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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.
111

企業資訊生命週期管理策略之研究 / Enterprise Information Life Cycle Management Strategy Research

黃順安, Huang, Shun An Unknown Date (has links)
近年來由於網際網路的普及,資訊成爆炸性的成長,無論是企業e化、電子商務的應用服務,或是數位家庭的興起,加上網路應用服務的創新,出現如影音部落格等。這些資訊除透過網路傳遞流通外,不管是個人或企業,是使用者或提供服務的業者,都需面對管理如此龐大的資訊儲存服務。 隨著數位資訊的快速成長,檔案的體積與數量日漸增加,雖然資訊科技的進步讓儲存媒體的種類更加多元化且容量越來越大,例如一顆SATA磁碟就有500GB的容量、藍光光碟一片容量達100GB,但根據IDC公佈調查指出,2006年全球資訊量大爆炸,全年的照片、影音檔、電子郵件、網頁、即時通訊與行動電話等數位資料量,高達1610億GB,所以儲存容量的提升似乎永遠趕不上資訊的成長速度。 企業目前分散在各分支機構的IT機房,面臨人員設備的重複投資及分散管理不易,隨著寬頻網路的來臨,企業將IT基礎設施集中化,建置企業的資料中心已成趨勢,我國政府的資訊改造就規劃機房共構成13+1個資料中心,如何建構一個資料中心,應用集中化、虛擬化的趨勢讓儲存系統集中化,同時企業的資訊也集中化,大量的資訊與儲存,更需對資訊做有效的儲存管理。 根據SNIA統計,儲存系統上的資訊,30天內沒有被存取過的大約占80%不常用、不重要的資訊不只造成儲存空間的浪費,也間接影響資訊存取沒有效率,所以在有限的高階線上儲存空間下,將較少用到的資訊搬到較低階的儲存系統,不用的資訊歸檔保存。資訊也有生命週期的演變,本研究將資訊生命週期分四個階段,分別為資訊建立導入新生期、資訊使用黃金成熟期、資訊參考使用衰老期、資訊處置歸檔終老期,透過資訊價值的分類,區分資訊對企業的重要程度,融合資訊生命週期的演進,制定資訊生命週期管理策略,協助企業從資訊的建立、存取、備份、複製、資安、歸檔保存到刪除,使得資訊的儲存保護與存取效率能達到最佳化,確保資訊服務不中斷,獲得最好的儲存投資效益。 / Due to the prevalence of Internet in recent years, information grows explosively. No matter it is e-enable, the service that electronic commerce offers, or the spring up of digital family, in addition to the innovation of the application service that the Internet offers, they all enabled the appearance of products such as Vlog. These information not only circulate through the Internet, no matter it is personal or companies, users or dealers who offer service, all of them have to face the problem of managing such huge information storage service. With the rapid growth of digital information, the volume and the amount of files are getting larger and larger. The advance in information technology makes the type of storage media more various and with larger and larger capacity. For instance, a SATA hard drive has the capacity of 500GB, a Blue-ray disk has the capacity of 100GB, but according to the survey of IDC, the information around the world exploded in year 2006. The total digital information such as pictures, video/audio archive, emails, web sites, messengers, and mobile phones in the year is as much as 161 billion GB. So the storage capacity never seems to catch up with the growth of information. Companies now scatter over the IT control room of each branch. They face the difficulties of repeatedly investing in manual and facilities, and separate management. With the appearance of broadband network, companies consolidate the infrastructure of IT, building companies’ data center has become a current. The information engineering step that our government takes is to draw the control room into 13+1data center. How to build a data center? We use the current of consolidation and virtualization to consolidate storage systems. Mean while, the information of companies should be consolidated. Mass amount of information and storage needs a more efficient way of managing and storing information. According to statistic that SNIA shows, there are about 80% of information in storage system will not be accessed within 30 days. Information that are not often used or are not important can be a waste of capacity, and it can indirectly affect the inefficiency of storing information. So, in the limited high level online storage capacity, we should move the information that are not so often used to lower level storage systems, and we will not have to archive the information. There is also a life cycle within information. This research classify the life cycle of information into 4 stages, which include the introduction/emergence stage in the establishment of information, the decline stage during the reference and usage of information, as well as the final stage in the management and filing of information. Through the classify of information value, we classify the importance of the information to the company, integrate the evolution of information life cycle, establish tactics of information life cycle management, assist companies from the establishment of information, to the storage, backup, copy, information security, archiving and then to the delete of the information. This optimizes the storing, accessing efficiency, assures the continuance of information service and acquires most benefit of storage investment.
112

深海水域展示設計之研究 ─以台灣海生館之「世界水域館」為例

萬 榮 奭, Wang, Jung Shih Unknown Date (has links)
【中 文 摘 要】 博物館功能主要為「展示、教育、研究、典藏」,其中「展示」為博物館與大眾接觸最直接的方式。在現代科技發展中,「展示」的觀念與形式也有所改變,互動式展示日受重視,虛擬呈現的比例亦逐漸加重。 本研究以「國立海洋生物博物館」之BOT專案「世界水域館」《深海水域》電子展示設計為主題,以實務個案為例,探討自然博物館如何規劃與製作深海水域的生態展演,與如何利用〝虛擬實境〞、〝人工智慧〞與〝即時運算〞等尖端技術,架構出「世界第一」無水水族館的展示模式。 往昔自然生態展示以活體展示為主,即複製生態空間讓水中生物悠遊水族箱內。但為了超越時空,讓全球代表生態皆能集中於特定展示館內,遂有電子展示的觀念與製作,以擬仿物取代真實,創造尚‧布希亞的「超真實」世界。 本研究於製程的影音紀錄與相關人員的訪談中,歸納、整理出發展生態電子展示設計的因素與理想,探討製作上的困難之處,同時也以研究者觀點對展示設計過程提出檢討與建議。 深海水域生態在陸地上展示係屬跨越時空的創舉,本個案不但為台灣首例,在世界上亦為先驅。創新嘗試,成果雖不如預期,但以整個專案的具體呈現而言,實為相關領域之前鋒。本研究認為,整理與探討本個案,對未來電子展示設計與製作皆有參考價值;同時,由本個案所建置的生態電子展示平台,亦為台灣博物館界提供國際化的新思維,對博物館未來的展示設計奠定了新的基礎,創造一個新的開始。 / Abstract The main functions of museums are demonstration/exhibition, education, research and collection/preservation. “Exhibition” provides the most direct link between a museum and the public. As modern science and technology continue to develop, the concepts and formats of “exhibition” have also evolved. Interactive exhibits become more valued, and virtual simulation approaches have also increased in proportion. The focus of this research study is the electronic display design for the Waters of the World – BOT (Build-Operate-Transfer) Project, pioneered by the National Museum of Marine Biology & Aquarium. This study uses this project as a case study to explore how a Nature museum planned and produced an exhibit of The Deep Sea waters ecology, and with the use of the most advanced technology such as VR (Virtual Reality), AI (Artificial Intelligence), and the “real-time operation,” etc., how the museum built the world’s first protocol for a water-less aquarium. In the past, ecological exhibits mainly constituted real living creatures, by duplicating the ecological environment necessary for underwater creatures to survive in an aquarium. But, in order to go beyond the limitation of space and time, and to facilitate the presentation of global ecology within a specific exhibition space, the electronic display concept and production has thus been introduced. It is to imitate reality and create a world of hyper-reality, as depicted by Jean Baudrillard. Relying on historical video and audio records, and actual interviews with key people on the project, this research study summarized factors and objectives of the original design, and discussed difficulties encountered in the production process. In addition, the study also provided input and recommendations concerning the design process. The exhibition of The Deep Sea waters ecology on land is a pioneering act, second to none. The case is not only a 1st in Taiwan, but also a 1st of its kind in the world. Although the new attempt has not exactly achieved the expected outcomes, it did initiate a pioneering work within ecology demo field. The researcher believes that the case study is a valuable reference for future electronic display design and production. In the meantime, the ecological electronic-platform created by this project provides an international perspective, and establishes a new milestone for further development in the future.
113

虛擬組織之信任問題-以個人理性、社會及倫理的觀點

蔡雅嵐 Unknown Date (has links)
No description available.
114

資訊時代與外交 / Diplomacy in Information Age

吳竹君, Wu, Chu-Chun Unknown Date (has links)
西元1453年古騰堡發明活字印刷術開啟了資訊革命,而各項資訊傳播科技的相繼發明,更將人類歷史帶入資訊時代。資訊傳播科技超越時空障礙的特質使得人們可以穿越國家疆界線進行交流,促成了全球化的產生,為資訊時代無法阻擋的一股潮流。各項訊息能夠快速且自由的流通,此種現象對國際社會的不同層次均造成衝擊,舉凡國際議題、國家間交往、國家主權乃至於個人生活的各個方面,無一不受到資訊傳播科技大幅發展而面臨轉變。資訊為外交最重要的元素,是外交工作的血肉。先進資訊傳播科技改變了資訊傳遞與接收的特性與方式,對外交體制必定造成相當程度的影響。 資訊傳播科技的發展到了近20年,可說是以電腦科技與網際網路技術為重心。電腦網路等資訊傳播科技應用於國家政治造就了電子民主,若與國家外交相結合便產生「虛擬外交」。資訊為外交不可或缺的內涵,則外交部門及外交人員應用先進資訊傳播科技於其工作中便有其必要性,而虛擬外交的出現實乃反映出資訊時代的需要。 資訊傳播科技在美國萌芽,美國亦是世上最早體認到資訊時代對外交體制造成種種挑戰而展開熱烈討論的國家。自1993年起,美國政府及學術機構便展開一連串的研究活動,目的在探尋資訊時代外交體制的因應之道。美國政府亦積極從事外交再造工程,《1998外交事務改革與重組法》的頒佈與生效,為美國改革實踐的第一步,而美國的作法亦可成為其他國家學習效法的指標。
115

公共組織網絡化之研究-資訊科技的觀點

張俊揚, Chang, Chun-Young Unknown Date (has links)
公共組織長期以來給人一種浪費、效率不彰及態度傲慢的負面印象,在處於複雜多變的環境下,一般民眾莫不期待政府能提昇行政績效,以增加組織的學習力,掌握人民(顧客)的偏好,並迅速回應環境的變化。本研究即基於民眾對政府感到失望卻又渴望的情愫,而擬探究資訊科技如何應用於公共組織,進而探討公共組織網絡化的可能性,以做為公共組織因應時代潮流變遷的對策。 為了降低公共組織對資訊科技衝擊的適應不良,及確保能永續發展,本研究以為公共組織當就組織的管理與結構面進行調整,就管理面而言,善用資訊科技工具是其可行的途徑之一;就結構面而言,或可調整科層結構為網絡式組織。換言之,即希望藉由引進資訊網路科技,以建構一個網絡式的公共組織。其理想的運作模式是組織的成員、團隊或是整個組織的運作都彷彿是一個獨立的節點,可以突破時空的屏障而形成多重連結,以構成一個網絡。每個節點的權力來源,不是來自階級,而是自身擁有的技術和知識,彼此相互支援與分享資訊,為共同的價值觀與目標而努力。使它不再是一種政治結構,而是近似於一種生活方式。 植基於新公共行政(New Public Administration)與後官僚組織(post-bureaucratic organization)等觀點的影響,研究中從反思科層型政府為濫觴,並在「資訊科技」與「網絡式組織」兩者間釐探其互動互補的關係,期望這良性的互動能賦予公共組織變革時一個新的思考方向。基於這樣的邏輯思考,而於理論面上發現可以資訊科技為核心技術,提出建構理想型「網絡式公共組織」的三大願景方向-「再造的政府」、「虛擬式政府」及「團隊型政府」,並分別擬定其運作的可行性策略如後: (一)以「便民服務」、「資訊與知識流通」及「流程改造」等策略形塑「再造的政府」。 (二)以「即時通訊,傳遞正確資訊」、「擴大參與,共享民主政治」及「相互信賴,以求共存共榮」等策略形塑「虛擬式政府」。 (三)以「搭起開放便捷的溝通管道」、「培養合作共享專業知識的組織文化」及「建立工作績效評估制度」等策略形塑「團隊型政府」。 在實務面上,以我國電子化/網路化政府政策為例,從官方文獻資料的閱讀,瞭解到該政策的規劃內涵及未來願景與本研究所建構的網絡式公共組織之策略內涵有相通互補之處;另外對相關官員與洽公民眾進行一系列的深度訪談,得知該政策在實際運作上均分別引發了政府再造、虛擬政府及團隊政府的產生,所以本研究建構網絡式公共組織的構念,似乎可以在該實例的政策執行上獲得有力的註腳。 總而言之,本研究從理論與實務的探究中發現,網絡式組織無論在理論上的引介或實務上的應用,似乎均可藉由資訊科技的力量,讓公共組織走向一個較為具開放、動態與彈性的組織型態。惟目前公共組織在進行網絡化的過程中,本研究擬建議政府當持續應用資訊網路科技,在策略聯盟共享資源的原則下,達成「以客為尊」的服務宗旨。另外政府對於組織「知識管理」的概念與作為,及建立一套「客觀公正的績效評估辦法」是較為不足的。若期望公共組織能發揮最大效用,則需加強這兩面向的建置,因為強化知識管理與建立客觀公正的績效評估辦法,有利於絡網式公共組織的建立。
116

網路社群知識分享過程之研究-以企業管理教學網站為例 / Knowledge Sharing in the Network Community

吳有順, Wu, Yu-Shun Unknown Date (has links)
知識分享是知識管理成敗的關鍵,網路社群又是資訊科技與網際網路中最適於互動與交流的應用方式,因此,本研究擬以網路社群為研究對象,探討以下研究目的:1.何種類型的個人動機、團隊與組織,較有益於知識的分享。2.資訊系統於知識分享過程中所扮演的角色。3.個人、團隊與組織因素之間的互動情形。 本研究採取「個案研究法」,以深度訪談、初步描述性統計分析以及網路上發言記錄的資料分析進行之。研究程序為確認以網路社群之知識分享為研究主題後,隨即進行相關文獻的蒐集與探討,進而發展出研究架構並據之以設計問卷。接下來,針對問卷的結果進行初步描述性統計分析,將整理後的結果與研究架構對照後,設計訪談大綱並進行深度訪談。最後進行個案分析與命題發展,並推導出結論與建議。 本研究的結論如下:個人因素、團隊設計、高階領導、組織文化與管理制度等因素,都會對知識分享意願產生影響,進而影響知識分享行為。個人因素會影響知識分享的意願。不一樣的想法、習慣、個性、限制或動機等個人因素,會形成不一樣的知識分享意願。不同的團隊成員或設計會有不同的知識分享意願。高階領導會影響知識分享的意願,且高階領導涉入越深,促進知識分享意願的效果越顯著。組織文化會影響知識分享的意願,其中非正式關係越好或是越容許犯錯,越能促進分享意願。管理制度會影響知識分享的意願,其中獎勵、舉辦專案或娛樂活動與建立實務社群等,皆能促進知識分享意願。組織因素中(高階領導、組織文化、管理制度),以高階領導對知識分享意願的影響最大,管理制度最小。個人、團隊、高階領導、組織文化與管理制度等各項影響知識分享意願的因素之間,彼此會互相影響,進而影響知識分享意願。知識分享意願受個人、團隊與組織因素的影響來決定,而良好的資訊系統會間接增強分享意願,資訊系統不好則會降低意願,性質較接近保健因子。影響知識分享行為的因素有知識分享意願與個人限制,如專業能力、電腦能力與時間壓力等,其中以分享意願最為重要。網路社群的知識分享行為對經驗傳承與溝通協調有正面的影響,其影響的效果又受高階領導與組織文化等因素的影響。 本研究的建議如下:1.進行知識管理時,不可忽略知識分享的重要性。本研究所提出的架構,或許還有些許參考的價值。2.可以將資訊系統視為一種限制條件,亦即在一定的資訊系統下,組織如何透過內部的調整與安排,使得知識分享的效果極大化。3.引進知識分享的資訊工具後,必須注意其他配套措施是否完善,諸如個人動機、團隊設計、高階領導、組織文化與管理制度等,以免空有知識分享的工具,而沒有具體的知識分享行為。 / Knowledge sharing is the most important key of knowledge management. Network community, also called virtual community, is the best solution in Internet or Information Technology to communicate, interact and share information or knowledge with others. One of network communities will be observed and three issues will be discussed: 1. What kinds of factors can improve the members’ inclination to share their own knowledge? 2. What is the correlation between the process of knowledge sharing and information technology? 3. How do influential factors interact with each other? What the methodology is used is “Case Study”. There are three data sources-deep interview, elementary descriptive statistics analysis and the analysis of records in the database. Personal factors as well as group and organizational ones can influence the inclination to share, which determines the sharing behavior. As for organizational factors, leadership should be considered with first priority. Poor information system will limit the sharing inclination of members. Using good information system; however, cannot surely improve the sharing. Personal factors, group factors, leadership, organizational culture and managerial system would interact with each other. Moreover, the critical factor of the interaction is leadership. There's a distorting opinion on the correlation between knowledge sharing and information system. Information system wouldn’t work without supporting factors, such as leadership, managerial system and so on. In addition, Knowledge sharing could be done well even without excellent information system.
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從精實創業觀點探討社群中心之新事業發展模式 / Study of Community Centered Business Model on The Lean Startup Perspective

廖苡蒔 Unknown Date (has links)
本研究依循Web 2.0內容平台的研究成果,探討在科技快速變遷之下,網路新創事業如何尋找創意靈感的源頭活水?如何以精實創業模式,節省時間與資源的浪費,透過社群經營找到商業模式創新的可能性,在競爭激烈的網路產業紅海中,快速搶占市場先機脫穎而出? 首先,本研究針對過去許多學者在網路企業、虛擬社群、商業模式及精實創業等各理論的發展進行探討說明,接著以Eric Ries(2011)的精實創業理論與Steve Blank(2013)的精實創業三原則為研究主軸,融合Wheelwright and Clark(1994)的Design-build-test Cycle之Design Phase、Hagel Ш and Arthur G. Armstrong(1997)建立臨界數量會員的三大挑戰、Gary Hamel(2000)的事業經營模式,成為本研究分析架構的基礎。本研究採取探索性個案研究法,選取iCook愛料理及iPeen愛評網兩個企業個案,進行半結構式訪談,深入了解網路新創事業的起源、理念、發展與作法。 透過分析比較企業個案與文獻理論探討,本研究之發現如下: 一、新創事業的創意靈感來源,來自於對使用者的深入觀察及國外成功案例的啟發。創新商業模式的作法須以「企業價值主張」及「目標客群鎖定」為中心,透過「減法」方式建構最小可行方案,並融合國外創新成功因子及台灣在地文化,提升創新事業的新穎性及適地性。 二、建構虛擬社群的方式,須回歸於「產品功能介面」與「顧客使用經驗」的不斷優化,輔以知名品牌或關鍵人物的口碑宣傳,加速擴散行銷,並善用內容資產及消費者心理分析,加強產品的功能服務及客製化使用程度,以提升顧客對企業品牌的忠誠度。 三、以敏捷開發法創新商業模式,須由草根模式發展核心策略,適時參考顧客的回饋意見,不斷輸入外部知識以避免團隊核心僵化,進而加速產品開發週期循環,並藉由價值網絡的策略聯盟,累積企業的知名度與顧客流量,最後能以自身品牌資產主動創造合作網絡的價值。 最後依據結論提出網路新創事業在經營管理方面的建議,如下所述: 一、深度經營垂直性社群,輔以口碑行銷擴散社群廣度。 二、跨領域整合硬體、軟體、內容、服務各方優勢,創新商業模式的應用。 三、精實創業的過程,講求階段性開發的速度而非精準度,因此團隊成員的專業核心能力為成功的關鍵要素所在,配合顧客回饋意見及創新審核法的檢視,以薄創新的開發方式搶占市場先機。 / Based on the study results of Web2.0, this research attempted to explore how internet new businesses seek for inspiration in the era of rapid advancement of technologies? How can they discover the possibilities of inventing a new business model by taking community as the business center and seize the market in such a competitive network industries by employing the lean startup model to make good use of time and avoid wasting resources? First of all, this research aims at discussing the development of theories of internet enterprises, virtual communities, business models and the lean startup models put forward by scholars. Next, the basic structure of this research is formed by centering on The Lean Startup Model Theory (Eric Ries, 2011) and Three Principles of The Learn Startup Model (Steve Blank, 2013), and further integrates Design-build-test Cycle(Wheelwright and Clark, 1994), Three Challenges of Developing Critical Mass(Hagel Ш and Arthur G. Armstrong, 199) and Business Model Theory(Gary Hamel, 2000). This research adopted an exploratory case study method, where data was collected through semi-structured interviews with two enterprises—iCook and iPeen, to analyze and understand the origin, concepts, development and measures of innovative business network. After this study compared the analysis of the case study of the enterprises and reviewed literatures, the findings of this research are as follows. First, the inspiration of innovative businesses stem from closely studying targeted users and successful cases from overseas. Innovative business models should be “value-proposition-oriented” and “targeting-customer-oriented”, employ “subtraction” to develop a feasible plan and fuse successful elements of abroad cases and Taiwan culture into innovative business models to enhance the novelty and localization of innovative businesses. Second, the methods of establishing virtual communities should put emphasis on ceaselessly optimizing “product function interface” and “customer’s using experience”, cooperate with well-known brands or key men to promote products and marketing, make good use of content assets and customer psychology analyses, and intensify product function services and customization utilities to increase customer loyalty in business brands. Third, agile-development-based innovation business models should center A Grass Roots Model of Strategy Formation to develop core strategies, take customers’ feedback into consideration, and constantly instill external knowledge to avoid core rigidities to further accelerate product development cycle; through value network of strategic alliance, the enterprises accumulate corporate recognition and customer flow. Eventually ebterprises can establish their own brands to actively create the value of cooperative network. Finally, based on the conclusions, this research proposed three suggestions of management for the internet new business as below. First, deeply engage with vertical community and cooperate with word of mouth marketing to extent the span of community. Second, to integrate hardware, software, content and service interdisciplinarily in order to innovate the application of business model. Third, the process of The Lean Startup emphasized on the speed of phased development rather than accuracy. Therefore, the key success element is the professional skills of the entrepreneurial team members, with customer’s feedback and innovation accounting method of viewing the business in order to accelerate the development of innovation to seize market opportunities.
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VBS-RTK GPS輔助UAV影像自率光束法空三平差之研究 / VBS-RTK GPS Supported Self-Calibration Bundle Adjustment for Aerial Triangulation of Unmanned Aerial Vehicle Images

李敏瑜, Li, Min Yu Unknown Date (has links)
無人飛行載具(Unmanned Aerial Vehicle, UAV)於要求精度之圖資測製應用時,因飛行高度較低並可在雲下飛行取像,與大型載具相比可更機動性獲取空間解析度較高之影像,雖無法如大型載具酬載大像幅感測器供大區域圖資製作,但於小區域之圖資更新卻相當適合。但一般UAV因酬載重量限制,僅可酬載體積小且重量輕之感測器,如非量測型相機及低精度定位定向系統,即AHRS系統。因此,本研究嘗試在UAV上酬載Trimble BD970 GNSS OEM GPS接收模組,此GPS接收模組體積小且重量輕可安置於UAV上,並透過VBS-RTK GPS定位技術獲取UAV精確飛行軌跡資訊,再經時間內插相機曝光瞬時的GPS資訊供空中控制使用,輔助UAV影像空中三角測量(簡稱空三)平差,以降低地面控制點需求。 但欲引入GPS觀測量供空中控制使用必須考量GPS天線與相機投影中心偏移量之問題,但因UAV所酬載之非量測型相機,將造成此偏移量不易透過地面測量方式測得,於本研究將於空三平差時使用線性漂移參數克服此偏移量無法量測之問題;此外,UAV所酬載之非量測型相機,相機參數乃透過地面近景攝影測量以自率光束法平差方式率定所得,但率定所得相機參數無法完全描述相機在航拍取像時的情況,故本研究於空三平差將採用自率光束法克服相機參數率定不完全之問題。實驗中,首先確定GPS模組BD970在VBS-RTK GPS定位技術下在地面高速移動時可獲得高精度的定位成果;接續驗證線性漂移參數及自率光束法平差於此研究的適用性;最後亦探討不同地面控制點配置及來源對空三平差之精度探討,並提出1/5000基本圖圖資測製精度要求下,VBS-RTK GPS輔助UAV影像自率光束法空三平差的地面控制點最適配置。 / UAV(Unmanned Aerial Vehicle) is currently used in civil purpose such as mapping and disaster monitoring. One of UAV advantages is to collect images with high resolution for mapping demand. However, due to payload limitations of UAV, it is difficult to mount metric aerial camera and precise POS(Positioning and Orientation System) device. Instead, only the non-metric camera and the low accurate AHRS (Attitude and Heading Reference System) can be installed. For mapping demands, Trimble BD970 GNSS OEM board will be carried on the UAV to collect the high accurate flying trajectory as control information for AT (aerial triangulation) by VBS-RTK(Virtual Base Station - Real Time Kinematic) GPS technique. Meanwhile self-calibration bundle adjustment will be employed for AT(Aerial Triangulation) to overcome the imperfect calibration of non-metric camera by the close-range photogrammetric approach. The precise offset between image perspective center and GPS antenna center, called GPS antenna-camera offset, is hard to measure in centimenter level by terrestrial measurement approach. Therefore the drift parameters will be utilized to solve the problem of GPS antenna-camera offset while performing bundle adjustment with self-calibration for AT of UAV images. In the experiments of this study, the height positioning accuracy of BD970 by VBS-RTK GPS approach at high speed movement will be proved firstly. Then the adaptability of drift parameters and self-calibration for GPS supported AT of UAV images will be verified. Finally, the accuracy of AT by using different control information will be analized and appropriate configuration of GCPs(Ground Control Points) for VBS-RTK GPS supported self-calibration bundle adjustment for AT of UAV images will be proposed under the mapping demand with the scale of 1 : 5000.
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中國大陸網路政治管控產業化模式之研究

李森永 Unknown Date (has links)
本論文以「中國大陸網路政治管控產業化模式」(以下簡稱「網路政治管控產業化模式」)為主要研究對象,探討其形成背景、演變過程、意涵與挑戰等相關問題。 所謂的網路政治管控產業化模式,其基本特徵是將網路的政治管控機制與網路產業的發展相互連接。這是從中國大陸政治經濟脈絡與網路科技互動下的觀察,也是從「中國大陸網路訊息如何被生產與傳送?」角度逐步推演而得來的問題意識。本文的思考脈絡,源自於對學術界既有研究的反省,同時也受到網路管制相關理論的指引。 伴隨中國大陸上網人數不斷地增加,中共能否有效地對網路進行政治管控?以及網路科技對中國大陸產生何種政治影響?一直是學術界關注的核心問題之一。但學術界目前的研究成果出現兩種限制:第一是研究的化約主義,僅從政治或經濟等單一因素進行分析,切割中共進行網路政治管控所可能涉及的複雜原因與過程,也導致既有研究文獻對於中共如何進行管控以及管控成效的解釋有所欠缺。第二、西方中心主義的研究取向。許多研究者不自覺以西方國家(特別是美國)發展網路科技的經驗為基礎,形成以西方為取向而對非西方世界社會的歷史發展展開詮釋,基本上忽略了網路科技在不同政經背景中,產生不同的發展與應用的可能性。基此,本論文將建立於「中國中心論」的基礎上,強調應將中共對網路進行政治控制相關問題置於網路科技與中國大陸政經脈絡之間的互動來思考。 就本文受網路管制相關理論的指引而言。相關理論顯示,有關網路管制基礎與原因,應從網路科技與政治、經濟權力的互動過程來觀察;網路管制的方式,若從網路傳輸的架構管制以及市場壟斷進行管制,兼具事前與低成本。基此,本論文將從「網路科技與中國大陸政治、經濟動態的互動如何影響與制約中共網路政治管制」,以及「中國大陸網路訊息如何被生產與傳送?」的角度,來分析中共網路政治管控的相關議題。 具體來說,本論文將藉由探討網路政治管控產業化模式的形成、演變及其意涵等相關問題,呈現中國大陸有關網路科技、政治權力、經濟利益三者之間動態的互動關係。並探討其意涵及面臨之挑戰。 本文觀點認為,中國大陸網路政治管控產業化模式的形成與演變過程源自中共官方、網路企業與網路科技三者間動態的互動過程。網路科技特性及其產業化發展,對中國大陸既有政治控制與產業結構產生衝擊,形成某一程度的政治權力與經濟利益重分配。中共對網路管制的幅度及其方式及深受此重分配過程的制約與影響。中共考量經濟展與政治穩定,對網路科技採取發展與控制並重策略,並將網路的政治管控機制與網路產業的發展相互連接。 中共藉由建立網路硬體的層級化管制架構,以及網路軟體的內容的源頭管制。也就是從網路訊息的生產與傳送過程中,傳播其設定的安全網路訊息,形塑組織化的網路虛擬空間,兼具事前且低成本的管制效果。 中國大陸國有電信與傳媒企業藉由執行中共網路政治管控的過程,將之轉換成市場競爭的政治優勢,以因應網路科技產業化發展及入世開放壓力。使得中國大陸網路政治管控產業化模式的運作與發展過程,隱含以政治權力換取經濟利益的行為。 網路政治管控產業化模式使中國大陸網路虛擬空間出現再組織化現象,利於中共掌握常態性網路運作的政治影響。其主要挑戰有二:一、是網路科技與突發性政治社會衝突的結合;二、是日益擴大數位差距與網路內容商業化。

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