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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

隨機波動模型(stochastic volatility model)--台幣匯率短期波動之研究 / Stochastic volatility model - the study of the volatility of NT exchange rate in the short run

王偉濤, Wang, Wei-Tao Unknown Date (has links)
No description available.
62

行政管理資訊系統使用者參與效果之研究-技術接受性模式檢證 / Research of User Participatin in Public Management Information System -Testing of Technology Acceptance Model

陳焜元, Chen, Kuen Yuan Unknown Date (has links)
Osborne & Gaebler在所著的「新政府運動」(Reinventing Government)一書中,曾引述戴明(W. D. Deming)博士所倡導的「全面品質管理」(Total Quality Management)概念指出:員工的參與才能有效的解決問題,因為員工最了解制度,而且最清楚癥結所在。這樣的提示,雖早被管理者重視且廣泛地運用在組織活動的設計範疇中,不過,就參與效能的評估與改善,仍有不少值得再予強調的課題。本研究既係依此觀點,藉由檢視使用者參與行政管理資訊系統發展過程之現象,提供一個思索的空間。   整體研究架構,以檢證Davis所提出的技術接受性模式為基準,同時透過此一模式了解使用者參與在系統使用行為上造成模糊結果的原因,進而提醒行政管理者,在系統發展或執行過程,勿陷入以效率掛帥的功能主義典範窠臼,對於溝通、平等與尊重等新人性主義典範所揭示的概念應予適度關注。也就是說,在民主的工作環境下,應將本身視為組織生活的目的,而非僅有工具性價值;參與效能的評估不僅須針對「結果」而且應顧及「過程」。   在上述要旨下,關於研究實體部分,經就文獻分析、實證調查結果的發現與筆者實務經驗,提出以下結論與建議:   (一)技術接受性模式,尚可適度詮釋國內行政管理資訊系統使用者的使用行為。惟其適用的分析情境、態度與行為關係之假定,仍有再作深入探究之必要。   (二)參與及系統使用行為關係之研究,不僅可透過置入中介變項的權變研究觀點來了解,分析使用者在這二行為間的心理歷程,對於改善參與效能而言,亦是一種可行的途徑。   (三)使用者對系統有用性及簡易性的認知,是影響系統使用態度、意向及行為的二大要素。其中有用性的認知更具決定性地位。   (四)使用者參與效能的模糊結果,除了源於理論欠紮實、研究模式過於簡化,以及研究方法上的瑕疵以外,研究上未仔細區辨系統使用情境之差異亦為主因。不過,參與究非萬靈丹,無定論的結果,並不代表即是一種錯誤。   (五)參與效能的改善,除了管理當局的支持與專家協助以外,有賴從加強系統發展者與使用者的教育訓練著手。   (六)自主性的系統使用情境下,使用行為(頻率)始能較正確地詮釋使用者接受程度。   (七)未來應重視以系統發展者與使用者互動作為分析單元的研究。   至於在行政管理實務上,本研究所欲表達的主要意念是:員工的參與及評估的步驟是缺一不可的。因為,沒有評估的參與,則參與無法發揮實際的效果,充其量僅具象徵性的價值;而僅有評估卻無參與活動,這樣的評估除了可能是膚淺、不切實際以外,在實務上存在的機率亦不大。公部門的決策及管理階層,面對高度層級節制的組織文化,能否擺脫「官大學問大」心態,而以恢宏的胸襟與氣度,善用與因應來自員工的意見,塑造具有參與效能的情境,將是成功地推展各項事務最基本的前提要件。
63

都市服務設施鄰避效果之研究 / A Study of the NIMBY Effect of the Urban Service Facilities

何紀芳, Ho, Chi Fang Unknown Date (has links)
所謂都市服務設施係指「提供社會、文化、經濟、政治與宗教等服務機能之都市設施」。但由於都市服務設施的種類與使用性質的不同,對都市環境或生活品質也產生不同的影響,有些對環境有正面的「迎毗」效果,有些卻會產生負面的「鄰避」效果,而有些則是迎毗效果與鄰避效果同時存在。   以往有關鄰避效果的研究,無論是國內外多只是就個案或是某類設施進行探討,在界定迎毗效果與鄰避效果時也過於主觀,因而對具有鄰避效果之設施的探討未盡完整。因此本研究運用環境行為的研究方法,以台北地方生活圈為研究範圍,自居民的接受意願與鄰避指數來界定鄰避效果,並尋求都市居民為何會對都市服務設施產生鄰避的心理或行為,以及影響鄰避的因素,最後驗證本研究所建立的都市服務設施鄰避效果之概念模式。   根據研究成果所獲得的結論與建議如下:   一、本研究所建立的「都市服務設施鄰避效果」概念模式有資訊、動機、環境態度、經驗、個人屬性、與都市階層等六個概念因子,而中介因子為接受意願。   二、根據都市居民的接受意願可以將都市服務設施劃分為「不願意接受」、「接受意願態度混雜」、與「願意接受」三個層級;而以鄰避指數度量鄰避效果,則可發現都市服務設施的鄰避效果依輕重程度可以劃分為四個等級:「不具鄰避效果」、「輕度鄰避效果」、「中度鄰避效果」、與「高度鄰避效果」。   三、大多數的環境認知與態度不會因受訪者所在的都市階層不同而受影響。而將環境認知與態度經因子分析操作後,各都市階層抽出的因子結構不甚相同,經調整後可得出四個影響都市服務設施接受意願的因子,分別是資訊、環境態度、動機、與經驗。此外,檢驗概念模式中的概念因子與接受意願的互動關係,發現除了經驗與都市階層二個因子與研究假設一致,其餘三個都與假設有所差異。   四、策略建議方面:建議從法規面、規劃者角色定位、土地使用規劃、及都市服務設施管理方面考慮改善鄰避效果之策略。 / Urban service facilities are those that provide "social, cultural, economic, political, and religious functions." Due to different types and functions, these facilities will have varied impacts on environment. Some are positive, and hence "YIMBY" (Yes-ln-My-Back-Yard) facilities; some are negative, and hence "NIMBY" (Not-ln-My-Back-Yard) facilities; some have both effects.   Previous studies dealing with NIMBY effects were mostly case studies or studies that focused on certain types of facilities. In addition, most previous studies were based on subjective concepts to define NIMBY effects. Therefore, this thesis adopts Environment-Behavior research method to study NIMBY effects of urban service facilities in Taipei area. Using the "willingness-to-accept" concept and the "NIMBY indicator," this thesis defines NIMBY effects of urban service facilities. This thesis also seeks to explore why citizens demonstrate NIMBY syndrome, and what factors affect NIMBY syndrome. The conceptual model of NIMBY effects is verified as well.   The conclusion and suggests are as follows:   1. The conceptual model of "NIMBY effects urban service facilities" consists of information, motivation, environmental attitudes, experience, personal attributes, and urban hierarchy. The intervening factor is the willingness to accept.   2. According to the willingness to accept, urban service facilities can be categorized as "not-willing-to-accept," "mixed attitudes," and "willing-to-accept." Using the NIMBY indicator concept to measure NIMBY effects, NIMBY effects can be classified as "no NIMBY effects," "small NIMBY effects," "moderate NIMBY effects," and "serious NIMBY effects."   3. Most environmental attitudes will not vary in different urban hierarchies. The results of factor structures of environmental attitudes are varied in different urban hierarchies. After adjustment, four factors influencing the willingness to accept urban service facilities can be extracted: information, environmental attitudes, motivation, and experience. In addition, in examining the relationships between the conceptual model and the willingness to accept, only experience and hierarchies are consistent with our hypotheses.   4. This thesis suggests four possible directions to mitigate NIMBY effects and the NIMBY syndrome: regulations, planners' roles, land use planning, and urban facility management.
64

Koha圖書館自動化系統在台灣之應用 / Application for koha integrated library systems in Taiwan

張琇婷, Chang, Hsiu Ting Unknown Date (has links)
隨著時代的變遷,圖書館員和使用者對於圖書館自動化系統的功能和現況漸漸產生許多不滿與問題。由於系統的開發過程封閉且原始碼無法取得,使圖書館只能另覓其他的自動化系統產品。開放程式的發展在二十一世紀隨著網際網路的發展受到重視。開放程式的圖書館自動化系統讓使用者除了使用還可以有複製、散佈、研究、改寫、再利用的自由。 本研究旨在探討台灣開放程式圖書館自動化系統的引進與發展現況,以Koha系統為研究對象,首先由文獻探討獲得圖書館自動化的現況、開放程式碼的發展,及開放程式應用於圖書館自動化系統之現況,並依據TAM科技接受模式為基礎設計問卷問項與進行分析,接著由訪談的方式深入瞭解台灣使用Koha系統的現況與問題,訪談對象包括使用Koha系統之圖書館以及與Koha系統相關的單位或個人,最後進行問卷調查與訪談資料整理分析。 本研究結果如下:1.台灣開放程式圖書館自動化系統的現況:台灣引進Koha系統始於2005年,由輔大圖資系毛慶禎副教授提倡Koha中文繁體的發展。使用對象多為中小學圖書館與對開放程式有興趣者,由於政府政策的影響,未來繼續使用Koha系統之中小學圖書館將銳減。2.圖書館使用開放程式圖書館自動化系統之動機:(1)圖書館未自動化;(2)缺乏購買系統的經費;(3)經由推廣取得;(4)對應用開放軟體有興趣;(5)過去使用過的圖書館自動化系統不成功;(6)教學使用;(7)有良好的技術支援協助。3.對Koha系統接受度不高:Koha系統由於技術支援、易用性與滿意度不足,以及受到政府政策影響,導致其接受度不高。4.成功使用開放程式圖書館自動化系統之因素:(1)教育訓練與交接完整;(2)其他人力支援;(3)技術支援;(4)介面親和;(5)功能容易使用;(6)館員態度積極。5.使用開放程式圖書館自動化系統失敗之原因與困難:(1)教育訓練不足;(2)缺乏人力;(3)缺乏技術支援;(4)功能不全;(5)系統說明手冊不完整;(6)介面不親和;(7)技術門檻較高。 本研究結果可提供台灣未來發展開放程式圖書館自動化系統的參考方案,觀察使用Koha系統圖書館失敗的原因以及與Koha系統相關單位兩方的觀點與困難,發現其中產生的問題,給予Koha系統、使用者與在地團隊建議。 / As the wheel of time turns, librarians and users of the integrated library system(ILS) become to be unsatisfied the features of ILS. Because of the developing process is closed and the unavailability of the source code, libraries have to try other ILS products for further development. Open source ILS is one of options, it gives users the freedom to copy, distribute, research, rewrite and reuse. The purpose of this research is to study the current developing situation of open source ILS in Taiwan. We use Koha system as research case. By studying related papers, we captured the current situation of ILS, the development of open source, and the application of open source ILS. Using the questionnaires based on technology acceptance model (TAM) and interviews, we enhance our understanding of the current use and question about the Koha system in Taiwan. The findings are as follows: 1.Current view of open source ILS in Taiwan: Prof. Mao has been distributing the developing of Koha in traditional Chinese since 2005. Users who used Koha system are mainly libraries in junior-high schools and elementary schools and those who are interested in Koha system. Due to the policy of Ministry of Education, the usage of Koha system in libraries in senior-high schools and elementary schools will be significantly less after 2010. 2. Reasons why libraries use open source ILS were categorized as follows :(1)Libraries was not automated; (2)Libraries were not automated successfully; (3)Libraries adopted Koha from promotion; (4)Libraries had insufficient budget; (5)Libraries had good technical supports; (6)Schools used Koha for education training purpose; (7)Schools were interested in the usage of open source. 3.The reasons of low acceptance of the Koha system: (1)Lack of technical supports; (2)Koha system was hard to use for average users; (3)Ministry of Education command the elementary and secondary schools to adopt new ILS. 4.Factors of the success adoption of the open source ILS: (1)Complete education training for users; (2)Other human resource support; (3)Technical support; (4)Friendly user interface; (5)Ease of use; (6)Positive attitude. 5.Reasons of the failure of library automation system and its difficulties: (1)Lack of training; (2)Lack of human support; (3)Lack of technical supports; (4)Incomplete features; (5)Incomplete system manual; (6)Unfriendly user interface; (7)Higher technology requirement.
65

從科技接受整合模型探討民眾對電子化政府入口網的使用意圖 / To explore people’s intentions to use e-government portal from integrated technology acceptance models

林衍儒 Unknown Date (has links)
本研究以科技接受模型為基礎,企圖整合資訊品質、系統品質和網站服務品質作為認知有用性和認知易用性的前置變項,期待了解三種品質構面對科技接受模型的影響效果,藉以探討民眾在使用電子化政府入口網時,會受到何種網站品質的影響,增加其使用意圖,以獲得對電子化治理的相關理解。另外本研究並嘗試以形成性指標的方式建構三種品質構面,以修正過去文獻誤用品質構面為反映性指標的情形。 透過線上問卷系統*蒐集1459位民眾的意見後,本文的研究結果顯示對認知易用性影響最大者為網站服務品質,認知有用性則受到認知易用性最大影響。對使用意圖有最大影響者為使用者的態度。三種品質的形成性指標對品質構面皆可達到顯著,在解釋上較為符合品質構面應為形成性指標的建構形式。文後並提供了對政府建置政府網站的實務建議,希冀能夠對未來政府網站建置提供參考。 / Based on technology acceptance model(TAM), this study develops a reaserach model that integrate information quality, system quality and website service quality as antecedents of perceived usefulness and perceived ease of use. The purpose of study is to explore how the three quality might influence technology acceptance model, and what might strengthen user intention on e-government portal website. In addition, this study develops quality constructs as “formative-indicators”rather than reflective ones to correct the misuse of some literatures. The model is then tested using a sample of 1459 users from online survey and analyzed the data using structural equation modeling. The results show that(1) website service quality(WSQ) have the most effects on ease of use(EOU), and that (2)ease of use have the most effects on usefulness(PU). They also demonstrate that (3)attitude predit user intention the most. The significance illustrate logically the relation between formative-indicators of three quality and the constructs. Implications of this study for research and practice are presented.
66

數位遊戲之行動載具使用者行為與開發分析─以智慧型手機為例 / Mobile device game player behaviors and games development analysis - using smartphone as an example

林姿旻, Tzu-Min Lin Unknown Date (has links)
數位遊戲已成為探討現代生活科技中一項重要的領域。智慧型手機,為近兩年興起的行動平台載具,根據資策會資料顯示,在手機進行娛樂活動應用程式的排行,第一為聽音樂,第二即為進行遊戲。觀察智慧型手機上的應用程式市集(如:android market、app store),使用者可以快速方便的利用網路下載遊戲,在眾多遊戲中,使用者選擇何種類型遊戲下載並進行遊戲,對遊戲開發商非常重要。在智慧型手機上結合許多科技技術(如:無線網路、各式感測器......等),皆有可能影響使用者進行遊戲和選擇遊戲的動機。因此,了解並且針對使用者需求與使用者行為設計遊戲,在數位內容領域進行數位遊戲研究與開發是重要的議題。 為了解使用者在智慧型手機上進行遊戲的動機,本研究使用科技接受模型和動機理論探討使用者的內在動機和外在動機,透過問卷分析初步了解使用者在智慧型手機上進行遊戲的原因,以及在智慧型手機上擷取使用者在手機上進行遊戲的行為和訪談使用者進行遊戲的因子,將兩資料進行比對驗證,找出使用者在智慧型手機上進行遊戲的模型,以及外在和內在動機之相互影響,作為未來規劃與策略發展方向的參考依據。 根據資料分析發現,使用者進行遊戲的動機會受到遊戲的操作性和在遊戲中得到的樂趣影響。並且使用者會因為他人推薦或看到他人進行遊戲,影響到使用者進行遊戲的意願,而使用者在進行遊戲時,遊戲中提供與他人互動的功能也能激發使用者進行遊戲。此外,在智慧型手機遊戲情境中,使用者會受到外在動機影響,改變本身對遊戲的觀點,影響到使用者的內在動機,進而改變使用者對遊戲的意願。 / Digital games have become an important domain of exploration the technology of modern life. The smartphone which is a mobile device rises due two years. Follow the MIC data of entertainment applications on mobile phone rank, the first is listening music and the second is playing games. User can easy download games quickly by wireless from application market like Android market or app store. It is important for game developers to know which game user chooses and downloads in large games. The smartphone combine different technology and sensors that may influence user’s motivations to choose games and play games. Therefore, to understand user’s need and user’s behavior for game design which is important discuss for digital game study and developer of digital content domain. To understand the motivations of user playing games on the smartphone, so this study uses technology acceptance model (TAM) to explore intrinsic motivations and extrinsic motivations of playing game. Through questionnaire to find the factors that user plays games on smartphone, and we also collect users’ behavior from smartphone and interview users. The study combines these data to find the model of user playing game on the smartphone, and the relationship between intrinsic motivations and extrinsic motivations. The study finds that perceived ease of use and the fun in games effect user’s motivation. The user intention influenced by people who around user and also affected in the game which provide user to interact with others. By the way, user’s extrinsic motivations affect intrinsic motivations on smartphone context, and change the mind of playing games.
67

行政訴訟權保障之現代意義-以2004年日本行政事件訴訟法修正為中心-

闕銘富 Unknown Date (has links)
日本與臺灣現今同屬歐陸公法之繼受法國家;在二次大戰前,臺灣即受日本公法支配,戰後由國民政府攜來者亦本是同根之學說與制度,故日本為了實現實效性保障人民權利與法律上利益之課題,所為之討論、改革及於行政事件訴訟法中之落實,均值得臺灣司法審判及立法修法借鏡參考。本文主要採日本修法之認識論、價值論之研究體會後,歸納而成,而日本之行政法理論主要來自德國理論的引入,取其法制為範所作的對應,自有溯源德國法制學說的必要。 本文研究架構如下: 首先以「日本行政訴訟權之保障」為題,說明緣起及研究方法與基本架構。繼以檢討訴權理論的承繼及演變、與日本憲法第32條接受裁判之權利的結合;進而論述日本自由權理論的形成以及日本行政法理論上自由權之定位;繼而論述日本接受裁判之權利的傳統意義及界限;學界對接受裁判之權利新涵意的闡述、重新建構的主張,最後解析接受裁判之權利的實效性保障應有的內涵。 其次,以「2004年修正前日本行政訴訟之問題」為題,剖析日本行政法理論上的問題點,分列(一)對訴訟基本權之定位、(二)行政訴訟權憲法上根據之不同、(三)行政訴訟之訴權成立要件、(四)實體基本權認知之差異及(五)行政法信念之拘束五個項目加以論述。繼而探討促成2004年日本行訴法修正之原因,就行政事件訴訟法之基本構造、制度上基本缺失尋其根源,並對行政訴訟實務的問題點,分析其一般實際運用狀況,並專就訴訟要件的問題點做重點探討。 再以「2004年日本行政事件訴訟法之修正」為題,介紹2004年日本行政事件訴訟法修正的基本旨趣;除技術性之修正項目外,擷取與實效救濟國民權利利益直接關係之修正點,大別為行政訴訟救濟範圍的擴大以及暫時救濟制度的整備兩項,分項論述(一)撤銷訴訟原告適格的擴大、(二)新增課予義務訴訟、禁止訴訟;明示公法上當事人訴訟之確認訴訟修正前的問題點,修正的意義及如何活用的論點、(三)緩和停止執行之要件、新增暫時課予義務及暫時禁止制度的意義及活用論點。 承續前章之修正項目,以「修正法之運作實態」為題,分項論述(一)撤銷訴訟原告適格之擴大、(二)新增課予義務訴訟、禁止訴訟;明示公法上當事人訴訟之確認訴訟(三)緩和停止執行之要件、新增暫時課予義務及暫時禁止制度等修法後,實務界之回應,以及各該修正點所殘留之課題。 接續以「修正法之再修正」為題,分列修正法產生之新問題、修正法下學者之新構想及再次修法之課題三大項目,論述2004年修正法理論尚未整理部分的探討、新滋生的運用上及解釋上的難題,以及今後應再檢討之大課題。進而,論述學者活用修正法的解釋空間,意欲達成實效保障國民權利利益的最直接、最有效的途徑所作的新構想,為行政訴訟權實效保障之現代意義提供素材。 末以「行政訴訟權保障之現代意義」為題,論述基於前面章節的檢討,所顯現的行政訴訟權實效保障之現代意義,並以展望作為代結論,展望台灣行政法學界及實務界朝實效保障人民權利利益的有效救濟之借鏡,並提出建議。
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全球電視、科技與觀眾接收:年輕世代的多國電視劇收視初探 / Global TV, technology and audience reception: The preliminary study of younger generations' multinational drama viewing

林韋葳 Unknown Date (has links)
隨著數位匯流與市場全球化,閱聽人的電視劇收視行為逐漸改變,各種新媒體影音平台搭配不同的裝置,逐漸形成跨媒介、跨平台的觀看。同時,多國電視劇內容並存於網路平台,閱聽人觀看多元內容成為必然趨勢。然而,透過網路觀看多國電視劇是過去研究顯少觸及的新觀看行為,此觀看行為比過去更個人化,且富有多樣性。因此,本研究透過深度訪談與日記法,針對年輕族群透過網路觀看多國電視劇的行為進行討論,面向包含科技媒體的使用、多國電視劇內容的選擇,以及個人觀看與互動模式。 本研究發現,這些年輕觀眾的收視脈絡改變,個人化的收視打破時空限制,使用過程是雙向互動的,已然形成新舊媒體的跨平台觀看,其觀看平台多元分散且沒有忠誠度,本研究以整合性科技接受模型理論(UTAUT)解釋此現象。同時,觀眾擁有自主選擇多國電視劇內容的能力,如此其選擇的方式及動機,敘事吸引力、來源國印象及使用與滿足等理論皆能提供部分解釋,並以第三代接收分析解釋多元浸泡的媒介文化及社會連結意義。 整體而言,受訪觀眾的科技使用行為與過去不同,在不同情境下,可能會選擇不同的觀看媒體,養成跨平台觀看的能力和習慣。同時,這些平台承載的多元內容具有互文性,增加了多國觀看的必然性。同時,觀看行為走向個人化,受訪觀眾擁有選擇內容與觀看方式的自主能力,且過程皆與生活緊密相關。
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社群網站行為與線上社會資本對社群商務之影響- 以社群網站臉書為例 / How Behaviors on Social Network Sites and Online Social Capital Influence Social Commerce: The Case of Facebook

吳至倫, Wu, Chih Lun Unknown Date (has links)
隨著社群網路不斷快發展而使得上社群網站成為使用者每日生活的一部分,而社群商務也因此蓬勃發展。社群商務是社群網站使用者因社交活動而彼此交換分享產品或服務資訊的行為。根據Forrester Research在2011年的報告,預測至2015年時社群商務的產值將達300億美金。因此社群商務將隨社群網站不斷的發展,將越來越重要。 因此,本研究文獻回顧及焦點訪談藉由社群網站行為-參與及瀏覽二種行為、社會資本-結合型社會資本(親密朋友)及橋接型社會資本(普通朋友)來預測社群網站使用者採用社群商務-給予及接受二種意願。 本研究以社群網站臉書的使用者為研究對象,研究以紙本及線上二種方式來搜集使用者問卷。紙本問卷主要以北部某大學生為主要搜集對象,線上問卷則以在電腦教室的大學生、社群網站臉書的線上使用者及BBS-批踢踢實業坊的使用者同時也是社群網站臉書上的使用者為主。有效問卷970份。經由信度分析、效度分析及共同方法變異分析,確認本研究之信效度,並採用偏最小平方法(Partial Least Square,PLS),來進行結構方程模式(Structural Equation Modeling, SEM)研究模型分析。 總體研究一開始先進行分析社群網站行為、線上社會資本及採用社群商務三者主構面皆為二階構面之間的關係。結果發現社群網站行為對線上社會資本及線上社會資本對採用社群商務三個主構面皆是顯著正向的關係。接著本研究模型整體分析社群網站行為-參與及瀏覽、線上社會資本-結合型(親密朋友)及橋接型(普通朋友)對使用者採用社群商務的意願-給予及接受皆有正向顯著的影響。因此本研究並繼續在就個別研究子構面進行探討。 參與行為和瀏覽行為皆對結合型(親密朋友)社會資本有顯著的正向影響,但瀏覽行為對於結合型(親密朋友)社會資本的正向影響程度大於參與行為對於結合型(親密朋友)社會資本的正向影響程度。參與行為和瀏覽行為皆對橋接型(普通朋友)社會資本有顯著的正向影響,但瀏覽行為對於橋接型(普通朋友)社會資本的正向影響程度大於參與行為對於橋接型(普通朋友)社會資本的正向影響程度。 參與行為對採用社群商務意願(給予)有顯著的正向影響,但瀏覽行為對採用社群商務意願(給予)沒有影響。參與行為和瀏覽行為皆對採用社群商務意願(接受)皆有顯著的正向影響,但參與行為與瀏覽行為二種行為對於採用社群商務意願(接受)沒有顯著的不同。 結合型(親密朋友)及橋接型(普通朋友)社會資本對採用社群商務意願(給予)皆有顯著的正向影響,且橋接型(普通朋友)社會資本對於採用社群商務意願(給予)的正向影響程度大於結合型(親密朋友)社會資本對於採用社群商務意願(給予)的正向影響程度。結合型(親密朋友)及橋接型(普通朋友)社會資本對採用社群商務意願(接受)皆有顯著的正向影響,但結合型(親密朋友)及橋接型(普通朋友)二種社會資本對於採用社群商務意願(接受)沒有顯著的不同。 綜上所述,總體而言,瀏覽行為對於社會資本優於參與行為對於社會資本的影響。參與行為對於採用社群商務意願優於瀏覽行為對於採用社群商務意願。橋接型(普通朋友)社會資本對於採用社群商務意願優於結合型(親密朋友)社會資本對於採用社群商務意願。 此外,在經由量化分析研究,本研究獲得全部研究假設分析的結果,接著本研究並採用事後質性分析(Post Hoc Qualitative Analysis),利用半結構式深度訪談,對象包括大學部1-4年級的學生及上班族來做事後質性分析。事後質化分析的結果是將量化分析的所支持的假設加以驗証及探究更深一層的說明,並提供解釋量化分析所不支持假設的可能原因。 本研究理論貢獻在於採用社群網站行為-參與及瀏覽及線上社會資本-結合型(親密朋友)及橋接型(普通朋友)來預測採用社群商務-給予及接受之意願。較少研究採用社群網站行為及社會資料理論來解釋社群商務。管理意涵在於社群網站的營運者,應思考如何藉由社群網站來增加對使用者的〞黏性〞及提昇使用者瀏覽網站的流量,並依據使用者之前瀏覽的記錄,來推測並提供使用者所喜好的内容。更進一步來說,為增加使用者的參與行為可依照使用者彼此間的互動來分析使用者社群網站上的行為以推薦使用者加入其有興趣的粉絲團及社團,以增加親密朋友及普通朋友之使用者彼此的互動,同時增加線上結合型及橋接型社會資及使用者採用社群商務的意願。此外,本研究建議社群網站經營者應努力發展線上朋友介紹功能,並藉由大數據的資料分析擴大使用者的交友範圍。對於使用者線下的朋友,希望將其成為本身結合型(親密朋友)或橋接型(普通朋友)的社會資本。對於使用者線上不認識的朋友,希望能其成為橋接型(普通朋友)的社會資本,因為他們可能加入同一粉絲團或社團,以促進社群網站的使用者採用社群商務的意願。 / Following the fast growing of social network sites (SNS) such as Twitter, LinkedIn and Facebook in the cyber world recently, the social commerce has become an important emerging issue in these SNS. According to the Forrester Research (2011) predicted the total value of output for social commerce will reach US$30 billion in 2015. Because the development of social commerce will follow the continueous growing of SNS, the social commerce will play a pivotal role in the e-commerce. According to the literature review and focus group discussions, the study explored and applied SNS behavior including participating and browsing, social capital theory including bonding (close friends) and bridging (ordinary friends) to predict SNS users to adopt giving and receiving social commerce intention (SCI). The study applied an empirical research on SNS users i.e. FB users to be research target samples. The data collection were applied by paper_based and online_based as two way to collect sample data. With regard to sample data from paper_based survey, the study adopted undergraduate students of a university located in northen Taiwan was the research main collection samples for paper_based survey. As to online_based survey, the study utilized undergraduate students, who are the same as paper_ based survey in the same university with computer lab classes, FB users of researchers’ friends and Taiwan largest Bulletin Board System-PTT who are also FB users to collect online users’ data. The total valid samples are 970 from online_based and paper_based survey. After reliability analysis, validity analysis and common method variance testing, the study confirmed that reliability and validity of study samples met the requirement of each statistical testing and were qualified for testing the study whole research model. Then, the study adopted partial least square (PLS) to proceed with structural equation modeling (SEM) research model testing. As to whole model research testing, in the beginning the study was testing the relationship among SNS behavior, online social capital and SCI. The three constructs are second order constructs. The testing results show the effects of SNS behavior on online social capital and the effects of online social capital on SCI are significantly positive. Hence, the research continues to proceed with the research model testing. The research findings of whole research model testing have shown SNS behavior as a second order construct of participating and browsing, online social capital-bonding and bridging are both significantly positive influence to adopt social commerce intention as a second order construct as SCI (giving and receiving). Hence, the study will continue to explore the relationships between each sub-construct in the research. Participating and browsing behavior are both significantly positive on bonding social capital. Moreover, browsing behavior is more significantly positive associated with bonding social capital than participating behavior is associated with bonding social capital. Participating and browsing behavior are both significantly positive on bridging social capital. Browsing behavior is more significantly positive associated with bridging social capital than participating behavior is associated with bridging social capital. Participating behavior is significantly positive on adopting SCI (giving). However, browsing behioavr is no significant influence on adopting SCI (giving). Participaiting behavior and browsing behavior both have significantly positive influences on SCI (receiving). However, there are no significant differences between participating behavior and browsing behavior on adopting SCI (receiving). Bonding and bridging social capital are both significantly positive on SCI (giving). Moreover, bridging social capital is more significantly positive associated with SCI (giving) than bonding social capital is associated with SCI (giving). Bonding and bridging social capital are both significantly positive on SCI (receiving). However, there are no significant differences between bonding and bridging social capital on adopting SCI (receiving). To Sum up, generally speaking, browsing behavior is better on social capital than participating behavior is on social capital. Participating behavior is more suitable on adopting SCI than browsing behavior is on social capital. Bridging social capital is more appropriate on adopting SCI than bonding social capital is on adopting SCI. Besides, after quantitative data analysis, the study proceeds with the post hoc qualitative analysis. Utilizing semi-structured in-depth interviews with undergraduate students and working persons to continue post hoc qualitative analysis. The aim of post hoc qualitative analysis is to validitate and provide insight for the hypotheses which are supported by quantitative analysis. Moreover, it provides the explainations for the hypotheses which ae not supported by the quantitative analysis. The theory contributions of the study are applying SNS behavior including participating and browsing, social capital theory including bonding and bridging to predict SNS users to adopt SCI (giving and receiving). Seldom researches SNS behavior and social capital theory to explain social commerce individually. With regard to managerial implications are for SNS operators to think how to utilize SNS to increase users stickiness and raise users’ browsing quantities - following the users’ accumulated browsing behaivors history to predict and provide the contents which users may have interest. Moreover, regarding the interacting behavior for SNS users of participating behavior is to analyze the behaviors of SNS users and to recommend uers to join the fan pages or clubs that they may be interested in. Doing so is to increase the interactions with close friends and ordinary friends to enhance online bonding and bridging social capital and the users’ intentions to adopt SCI simotenously. In addition, the study recommends SNS operators to adopt friends introducing functions thoroughly and apply big data statistical analysis to enlarge the users’ friends rang to make more SNS friends. For the SNS offline friends, the study wish to let SNS users’ offline friends to become their online bonding or bridging social capital. For the SNS online unknown friends, the study wish to let SNS users’ online unkown friends to become their online bridging social capital because they may join the same fan pages or clubs to enlarge and accelerate SNS users to adopt SCI.
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雲端遊戲平台資訊系統採用意圖之研究 / Study of Players’ Adoption Intention of Cloud-based Game Platform

高璽舜 Unknown Date (has links)
本研究架構以Wixom & Todd(2005)提出的使用者滿意與科技接受整合模式為基礎,以資訊系統成功模式中「系統品質」、「資訊品質」、「服務品質」構面以及Roger(1995)提出的創新擴散中「相對好處」、「相容性」作為研究架構的探討構面,針對雲端遊戲平台的使用者進行實證研究,探討使用者參與雲端遊戲平台之影響因素。 研究中,得知資訊系統成功模式「系統品質」、「資訊品質」、「服務品質」與「資訊系統滿意度」存在正向影響關係,創新擴散「相對好處」、「相容性」也與「資訊系統滿意度」呈現正向的影響關係;而資訊系統成功模式「資訊系統滿意度」與科技接受模式的「知覺有用性」、「知覺易用性」確實有著密切關連;另外,研究發現創新擴散構面對於「知覺有用性」存在影響關係,但對於「知覺易用性」證實不存在顯著的影響關係,而科技接受模式「知覺有用性」、「知覺易用性」、「態度」、「使用意圖」彼此皆存在影響關係。 / This study bases its structure on Theoretical Integration of User Satisfaction and Technology Acceptance Wixom & Todd (2005) proposed, in which “System Quality”, “Information Quality”, “Service Quality” dimensions in Information System Success Model, and “Relatively Advantage” & “Compatibility” in Innovation Diffusion that Roger (1995) proposed constitute discussion dimension. For discussing factors that influence users to take part in cloud gaming platform, the empirical research targets at those users. From the research, we found “System Quality”, “Information Quality”, “Service Quality” and “IS Satisfaction” in Information System Success Model have positive correlation, and “Relatively Advantage” & “Compatibility” and “IS Satisfaction” present a positive correlation as well while “IS Satisfaction” in Information System Success Model and “Perceived Usefulness”, “Perceived Ease of Use” in Technology Acceptance Model are closely related; besides, this study discovered Innovation Diffusion dimension has effect on “Perceived Usefulness”, but doesn’t have significant effect on “Perceived Ease of Use” while “Perceived Usefulness”, “Perceived Ease of Use”, “Attitude” and “Intention to Use” in Technology Acceptance Model are related.

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