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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

直播電商對消費者購買決策流程之影響 / The Influence of Live streaming commerce on consumer purchase decision.

謝佳蓉 Unknown Date (has links)
隨著網路科技的發展,許多新興媒體隨之興起,直播服務即為其中之一,直播為現今品牌或者商家躍躍欲試的行銷溝通管道。直播服務有許多的應用方式,而當中「直播+電商」為本研究所欲了解的應用,因直播電商近來廣受業界討論,也可看見許多品牌皆直播與消費者溝通以及導購,且許多品牌也都表示有良好的成效。直播電商即是透過直播服務在網路上進行商品的販售,其中主要組成的元素包括直播功能、直播主、直播內容以及閱聽眾,本研究希望能夠了解直播電商是如何能夠提升消費者購買意願以及對購買決策流程影響。 本研究將受訪者分為三組(前測、直播以及重播組),先讓受訪者共同觀看完直播電商節目後,再透過焦點團體訪談法深入瞭解其態度,研究結果歸納如下: 一、 購買意願 內容與直播主為直播電商關鍵成功因素,實用性價值高之內容、具專業性之直播主較能促使購買意願,而具知名度之直播主能吸引消費者注意以及提升購買意願,且當產品與直播主具有高度關聯性時較能說服消費者;直播功能對於消費者而言為附加價值,但是當消費者對於直播內容與直播主感到滿足、滿意時,直播功能能有效提升購買意願。 二、 購買決策流程 直播透過導購功能、互動功能能夠縮短消費者購買決策流程的資訊搜集以及評估方案階段。 根據研究結果,本研究提出實務建議以提供企業作為未來營運參考,亦提出研究建議作為未來研究參考。 / As the Internet Technologies continue to bloom and develop, many new media emerge. Of all, live streaming, has become the must try for brands and sellers nowadays. Among all the applications that live streaming brings, live streaming commerce, which is selling products through live streaming, is the focus of this study. The main components of live streaming commerce include live features, host, content and audiences. This study aims to understand the impact of live streaming commerce on consumers’ purchase intention and purchase decision-making process. To conduct focus group interviews, the study divided participants into three groups: 3 people in the pre-test, 5 people watching livestream, and 5 people watching video (same content as in the previous group but not live). Results and conclusions are summarized as below: The key successful factors of live streaming commerce are content and host. The content with high utilitarian value and the expert hosts are both significant to consumers’ purchase intention. Live streaming with popular hosts could capture consumers’ attention and enhance their purchase intention. Moreover, the live streaming hosts are more likely to persuade consumers into purchasing if the characteristics of live streaming hosts are strongly relevant to the products. Consumers regard functions of live streaming as additional value. Live streaming could effectively increase consumer purchase intention when the consumers are satisfied with the content and the performance of host in the live streaming. Live streaming commerce shortens the consumer decision making process through features of real- time text chatting and shopping guide. According the results, this study presents the practical recommendations to provide enterprises as a future operational reference, and propose research recommendations as a future study reference.
2

水稲直播栽培における苗立ち安定化に関する研究

原, 嘉隆 23 March 2017 (has links)
京都大学 / 0048 / 新制・論文博士 / 博士(農学) / 乙第13099号 / 論農博第2845号 / 新制||農||1051(附属図書館) / 学位論文||H29||N5031(農学部図書室) / (主査)教授 間藤 徹, 教授 矢﨑 一史, 准教授 小林 優 / 学位規則第4条第2項該当 / Doctor of Agricultural Science / Kyoto University / DFAM
3

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

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

遊戲直播平台獲利模式之個案分析-以Twitch直播平台為例 / The study on profit model of the game live streaming platform- a case study of twitch

戴欣晟, Tai, Hsin Chen Unknown Date (has links)
網際網路的發展加上行動裝置的普及,導致人們觀看影音媒體的方式逐漸數位化,資策會2015年報告指出,72%台灣民眾每週至少觀看一次線上影音平台。4G時代的來臨,使得網路直播成為一種新應用,世界各地也逐漸興起一股網路直播平台的風潮,多數的直播平台雖然擁有很高的用戶流量,卻沒辦法成功的把這些用戶流量轉化為金流,高額的頻寬成本造成直播平台連年虧損。然而,Twitch卻能脫穎而出,以專攻遊戲直播市場,2015年營收高達13.6億美元,更被亞馬遜以9.7億美元將其收購。究竟直播平台應該如何獲利?如何驅動營收的成長?為本研究欲探討之問題。 本研究挑選專攻遊戲直播市場的Twitch 為個案,運用多邊市場結構的概念分析Twitch的獲利模式;運用社群遞增動態循環四構面-內容、忠誠、輪廓和交易活動,分析Twitch如何驅動營收成長。 本研究發現,Twitch多元的獲利模式依賴其平台所連接之多邊市場,並且對不同的市場採取不同的獲利模式。Twitch多元的獲利模式歸納為:訂閱、廣告和交易模式。另外,直播平台想要驅動營收的成長,則需專注於核心領域、提升平台內容質量和平台成員之忠誠度,才能夠有效驅動平台多元的營收成長。 / The way of people watching media are changing to digitalization. According to Taiwan Institution for Information Industry’s report in 2015, 72 percent of population in Taiwan watch media through online video platform at least one time in a week. Also, the fourth generation of mobile telecommunications technology (4G) makes the application of online streaming popular, which leads more and more online streaming platforms came out all over the world. In fact, many online streaming platforms are losing money year after year, due to the huge cost of the Internet Bandwidth and without a successful profit model to transform the high volume of users into revenue. However, Twitch, which focus on game live streaming market, are very successful nowadays. Twitch claims 43% of market share in the gaming content industry and earned $3.8 billion in 2015. Also, Twitch was bought by Amazon for $970 million in 2014. Therefore, this research chooses Twitch as a research target, and focus on analysis of Twitch’s profit model and how Twitch increases its revenue through theoretical method This research finds that Twitch’s successful profit model is due to its multi-markets. Twitch uses different profit strategies on different markets. Twitch’s multiple profit models can be categorized into Subscription, Advertising, and Transaction Models. In addition, Twitch increases its revenue by focusing on core market, increasing the quality of platform contents and the loyalty of platform users.
5

無線降躁麥克風之商業企劃書 / Business plan for WiMic wireless & noise-free recorder

李建霖, Lee, Alex Unknown Date (has links)
The smart phone has become the major device for taking photos and filming. There are 800 hours of videos uploaded to YouTube every minute, and more YouTubers participating in generating videos. Because it is an era of we-media, there will be more and more people using video to promote himself. Nowadays, people can shoot 4k video by smartphones, but there’s no solution for people who want to shoot videos with good audio quality, without worrying about the issue of noise, time consuming, post-editing, expensive tools and long distance filming. This new product called WiMic, a wireless noise-reduction recorder for video-shooting on smartphones. The target audience will be YouTubers, video makers, travelers, families, bands, sports. Anyone who want to shoot good videos with great and clear audio quality will need wireless recorder like WiMic. In addition, there are some main features, such as noise reduction by ANR and ANC, light weight, long distance of audio recording, three-sound-tracks simultaneous recording and supporting live streaming, which help video-shooting lovers to produce better audio quality videos without noise and share them with friends and audience.
6

重返集體狂歡的年代?探索Live實況直播的意涵-以遊戲實況為例 / Return to the era of carnivalization? Exploring the significance of Live Streaming Video in game live case

黃勝淋 Unknown Date (has links)
本文以近年來日益普及的實況直播為主題,從研究者自身的遊戲實況使用經驗出發,希望從宏觀的角度去理解:實況直播此一新興媒介技術是如何被人們所使用、其傳播的內容與形式又有何特性及意義。   基於上述問題意識,本文主要引介三個理論概念:Huizinga的遊戲人、Bakhtin的狂歡化以及McLuhan媒介即訊息的概念,試圖藉由前二者的理論來分析實況直播作為一群眾參與媒介互動場域的特性,並進一步延伸McLuhan的媒介觀點,以探看實況媒介技術在當代的實存意涵。   由於現今實況類型與平台相當多元,本文選擇以研究者本身最為熟悉的遊戲實況平台Twitch.tv為分析場域,並同時使用網路民族誌與深度訪談法二種方法來進行資料蒐集。本研究發現,聊天室或訂閱贊助的回應功能強化了觀眾作為「參與者」的地位,而實況也成為一個眾人共同參與、玩耍(Play)的暫時性媒介場域。本研究也指出,聊天室時常出現的洗頻現象其實是一種群眾的集體起鬨過程,而群眾的言談行動之間也充滿日常生活所不容見的、狂歡化的性質與氛圍,人們並藉此解放日常生活的限制與壓力。   此種隨時隨地且即時發生的「媒介狂歡」其實代表著,透過參與實況媒介,人們得以隨意地在集體連結與個體自由之間來回,這不僅是如同黃厚銘與林意仁(2013)所描繪的「流動的群聚」,更是呼應了McLuhan所預言的「再部落化」的意涵,人們宛如重返部落時代的集體參與、互動的即時現場,而此種變革更可能重塑人類的感官經驗、社交生活乃至存有本質。 / Inspired from researcher’s experience of using live streaming media, this study aimed to understand the usage of this new media technique, what characteristics it shows and what significance it implies. Based on the goals above, three main theories were referenced, including Johan Huizinga’s “Homo Ludens”, Mikhail Bakhtin’s “Carnival” and Marshall McLuhan’s concepts about media technology. Researcher analyzed the characteristic of live streaming media as an interactive field based on the first two theories mentioned, and further discussed the meanings and influences of live streaming media with McLuhan’s theory of media viewpoint. This study chose twitch.tv to be the field of analysis because researcher is familiar with it the most and took Netnography and In-Depth Interview as research methods. The result of this study indicated that the reply functions on streaming platform allow audience to participate, making the streaming media as a temporary interactive field where audiences can interact and play with others. Moreover, when a live streaming is on, the unceasing comment spamming phenomenon by users in chat room can be explained as the crowd at a Carnival, which is unusual and inappropriate in daily life. Therefore, users can release the pressure in their everyday lives. Such Carnival form of live streaming media indicated that people are free to move back and forth between collective connection and personal space, which is not only similar to the concept of “mob-lity” proposed by Huang & Lin(2013), but also embodied McLuhan’s idea of “re-tribalize”. The participation and interaction among streaming media users may reconstruct the sensation and nature of the human beings.

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