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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

設計服務e傳遞-以本體論為基礎之協同互動演化機制 / A Design e-Service Delivery with an Ontology-Based Cooperative/Interactive Co-Evolutionary Mechanism

錡慧珊, Chi, Hui Shan Unknown Date (has links)
由於資訊科技的發展,提供顧客商品與服務的溝通等價值觀也隨之改變,新興服務業是依賴網際網路和資訊技術所發展而來的,全球產業結構呈現出“工業型經濟”向“服務型經濟”轉型的總趨勢,服務逐步被重視。人類社會第四次的革命“服務革命”,就是服務科學,社會和技術共同演進的科學,以資訊科技為基礎改革服務整體。加上網路效應,讓人們可以透過共同設計思考,為世界帶來創意及新事物的催化劑,將跨領域的人才結合起來,利用群策群力及不同領域的思考藝術互相激盪,激發出創意。將這些觀點整合起來,提出一個共同創造服務的架構,讓人們在獲得服務的同時,也參與創造服務,得到服務的最佳化。本研究透過服務科學的服務組成、服務流程、以及服務價值三方面來探討,並採用結合協同式共同演化基因演算法、互動式基因演算法所組合成的協同互動式共同演化基因演算法,以共同演化的方式,達到使用者的設計需求。系統共分四大模組:設計問題定義模組、設計建議模組、協同互動式共同演化模組、評估模組,將設計思考、共同創作並演化的概念,並透過互動式基因演算法修正適應函數評估的偏差,讓顧客設計過程中,得到最佳化的服務。本系統之預期貢獻分為:(1)利用服務科學創新設計服務e化傳遞。(2)為服務科學提供應用典範與原件發展方向。 / The notion of service science addresses the use of information technology to reform services in terms of designing thinking and value co-production, bringing the catalyst of the innovation to the service world. This paper proposes a novel e-service platform about interior design featuring (semi-)automated mutualism of co-produced values. This platform encompasses a few autonomous cognitive learning components to guarantee effective accomplishment of reaching a user's design demand. These components include models of interior design concepts, cooperative co-evolutionary genetic algorithm (CGA) and interactive genetic algorithm (IGA). The intended contributions of this platform are two-folds: (1) Showcase an intelligent service design as characterized by the sixth quadrant of Figure1. (2) Provide some intelligent service design components (e.g., CICGA) for unfolding future systematic service innovation in service science.
112

以預測市場理論為基礎之服務概念設計工程 / Service Concept Design Engineering with the Prediction Market Theory

羅國倫, Lo,Kuo Lun Unknown Date (has links)
本研究將原有概念工程的服務設計方法,結合預測市場的理論,設計出一套新的概念設計流程,就是因為服務業的特性與傳統製造業的模式大不相同。過去單方面的由公司或是廠商設計產品,顧客只能從現有產品中挑選買單的狀況將越來越不復存在。在未來服務業的世界中,越發重視與顧客間的互動,在設計的過程中就與顧客有高度的互動,強調服務是與顧客共同創作的成品,服務永遠沒有最後的完成版本,只有不斷因應環境與顧客需求改變的beta測試版本。就是因為加入人這樣極度不安定的因素,造成整體服務在設計上的困難,除此之外,也由於需要顧客的高度參與也導致設計時間成本的激增,環境的瞬息萬變,無法即時掌握顧客的需要並快速做出反應,無論是在現在與未來都將是嚴重的致命傷,也因此組織與個人都將面臨嚴峻的考驗。如何在服務水準與開發成本之間取得一個平衡點,正是本研究所希望能提供的。 / In service exchange, both providers and customers are involved in shaping the continuum of value co-production. Combining the concepts of prediction market and concept engineering, service concept design engaged by providers and customers can become much efficient and economical. The providers and customers in service industry are changing all the time. In this industry, there are many uncertain factors to consider and it is important for a design team to establish the relationship with their customers and unfold a service concept design process which can meet consumers’ expectations and needs. This study proposes an IT-enabled process of new service concept design grounded on the analytical model of precision market to achieve the design goal while minimizing the concept development cost by collective customer involvement. This IT-enabled service concept design process comprises four parts (Collecting the voice of the customers, Requirement rater, Concept generator and Concept selector) unfolding the customer-based design of new service concepts in order to meet the customer needs and potentially improve customer satisfaction in light of the uncertainty and the dynamics in what the customers want for services.
113

電視功能選單圖形介面呈現形式之探討

游鳳怡 Unknown Date (has links)
介面設計是重要的議題,好的介面減低使用者與介面互動所需的時間及認知資源,進而樂於使用該功能。近年來互動式數位電視的使用漸增,卻未有既定的使用介面。本研究試圖探討應如何呈現該功能選單,較能有效與介面互動。 本研究共三個實驗。實驗一採單因子參與者間實驗設計,獨變項為「提示項目類型」,含「圖示」、「文字」、「圖示加文字」三種;以強迫選擇再認作業,比較以不同方式呈現初次接觸的提示項目,是否造成學習上的差異;達相同學習程度後,不同呈現類型是否導致各組間行為反應有所差異。 實驗二排除了使用者接收文字或圖示刺激時,各組別的參與者形成不同程度的雙重編碼;操弄目標項目類型,即「文字」或「圖示」。以強迫選擇再認作業觀察同時呈現「文字」、「圖示」兩提示項目,使用者初次接觸時較傾向以何種訊息作判斷。除紀錄反應時間及正確率外,亦計算眼動反應指標。 實驗三欲探討「經驗效果」,依呈現項目類型分為三組,觀察各組參與者與不同熟悉程度之介面互動時,表現是否會有所差異。採三因子混合設計,「呈現項目類型」為參與者間變項,可分為「圖示」、「文字」及「圖示加文字」三種;「時間變項」及「區段變項」則是參與者內變項,前者指本實驗中的不同日期;後者則為各次實驗中的不同區段。依變項則為參與者完成作業的反應時間、反應正確率及眼動資料。 研究結果顯示在實驗一中,學習新的功能項目時,具文字敘述之組別表現會較佳;達相同學習程度後,具圖示訊息的組別之反應較只有文字的組別佳。實驗二中,參與者與陌生功能項目互動初期,同時呈現圖示及文字兩種形式的提示項目時,使用者會較傾向以文字訊息判斷。實驗三則顯示在互動時普遍依賴圖示訊息,呈現圖示項目的組別整體而言皆表現得較好;但在互動前期同時呈現「圖示加文字」組的表現與「文字」組較相似,互動後期則與「圖片」組較相似。以上研究結果,可供未來電視功能選單呈現方式設計之參考。
114

元件式系統開發方法研究-以郵務應用為例

葉文崎 Unknown Date (has links)
本研究整合了多個物件導向程序與元件程序的優點,提出一個以元件式的系統開發思維為中心、使用系統化的元件再用映對,強調整合性與再用性的元件式開發程序。本研究所提出的程序以Unified Process為基礎,利用UML為塑模語言,輔以相關元件式系統的開發經驗,同時結合其他物件或元件式系統的開發方法的優點,包括:Select Perspective Process、IBM San Francisco Roadmap Process、XP等。在此程序中,明確定義出不同的開發階段,一連串的彼此相關的開發活動,以及各開發活動應該如何完成的指引原則,為元件式軟體開發提供參考;最後並以郵務先導系統的開發產出,作為此程序的實例說明。
115

線性羅吉斯迴歸模型的最佳D型逐次設計 / The D-optimal sequential design for linear logistic regression model

藍旭傑, Lan, Shiuh Jay Unknown Date (has links)
假設二元反應曲線為簡單線性羅吉斯迴歸模型(Simple Linear Logistic Regression Model),在樣本數為偶數的前題下,所謂的最佳D型設計(D-Optimal Design)是直接將半數的樣本點配置在第17.6個百分位數,而另一半則配置在第82.4個百分位數。很遺憾的是,這兩個位置在參數未知的情況下是無法決定的,因此逐次實驗設計法(Sequential Experimental Designs)在應用上就有其必要性。在大樣本的情況下,本文所探討的逐次實驗設計法在理論上具有良好的漸近最佳D型性質(Asymptotic D-Optimality)。尤其重要的是,這些特性並不會因為起始階段的配置不盡理想而消失,影響的只是收斂的快慢而已。但是在實際應用上,這些大樣本的理想性質卻不是我們關注的焦點。實驗步驟收斂速度的快慢,在小樣本的考慮下有決定性的重要性。基於這樣的考量,本文將提出三種起始階段設計的方法並透過模擬比較它們之間的優劣性。 / The D-optimal design is well known to be a two-point design for the simple linear logistic regression function model. Specif-ically , one half of the design points are allocated at the 17.6- th percentile, and the other half at the 82.4-th percentile. Since the locations of the two design points depend on the unknown parameters, the actual 2-locations can not be obtained. In order to dilemma, a sequential design is somehow necessary in practice. Sequential designs disscused in this context have some good properties that would not disappear even the initial stgae is not good enough under large sample size. The speed of converges of the sequential designs is influenced by the initial stage imposed under small sample size. Based on this, three initial stages will be provided in this study and will be compared through simulation conducted by C++ language.
116

顧客價值創造: 以台灣互動媒體整合服務為例 / Customer value creation: case study of Taiwan's Interactive Design Company

劉家齊, Liu, Chia Chyi Unknown Date (has links)
台灣近年來逐漸可以看到互動媒體整合設計的應用,然而此類服務仍屬於發展中的產業,顧客使用互動媒體整合設計產品的需求亦尚未明確。本研究以價值創造的角度,探討在顧客價值尚未明確的情況之下,互動媒體整合設計公司(1)創造何種價值,(2)如何創造價值,以及(3)廠商活動與廠商資源的關係。本研究發現,(1) 互動媒體整合設計公司能同時創造資訊功能、互動功能、情境塑造功能之「整合」價值,(2) 互動媒體整合設計公司以建造模組、經營社群網絡、視顧客為開發團隊的方式創造價值,(3) 互動媒體整合設計公司會應用自身廠商資源進行價值創造,每一次專案所進行的廠商活動,也會影響廠商獲取之資源。 / In recent years, the application of interactive design in Taiwan has boarden. Still, the customer value remains implicit, while consumer needs stays unclear. In this situation, this rescearch explains: (1) What value do interactive design companies create? (2) How do interactive design companies create value? (3) When creating value, what is the relationship between firm’s activity and firm’s resourses? The findings of this research demonstrate: (1) Interactive design companies create the intergrated value of information function, interactive function, and sensorial fuction. (2) Interactive design companies use methods in the process of value creation such as module building, network managing, and incorporate customers into develop team to achieve the consensus of customer value. (3) Interactive design companies utilize its’ recourses in the process of value creation, while the process of value creation also influence its’ recourses.
117

互動感知體驗設計之健康照護提醒裝置 / Interactive sensory and emotional design - health care reminder

陳信慈, Chen, Shin Tsz Unknown Date (has links)
本研究旨在發展一套互動感知的機制,目的為期望能透過此互動方式,針對長期潛藏著危害健康甚深的「久坐族」,提供一個溫和柔性的「提醒」功能,符合不受「空間的限制」、「設定的限制」、「使用族群的限制」等,亦即凡是因為某些因素導致忽略或是忘記時間而「坐太久」的情形,此類的人便是被提醒的對象。 透過受測者的使用與建議進行分析評估,此互動機制透過分析與歸納,試圖找出區別於坊間常見的提醒模式,如一般人常用的鬧鐘、計時器等硬體,或專為電腦久坐族而設計的電腦健康動畫定時播放軟體等。這類相關的產品不外乎必須受制於人本身要去「記憶」且「手動」去調整、設定、下載、安裝等繁複的過程;另外是提醒的方法和內容瑣碎、不便或是不足,最大的共通限制為「使用時機與空間限制」。因此,本研究中的互動機制預期能提供「久坐族」另一種新鮮的選擇,一種力求「溫馨提醒」、「不受限時空」的互動模式。 為傳達前述的「健康信念」,本研究繼續探討如何將此「互動機制」實際應用於與人類生活當中,透過設計將此互動機制實際應用,結合現代科技與藝術使其更具吸引力與美感。現今已進入以價值為主的高感性經濟時代,體驗經濟能感動人心的關鍵在於將產品與服務提升至碰觸精神心靈的層次。因此運用體驗設計的概念,並嘗試融合與感官直接相關的燈光元素等為創作媒材與靈感來源,進行造型、視覺設計與氛圍的營造,作為接觸人們內心深處的橋樑。 綜合所述,本研究與作品針對「久坐族」預期將達成的五大目標: 1.「健康照護的提醒功能」:設計出感性的互動機制作為基本法則。 2.「獨特的使用者體驗」:將此互動機制結合情感設計增加吸引力。 3.「互動裝置應用(一)」:以結合情境光營造為例。 4.「互動裝置應用(二)」:以結合智慧型手機應用程式為例。 5.「推廣觀念」:藉由以上,推廣久坐族的健康信念。 / This study aimed to develop an interactive sensory mechanism, to hope that through this interaction, for long-term health hazards lurking deep in “sedentary tribe” to provide a soft reminder, without space constraints, setting limits, use of limit etc. All because some of the factors that led to ignore or forget the time “to sit for too long” case, such people is to be reminded. Through the subject's use and recommendations for analysis and evaluation, this interactive mechanism analysis and induction, trying to find a mode which is different from common reminders such as alarm clock, timer or the animation timer player software designed for computer sedentary tribe , and so on. Such related products must be controlled by ourself to remember and set by hands in this complicated process. The method of reminding is trivial、inconvenient, and its greatest limited is "use time and space constraints." Therefore, the interactive mechanism in this study is expected to provide sedentary tribe another new choice, seeking to be the soft and unlimited use of reminder. To convey the aforementioned “health beliefs”, the research continues to explore how this “interaction mechanism” actually applied to human life. The practical application of design, combined with modern technology and art to make it more attractive. Today has entered a value-based、high-touch economic times. Experience economy is the key to raise products and services to touch the spirit of the soul level. Therefore, this study use the concept of experience design, and tries to integrate with the sensory elements as the inspiration for the creative media source for modeling、visual design and creating an atmosphere access to people’s hearts. Above all, the research and work for the “sedentary tribe” is expected to achieve five major objectives:1) “Reminder for health care”:designing sensibility as the basic rules of interaction mechanisms; 2) “Unique user experience”:an interactive mechanism with this design to increase the emotional appeal; 3) “Interactive device applications 1”:an installation with light to create a situation; 4) “Interactive device applications 2”:an combination of smart mobile device applications; 5) ”Promoting the health concept”:by above, promoting the health beliefs.
118

當設計來敲門:臺灣文具業者以設計力創新打造風格競爭力 / The pursuit of design: Build the magic power of style via design-driven innovation

吳俊瑩, Wu, Jyun Ying Unknown Date (has links)
臺灣文具產業發展至今超過一甲子歲月,環境局勢已經不同以往。各國特色文具來臺競逐池城,大陸東南亞低價文具搶食外銷市場;少子化與電子化縮減市場機會,環保意識加深品質要求;衣食無虞的現代消費者,追求心靈層次滿足。臺灣文具業者下一步該怎麼走?文具強國日本的發展可供借鏡。日本文具業者賦予文具產品新的意義,讓消費者使用意義創新產品打造新生活風格。 本研究探討臺灣文具業者開發意義創新產品的思考想法,從如何賦予產品新的意義,以及如何設計產品樣式,到如何運用意義創新產品打造新生活風格。以Verganti提出的設計力創新為理論基礎,融合Brown的設計思考,以及劉維公的生活風格定義與風格競爭力描述,整理成研究架構。本研究採取解釋性個案研究法,選取偷花(歲時紀)、Micia美日手藝館(Mini Cute印章)、好幫手彩藝(UBook)三家企業個案進行深入訪談,了解企業個案設計意義創新產品的整體歷程。 分析比較企業個案資料所得之結論如下。於構思創新方案階段,企業個案以產品設計團隊親自觀察產品的極端使用者,探尋產品隱藏需求;並以企業的價值理念做為首要評估項目,揉合產品原始意義與特殊用途,構思產品新的意義。於產品樣式設計階段,為了維持意義創新產品之產品意義與價值理念於開發過程前後一致,企業個案掌握設計自主權;為了獲得市場認同,選擇消費者偏好的生活文化題材開發產品內容,並提供產品原始意義觀點下的實用功能。於生活風格提案階段,企業個案以意義創新產品、周邊商品、互動場域構成各種美學體驗形式,讓消費者在體驗過程理解意義創新產品的產品意義與價值理念。意義創新產品開創認同產品價值的消費新市場,但若通路欠缺解說過程,則銷售成績較不好。 最後依據結論給予臺灣文具業者開發意義創新產品的建議,臺灣文具業者宜多研究文具產品於各種生活脈絡中的使用情形,挖掘產品潛在的新意義;在產品樣式設計過程,宜擁有設計自主權,並招募擁有設計管理與行銷管理的跨領域人才,控管意義創新產品的開發流程;宜發展各種美學體驗形式,宣傳意義創新產品,但也必須設想意義創新產品在無人解說的實體通路該如何因應。 / The The Taiwanese stationery industry has developed over more than 60 years, and both the market and the competition have changed a lot in that time. Many foreign stationery companies began operating in Taiwan, and companies in China and Southeast Asia are getting into the world market with lower-price stationery. Due to the decrease of birth rate and the trend of computerization, the market opportunity for physical stationery has decreased by 30% within the last five years. Consumer demand for sustainable products and packaging forces the industry to think innovatively about their products. After being satisfied with the basic needs in life, consumers are looking for a higher level of emotional and spiritual satisfaction from their non-essential purchases. What is the next step for the Taiwanese stationery industry? Recent developments in the Japanese stationery industry provide a good example of how innovation within an industry can lead to increased customer satisfaction by creating New-Meaning Products. A New-Meaning Product is realized when a well-known product with a specific function is integrated with additional form and function in a new way. For example, a video game console which can encourage kids to exercise is a New-Meaning Product. In many cases, the New-Meaning Product can have a powerful effect on the customer's lifestyle. This thesis discusses the process of developing New-Meaning Products by The Taiwanese stationery industry. This process ranges from how to redefine the stationery, design the prototype, and create a new lifestyle for the customer with New-Meaning Products. The research structure is based on Verganti’s design-driven innovation theory, Brown’s design thinking, and Wei-Gong Liu’s definition of lifestyle and the description of the magic power of style. This thesis applies the method of Explanatory Case Study and chooses three business cases – Flowerthief (Chronology Schedule Book), Micia (Mini Cute Stamp), and UBook (UBook) – to do further research and discussion to understand the innovation process of New-Meaning Products. The conclusions of the business cases analysis are as below. At the step of innovation program planning, the product design team would observe the extreme users, and search for the valuable insights and ideas. In addition, they list enterprise value as the main assessment to derive New-Meaning Products. At the step of product design, in order to keep the consistency of the concept of the new meaning and core value of the products before and after manufacturing, the company holds the decision-making power of design. To gain market recognition, they develop the product content based on the life cultural topics the consumers like, and provide the practical functions behind the product original meaning. At the step of lifestyle proposal, they construct variable types of aesthetics experience based on the New-Meaning Product, peripheral products, and interactive field to help consumers understand the New-Meaning Product and enterprise value. The New-Meaning Products has developed new consumer market for product recognition. However, the lack of product exposition will have negative impact on sales performance. This thesis sums up by giving advice to the Taiwanese stationery industry on the development of a New-Meaning Product. First, the Taiwanese stationery companies should research more about the usage of stationery in all aspects of life, and explore the potential meaning in the existing products. To maximize the potential to create New-Meaning Products, the companies should retain decision-making power during the product design process, hire talent with design and marketing management experience, and prudently monitor the sustainability of their products. Lastly, they should pioneer marketing techniques to establish an emotional and spiritual link between the potential consumers and the new-meaning products, enabling customers to visualize the lifestyle benefits that the New-Meaning Products can provide.
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管理型廃棄物埋立護岸の性能評価を考慮した維持管理に関する研究

足立, 一美 24 September 2014 (has links)
京都大学 / 0048 / 新制・課程博士 / 博士(工学) / 甲第18557号 / 工博第3918号 / 新制||工||1602(附属図書館) / 31457 / 京都大学大学院工学研究科社会基盤工学専攻 / (主査)教授 井合 進, 教授 勝見 武, 教授 木村 亮 / 学位規則第4条第1項該当 / Doctor of Philosophy (Engineering) / Kyoto University / DFAM
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在巴黎開設日本家居設計之概念店 / Concept-Store of Japanese Design in Paris

狄沙雅, Degraeve, Saskia Unknown Date (has links)
This business plan deals with the opening and management of a new store called Inspirations japonaises of Japanese home design in Paris. Inspirations japonaises will showcase Japanese crafted and designed furniture and home decoration accessories in a modern and trendy way, bringing together classic and digital tools. In fact, as internet is reshaping retail, this business plan gives a few ideas of how to use digital tools inside the physical store and what kind of touch points can be created between this store and its on-line platform… so to enhance the consumers experience and increase sales.

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