作應用、生活應用與資訊蒐集上之提升,乃政策預期以外之收穫。最後,偏遠程度的確是判斷該地區之數位能力一項重要的依據,然而僅以偏遠程度來判斷該鄉鎮之數位能力,卻是不太精確的,因此在數位落差嚴重鄉鎮之界定上,應以數位落差指標取代地理偏遠指標進行界定,將能夠更精確的界定出數位落差嚴重的鄉鎮,並與數位落差政策作連結。 / In the digital era, computers and networks are important tools to broadcast information among people. People who live in urban areas have deeply felt the convenience that information can rapidly bring about. People in rural areas can not enjoy such benefit since. However, there has been the digital divide due to difficulties to access to resources, inadequacy in computer equipment, non-popularity of network use, and poor ability to use information technology. In order to reduce the gap of digital divide between urban and rural areas, Ministry of Education has implemented the 4-year project for Shortening Digital Divide between Urban and Rural Areas by setting up digital opportunity centers (DOCs). It is estimated that 300 DOCs will be set up in 168 rural areas nation-wide. The Research, Development, and Evaluation Commission (RDEC) conducts the digital divide survey every year since 2001. It aims to evaluate the status of information infrastructure implementation and the results of digital divide reduction. The Digital Performance Score for the individual called Digital Score that was derived from the cross indicator weighting analysis by AHP (Analytical Hierarchy Process) was helpful in comparing the digital ability among different groups such as people in rural and urban areas. There are three research questions in the thesis. First of all, I use the secondary data, the digital divide survey from 2004 to 2006, to realize the current situation of digital divide in Taiwan. The results reveal that, during 2004-2006 the Digital Score of people in urban is higher than in rural area. People in urban areas made greater progress compared with those in rural area during the three years. People in rural areas still can not catch up with the people in urban. Secondly, to evaluate the performance of DOCs in rural areas, I have chosen 27 rural towns where there are DOCs during 2005. After comparing the towns with DOCs and those without DOCs, the results show that the towns with DOCs have greater improvement for Digital Score. The third research question to assess the categorization of rural areas is appropriate to compartmentalize the Digital Divide areas. A previous study “Strategic Formulation for Public Information Centers in Rural Areas” published in 2002 by the RDEC, has categorized towns in Taiwan into rural and urban areas by geographic and demographics indicators, such as population density and the convenience of traffic. The study uses the secondary data of 2005 to redefine Digital Divide areas by cluster analysis and find that Digital Divide areas are different from rural areas. To categorize digital divide areas, using digital divide indicators is more appropriate than geographic and demographics indicators.
107

行動通訊產業的創新策略研究 - 以台灣行動通訊產業為例 / Research on the innovation strategies of mobile telecommunications industry – An example of Taiwan mobile telecommunications industry

周明峯, Chou, Ming Feng Unknown Date (has links)
行動通訊產業隨著日韓、西歐、亞太、北美和中國大陸陸續啟動B3G行動通訊的商業運轉,全球行動通訊服務和技術的發展進入嶄新的紀元,傳輸速度的大幅提昇,行動通訊服務商積極推動多媒體簡訊、行動音樂、行動影音、行動遊戲、行動訊息和企業數據應用等服務,寄望透過多元應用服務及創新經營模式提升顧客價值與獲利能力;另一方面,行動廣播、無線寬頻、網路電話等新興技術匯流至行動通訊領域,不僅催生行動通訊技術朝IMS和All-IP網路發展,並促使行動通訊服務商在行銷、服務、帳務和網路等層面朝向行動和固網雙網融合與數位匯流的願景佈局。在政府開放營運執照後,行動通訊服務業者皆投入巨額資金經營,期藉由傳輸速度快的優勢,可以發展出更多的行動加值服務內容,以期在語音營收成長飽和之下,創造另一營收來源;但是,行動通訊產業在大規模的投資下,未產生預期的效益,產業間渴望能讓產業創新的殺手級應用(Killer Application),引導台灣行動通訊產業找到高獲利的藍海市場。本研究期望,透過分析行動通訊產業的價值供應鏈在營運發展過程中碰到的困境,及其面對創新的技術與商業模式如何評估與發展,在面對市場與技術的不確定性下,分析出產業價值鏈的廠商面對創新的競爭所必須思考的關鍵因素,提供台灣行動通訊業者經營業務的一些建議,以便協助台灣在行動通訊市場的產業創新能力,提昇業者對行動加值服務應用與行動通訊設備市場的創新決策正確性,以期推動台灣電信市場的蓬勃發展。 本研究以克雷頓‧克里斯汀生(Clayton M. Christensen)所提出的對突破性科技的看法,利用提出的破壞性創新及資源、流程與價值理論分析模式;以傑佛瑞‧墨爾(Geoffrey A. Moore)提出的技術採用生命周期(Technology Adoption Life Cycle)模式分析五種消費者,探討行動通訊產業如何分析電信業創新的鴻溝,如何邁向康莊大道。在訪談台灣行動通訊產業價值鏈的五家廠商中,就創新的驅動方式、創新的風險評估、如何管理創新與當前產業創新所面臨的問題與解決方案等議題,做充分意見交流,再經由文獻與理論探討、行動通訊產業市場的趨勢與分析、行動通訊產業技術的趨勢與分析,與台灣行動通訊產業個案分析後,最後作成結論與建議,並提出後續研究課題的建議。 經研究與分析台灣行動通訊產業的創新模式,了解行動通訊產業價值鏈創新發展過程中,所碰到過的困境及其後續改善之方案,並對台灣政府與行動通訊業者提出以下的結論與建議: 壹、結論: 一、技術驅動的創新重視程度通常是愈接近產業價值鏈的上游愈高;市場驅動的創新重視程度通常是愈接近產業價值鏈的下游愈高;突破性的創新可能發生於產業鏈中的每一環節。 二、突破性的創新需要同時處理產業鏈中的市場風險與技術風險,兩大天險必須要降低其中一項才容易創新成功;兩種風險都與財務因素息息相關。 三、創新常常來自邊陲,發展創新的組織需要不同於主流產品的績效目標與財務支援。 四、政府正確的產業監理政策常常是行動通訊產業的發展要件;產業生態系的活躍與否常取決於政府對產業的科技政策走向與合宜的法律。 貳、建議: 一、 政府方面: 1.基地台網路: 協調業者以共構的方式及加速整合寬頻接取技術以解決網路品質的問題。 2.技術平台與內容產業:制定適當的產業政策,以協助整合產業上中下游業者,以帶動產業研究與發展。 二、行動通訊營運商: 1.投入研究行動通訊的消費者行為: 行動通訊服務業者應投入資源研究本地消費者行為,以便洞悉創新的殺手級應用。 2.內容與服務平台:積極扮演內容服務開發與技術平台整合角色,以帶動內容產業的蓬勃發展創造「皆贏」的局面。 3.合宜費率: 根據消費者所獲得的行動通訊價值與成本動因計費。 / The mobile telecommunication industry along with Japan, Korea, Western Europe, Asia Pacific, North America and mainland China, it starts the B3G mobile telecommunications commercial subscriber service launch, the global mobile telecommunications service and the technology development enter a brand-new era. Following by the transmission speed of infrastructure network is improved rapidly, the mobile telecommunications service providers are positively to promote the multimedia services, mobile music, mobile video streaming, mobile gaming, mobile messaging and enterprise data service applications. We hope the penetration multi-dimensional applications to serve and innovate the business model to promote the customer value and profit ability. On the other hand, those emerging technologies, such as mobile broadcasting, wireless broadband, IP network telephony are converged to mobile telecommunications domain. Not only expedites the mobile telecommunications technology to IMS and the All-IP network development, but also urges the mobile telecommunications service provider in all aspects of marketing, service, billing and network infrastructures migrate to the wireless and wire-line network fusion and the vision of digital convergences. After the restriction of operation licenses released by government, the mobile telecommunications service providers invest a large amount of funds on new business development. Relying on the quick transmission speed superiority, may develop more mobile value-added service content. We expect to have more another revenue increasing objects while the voice-only service revenue mutuality. Nevertheless, the mobile telecommunications industry under the large-scale investment has not had the anticipated benefit, the industry hope we can let the industrial innovation to produce the “Killer Applications” that guides the Taiwan mobile telecommunications industry to find the high profitable blue sea market. The research expects that, by the penetration analysis mobile telecommunications industry value supply chain the difficult position which bumps into in transport business developing process, and how faces the innovative technology and the business model appraised and development, is facing the indefinite market and the technology, analyzes the industrial innovation the competitive strategy and the key success factors, provides Taiwan the mobile telecommunications entrepreneur to manage the business strategies and suggestions. In order to assist Taiwan in mobile telecommunications market industrial innovation ability, promotes the entrepreneur to the value-added service field and motivates the communication equipment market innovative decision-making accuracy, impels the Taiwan telecommunications market by the time the vigorous development. The research is based on the viewpoint of disruptive technology issued by Clayton M. Christensen to leverage the analysis model of disruptive innovations and resource, process and value theorem; analyzes the five types of consumers by Technology Adoption Life Cycle model issued by Geoffrey A. Moore to investigate how telecommunications industry analyzes the chasm of innovations and how to adopt the early majority of market. In the interview of 5 enterprises across Taiwan mobile telecommunications industrial value chain, we make good communications and share opinions about all the issues of the method of innovation driven, risk assessment on innovations, how to manage innovations, to face problems and resolutions on industrial innovation. By leveraging the entire reference thesis, issued papers and theorem, the trends of market, analysis of market, and technology issues in the mobile telecommunications industry, collaborate with case study of Taiwan mobile telecommunications industry to study and make comments and conclusions on this topic. Also, we provide the suggestions on governing policies, industry strategies, and further research direction. A.Conclusions: 1.Nearby the front end of industry value chain, technology driven innovations methodology is highly enhanced and focused; Nearby the rear end of industry value chain, market driven innovations methodology is highly enhanced and focused. Disruptive technology is possibly occurred in any section of industry value chain. 2.The two major risk factors, market and technology, need to be handled together while manage disruptive innovations. It would make success to assess at least one of two major risk factors and they are all related to financial variables. 3.Innovation is always occurred in the border of organizations which is supported by key performance indicator setting of different major products and necessary financial funding. 4.The mobile telecommunications industry grows by major inferences of correct governing policies and proper regulations issued by technology management department of government. B.Suggestions: 1.For government: a.Base Station System: Coordinate all operators to co-construct the system to speed the integration of broadband wireless access technology to resolve the network quality issues. b.Technology platform and content industry: Collaborate with the enterprises of industry chain to support the research and development by proper industry regulations. 2.For wireless operators: a.Research on wireless consumer behaviors: Coordinate all operators to invest subscriber behaviors and statistic analysis in local market to learn how to produce the killer applications. b.Content and service platform: Proactively involve the content service developing and technology platform integration to develop the content industry as win-win purpose. c.Proper subscriber fare: Charge wireless consumers by the value of requisition and cost driven factor.
108

博物館導覽系統之實驗性研究:行動應用程式對參觀者之效用 / An experimental study of museum navigation system: does mobile application matter to visitors?

陳貞羽, Chen, Chen Yu Unknown Date (has links)
本研究首先從文獻回顧及實際調查中深入探討影響參觀者使用博物館行動導覽系統的七大影響因素,接著據此設計並實作出在智慧型手機平台上使用之一套博物館行動導覽系統,以期有效解決現有參觀者遇到的導覽問題。研究中使用設計科學之研究方法,提出解決方案,並且依據實際環境、背景以及文獻基礎,設計整體的系統架構。接著以故宮為例,建構出本研究之博物館行動導覽系統手機應用程式。系統開發完成後,以實驗法進行設計之驗證,評估結果顯示:本研究所提出之行動導覽系統相較於傳統之紙本導覽,可提升參觀者使用博物館行動導覽系統的意願、感知價值及滿意度。本研究之博物館行動導覽系統建置過程、以及系統成效的驗證,可作為手機應用程式(APP)廠商建置行動導覽系統或使用設計科學法開發其他類別的APP之指引;亦或作為博物館策劃展覽活動與導入行動導覽系統之依據;此外本研究亦指出使用者預期實際使用系統之感知與預期系統需求之落差,以供未來相關研究參考。 / In this research, according to literature review and field observations, we first identify and discuss seven design factors affecting visitors’ usability in museum mobile navigation systems. We then design and construct a museum mobile navigation system on the basis of the seven factors. The purpose is to meet the visitors’ needs and increase the visitors’ intention and satisfaction toward using the museum mobile navigation system. Design science research method is used in this research to propose solution plans. According to actual environment, context, and literature, the complete system architecture is designed. We then build a mobile navigation application on Android for the National Palace Museum and evaluate the design to ensure this system can effectively solve the problems that the visitors encountered during navigation process. In this research, the building process of the mobile museum navigation system and the evaluation of the system performance could provide guidance to APP vendors; or a basis for museums to plan an exhibition and to implement a mobile navigation system. Moreover, the gap between users’ perception of using the real system and their expected system requirements can be identified; this could serve as the reference point of future related research.
109

傳統機械業雲端應用效益之研究 / The application of cloud services in traditional mechanical industry

譚潤安, Tan, Jun-An Unknown Date (has links)
近幾年來,雲端應用已是非常普遍現象,雲端計算是推動巨量資料( Big Data)分析與與開放資料界面等關鍵服務之營運模式,同時在近來熱門話題如物聯網、智慧城市、工業4.0等扮演著重要角色。 本文研究目的係探討台灣傳統機械業製造廠使用雲端服務的狀況及如何運用雲端服務創造效益;本研究是以F公司為研究個案,研究個案如何透過雲端應用增加企業效益、顧客滿意度,在當前環境下如何以擬訂之策略增加競爭對手門檻及產品區隔市場,並符合現在趨勢,以迎接工業4.0雛型做準備。 本研究透過個案資料收集、相關文獻探討及個案執行人員訪談,探討雲端服務在傳統製造業為公司經營所創造之效益。本研究從「傳統機械業遇到的挑戰與策略」、「個案F公司背景及營運現況(公司、產品、顧客)」、「雲端計算的應用」、「傳統機械業加上雲端應用後的效益」四個面向切入探討。 研究發現,傳統機械業在雲端應用的利益,不僅可以成為公司銷售策略、提升現有服務的品質更能以創新服務協助企業做節能診斷與建議,這樣不僅替客戶節省成本,並且增進顧客滿意度及黏著度。而另一個發現是透過雲端應用,可進一步作供應鏈管理,減少企業備料時間及降低庫存,使企業在激烈的競爭環境中,降低成本、增加毛利並創造企業長期的競爭優勢,同時為未來工業4.0之引進做準備。 關鍵字:雲端應用、傳統機械業、增加企業效益、 創新服務、增進顧客滿意度、 工業4.0. / Cloud applications have become prevalent in recent years. In particular, cloud computing is the operational model in key services for promoting big data analysis and open data interface. It also plays the vital roles in recent popular subjects, such as the internet of things, smart city, and industry 4.0. The objective of this study is to explore the current conditions of how cloud services are utilized in the traditional machine factories in Taiwan and to create benefits. With Company F as the case, this study examines how cloud applications are used to improve corporate benefits and customer satisfaction, as well as how strategies should be formulated for market differentiation to increase competitiveness, connect with current trends, and prepare for the prototype of industry 4.0. Through data collection, literary review, and interview with project implementation staff of the case, the study explores the benefits that cloud applications generate for the traditional manufacturing businesses. There are four focuses of investigation in this study—challenges encountered and strategies formulated by the traditional mechanical industry; case study of company F, including company background and the existing operation concerning the company, product and customers; applications of cloud computing; benefits of cloud applications on traditional mechanical industry. It is indicated in research findings that in the traditional mechanical industry, the benefits of cloud computing will not only become corporate sales strategy and improve existing service quality, but also provide diagnosis and recommendations on energy saving for corporations with innovative services. This will help clients cut costs, and improve customer satisfaction and adhesion. An additional finding is that cloud applications can further manage the supply chain, minimize lead time, and reduce inventory, which enable corporations to reduce costs, increase gross profits, and create long term corporate advantages in a competitive environment to prepare for the upcoming industry 4.0. Keywords: Cloud applications, traditional mechanical industry, improve corporate benefit, innovative service, increase customer satisfaction, industry 4.0.
110

網際網路超媒體資料庫工作量模型產生之研究 / Web-Based Hypermedia Database Benchmark Workload Development

林嬿芳, Lin, Yen-Fang Unknown Date (has links)
網際網路超媒體資訊系統讓使用者能透過各種媒體共享資訊。每個超媒體資訊系統都擁有其後端資料庫。超媒體資料庫是用來儲存各種形式的資料。在近幾年來,超媒體資料庫有愈來愈多的趨勢。但我們無法知道哪種超媒體資料庫的績效較佳。績效評估是個重要的工具,它可以用來衡量和評估超媒體資料庫的效能。現今有許多績效評估的工作量模型可用來測試一般的資料庫,但卻沒有適合用來測試超媒體資料庫的工作量模型。在這情況下,我們發展了更一般化、由四個元件組成的工作量模型,用來作超媒體資料庫的績效評估。這四個元件分別為物件模型(Object Model)、應用模型(Application Model)、導覽模型(Navigation Model)及控制模型(Control Model)。每一個元件是用來建立每一面向的超媒體資料庫工作量需求。之後,我們建立此工作量模型的系統雛形,以證明此超媒體工作量模型是可行的。發展此正規且系統化的工作量方法可以幫助使用者預測及表示超媒體資料庫系統的績效。最後我們討論並解釋我們的工作量模型及和其它物件導向資料庫績效評估的關係。 / Web-based Hypermedia information systems (WHIS) enable users to share the information through a variety of media. Every Hypermedia information system has its own backend databases. The Hypermedia database is used to store a variety of data. Hypermedia databases are created more and more in the recent years. But we cannot find out which Hypermedia database provides higher performance. Benchmark gives a vital tool to measure and evaluate the performance of the Hypermedia databases. There are many benchmark workload models used to test the general databases. However, there is few benchmark workload model to test the Hypermedia databases. With this scenario, we have developed a more generalized four-component workload model for Hypermedia database benchmark. These components are the object model, the application model, the navigation model, and the control model. Each models one key aspect of the Hypermedia database workload requirements. And then, we build the prototype of this workload model to showht the Hypermedia benchmark workload model is feasible. A formal and systematic workload method is developed that can help users predict and profile the performance of the Hypermedia databases. Finally, we discuss and explain our workload model and the relationships with other object-oriented database benchmarks.

Page generated in 0.0278 seconds