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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.
31

機率比例抽樣設計之建構

陳靜宜, Chen, Ching-Yi Unknown Date (has links)
當考慮不等機率抽樣設計時,若存在一輔助訊息與我們欲估計之未知量成比例,則機率比例抽樣設計(probability proportional to size sampling design),記為PPS機率抽樣設計,是一個不錯的選擇。Horvitz-Thompson估計量在 PPS 機率抽樣設計之下變異數較小。換句話說,可以更精確地估計母體總和。本文提出一個由Hedayat-Lin方法推廣而得之新演算法,利用本演算法可建構出一些PPS機率抽樣設計。此種設計不僅能不偏的估計Horvitz-Thompson估計量之變異數,且能確保此估計量為非負值。 / When unequal probability sampling design is under consideration, and when there exists auxiliary information which is proportional to the unknown quantity that we want to estimate, probability proportional to size sampling design, abbreviated as PPS sampling design, is a good choice. Under PPS sampling design, Horvitz-Thompson estimator has small variance. In this paper, a new algorithm, which is a generalization of Hedayat-Lin's procedure, is given. Using this algorithm, a PPS(N, n) sampling design can be constructed. This design not only provides unbiased estimate of the variance of Horvitz-Thompson estimator but also assures its non-negativity.
32

工業設計部門之設計溝通問題變化初探 / --以我國IT硬體業者為例--

龍思允 Unknown Date (has links)
近幾年來,台灣廠商在四大國際工業設計獎的成績逐年提升,尤其是IT硬體業者,除了製造能力之外,工業設計能力近幾年的進步與實力同時備受國際肯定。 本研究乃探討這段時間以來,我國IT硬體廠商對於工業設計的重視下,工業設計機能組織不論是在規模及隸屬上都有顯著的提升。工業設計隨著IT大廠的帶頭重視,導入工業設計為產品提昇價值儼然已成為台灣製造業的全民運動,在企業導入工業設計的過程中,勢必面對工業設計機能組織與其他部門組織的溝通互動上的溝通問題,可能會發生哪些溝通問題以及這些溝通問題隨著組織對於ID的重視以及ID部門的提升下會有哪些變化,是企業在導入ID的過程中所必須瞭解與解決的。 本研究乃依企業之營運模式、新產品設計開發流程以及工業設計部門的組織變革等三大構面來探討設計溝通問題的變化情形,得到發現如下: 1. 企業推行工業設計的發展上,對於工業設計部門的發展方向可配合中長期的策略規劃而有三種可能方向: (1) 與研發單位整合,(2)與行銷部門整合,(3)獨立發展 2. 產品專案負責人與設計部門主管於設計溝通活動中扮演設計師與其他部門的溝通橋樑,溝通協調者能力背景的多元性有助於溝通效率的提升,除了「多元」之外,更重要的是「整合」。 3. 營運模式為影響新產品設計開發活動、工業設計組織型態與設計溝通的關鍵變數: (1) 影響新產品設計開發活動之「流程的選擇」、「各階段的資源分配」、「參與者」以及「溝通協調機制」。 (2) 影響工業設計單位之「組織規模」、「結構劃分」、「人員組成」以及「組織位階」。 (3) 影響設計溝通的「溝通程序」、「溝通問題的發展方向」以及「溝通障礙的類型。」 4. 我國IT硬體業者多以製造起家,於推行工業設計的發展歷程上,需明白「設計」與「製造」之間的認知差距,以降低「部門本位主義」的發生。 5. 為降低部門本位主義的發生,管理者於推行工業設計的過程中,於強調設計之餘,更應注重於建立「團隊整合概念」的組織氣候,對於團隊內各成員的貢獻都應給予相當之肯定。 6. 設計溝通問題的降低可透過組織型態、專案團隊建立方式、新產品設計開發流程、整體企業組織文化的改良來達成,可透過建立有效的非正式溝通系統,讓來自不同部門、背景之成員能認識彼此的專業以及提高對不同觀點的包容性。
33

顯示卡產品商業模式與服務設計之整合 / Integrating Service Design into VGA Business Model

黃俊榮, Huang, Chun-Jung Unknown Date (has links)
本研究闡述了為因應PC整體市場的逐漸萎縮,以個案公司所處的顯示卡產業如何透過4D服務設計(Service Design)的邏輯及設計思考(Design Thinking)的系統思維,替現有的商業模式(Business Model)詮釋出另一符合未來需求的新商業模式。透過以人為本之價值共創的服務設計模型,確認相關的利害關係人,並實際訪談各利害關係人後,深入分析使用者潛在問題及需求,以不同視角來找出創新的洞見(Insight)。依據此洞見來發展可行的方案,並展開成為完整的服務系統,再將此服務系統雛型具體化產出後進行風險分析。最終的研究結果訴諸以形塑出新的商業模式來具體呈現。
34

設計施工協調型プロジェクトにおける設計と生産の協働に関する研究

角野, 公一郎 26 September 2022 (has links)
京都大学 / 新制・課程博士 / 博士(工学) / 甲第24223号 / 工博第5051号 / 新制||工||1789(附属図書館) / 京都大学大学院工学研究科建築学専攻 / (主査)教授 金多 隆, 教授 三浦 研, 教授 平田 晃久 / 学位規則第4条第1項該当 / Doctor of Philosophy (Engineering) / Kyoto University / DFAM
35

利用知識管理蓄積智慧資本-以以筆記型電腦廠商之工業設計部門為例 / The Research of applying knowledge management to increase intellectual capital: an illustration of notebook companies’ ID center

賀楚芬, Ho, Chu Fen Unknown Date (has links)
本研究欲藉由瞭解筆記型電腦產業的工業設計部門對知識管理理論的認識程度,企業內部對知識管理活動的實行規劃與具體落實內容以及其智慧資本的呈現態樣,進一步分析企業是否能夠藉由推行知識管理來正向增加企業的智慧資本與市場價值,以說明知識管理與智慧資本兩者的關係。 在現今的企業組織與產業環境當中,知識管理理論已經廣為企業所採納,更對企業應累積與強化其自身的智慧資本有所體認。企業若能透過推行「知識管理」,將內部細微繁雜的資訊、知識、經驗流程與作業活動透過機制保存並且進行流通與應用,將會對企業的運作效率以及創新能力有所幫助。尤其是本研究之研究對象-筆記型電腦廠商的工業設計部門,更是需要知識創新以及知識運用,以增強其設計能力以及創新能力。在筆記型電腦的產業競爭激烈,產品趨向同質化、標準化、與微毛利化,唯有透過優異的工業設計創新能力,結合生活美學、歷史文化、藝術、情緒感受以及使用者的新奇經驗等,才能創造差異,為產品賦予新的價值,另闢企業經營與產品競爭的新藍海。 本研究首先透過對過去專家學者所提出的文獻做探討,歸納出知識管理以及智慧資本的理論定義與兩者之間的關係。總結文獻探討所知,本研究認為智慧資本是知識管理活動的另一種報導模式,有助於知識管理成效之衡量,而知識管理活動則是活化知識、激發創新來增加智慧資本的重要方式。組織部門的智慧資本存量與發展重心會影響知識管理活動的內容與推行方式。而知識管理活動的推行越活絡,成效越好,智慧資本的內涵則越豐富。 而後將由文獻探討所建立之理論架構於筆記型電腦產業的實務運作環境中進行驗證。本研究於產業中挑選四家筆記型電腦廠商之工業設計部門,個別就其智慧資本存量以及在其組織中進行的知識管理活動進行個案研究,以呈現產業界的真實活動與完整的事實描述,並以知識管理與智慧資本的組成構面做跨個案的分析與比較。 總結文獻探討以及個案訪談與分析的結果,本研究之研究結論與建議如下: 一、筆記型電腦的工業設計部門能夠以知識管理活動累積智慧資本;部門內知識管理活動越豐富,對智慧資本累積也會有正向的影響。 二、智慧資本理論可以做為企業組織推行知識管理的參考架構。知識管理活動的內容可以根據企業組織智慧資本發展的重點進行規劃。 三、筆記型電腦廠商的產業定位與策略目標會直接影響工業設計部門智慧資本發展目標,進而影響知識管理活動的內容。 四、企業組織能夠透過知識管理增加其智慧資本,同時輔以智慧資本內涵的衡量系統,能夠瞭解知識管理活動推行之成效。但其價值較難以利用量化的財務性指標做評量。 五、企業組織或部門在導入知識管理,進行知識管理活動的同時,其本身也是一種知識創新。 六、本研究建議企業從管理階層到一般業務階層,都應加強知識管理與智慧資本理論的推廣與應用,以提升企業與組織知識含量以及知識創新能力。 七、建議先以單一部門試行的方式,推行知識管理活動與智慧資本衡量,之後再推行到事業單位而至企業整體。 八、建議在衡量企業的創新資本時,可先以智慧財產為財務性指標,反映於財務報表當中,可鼓勵部門為追求財務績效表現,而有積極創新的動力。 九、筆記型電腦廠商在產品設計時,第一步要做的是預防侵權,同時在追求智慧財產的數量之外,還要思考智慧財產的品質與管理,如授權交易與合作等。 十、關於後續研究之方向,建議可以針對組織內產生智慧資本後,是否有新的商業模式,能夠將組織內累積的無形資產與智慧資本做更廣泛的商業利用,如做為交易的標的進行利潤創造。另外有關利用創新成果以新的商業交易模式創造現金流的想法,則建議針對在科技產品的工業設計中,除了材質創新以及機電整合的技術創新可以具體的成為智慧財產進行交易授權之外,關於設計美學呈現「Fine Art」也應該積極思考授權交易的可能性以及實行模式。 / The main purpose of this research is to discuss the relation between “Knowledge Management” and “Intellectual Capital” both in theory side and practical side in real business entities, enterprises, independent departments, or small organizations. By taking the Industrial Design departments for examples, this research is going to describe and define the different application plans and specific activities of Knowledge Management, and also present the stock and developing track of Intellectual Capital in the study cases, so as to infer that if enterprises can enhance their Intellectual Capital via applying Knowledge Management or not. In nowadays, the Knowledge Management theory is adopted generally by many enterprises. They also realize the importance of accumulating the Intellectual Capital; it will be a key way to enhance their organization value and external competence. By applying Knowledge Management, enterprise can build up a practicable mechanism to store, file, consolidate their multifarious knowledge, including subtle data, information, know-how, experience, operation process for transferring and using, and it will be very helpful to elevate the operation efficiency and the ability of innovation. First, learning from the current Knowledge Management and Intellectual Capital literatures and papers of many experts and scholars, this research generalize that Knowledge Management and Intellectual Capital is positive related. Intellectual Capital is a useful measure system to reveal the results and effects of Knowledge Management plan and activities. On the other hand, Knowledge Management is also an important method to activate internal knowledge content to encourage creation and innovation. However, for companies, organizations or departments, the Intellectual Capital focus and current stock will influence their Knowledge Management activity contents and implementation method. The more various activities to follow, the better quality and value of Intellectual Capital. After constructing a theory hypothesis frame from literature studying, this research is going to apply the theory hypothesis into practical circumstances in ID departments of four Notebook companies, and tries to find out then summarize their daily operations, which are regard as the activities of Knowledge Management and the Intellectual Capital. According to the case study findings, this research can describe the actual operations and daily works of each ID department, so as to analyze the relevance between Intellectual Capital stock and the Knowledge Management activities with theories structure separately, also the cross cases comparison to verify the generality in actual industry. Summarize the results of literature study and specific case study, this research have the conclusion and recommendations as follow: 1. The ID department or ID center of NB companies are able to accumulate their Intellectual Capital via Knowledge Management activities; the more Knowledge Management activities, the more stock and better quality of Intellectual Capital. 2. Enterprises can take Intellectual Capital theory structure as a reference for Knowledge Management implementation. The content and detail items of these activities can be planed to focus on key elements of Intellectual Capital development. 3. Different industry position in value chain and strategy target will affect ID centers’ goal of Intellectual Capital development directly, then also affect the content of Knowledge Management Plan. 4. Enterprises or business organizations can increase their Intellectual Capital with Knowledge Management; also, by Intellectual Capital measure system, they also can understand the performance and influence of their Knowledge Management plan and activities. However, the created value for the organizations is difficult to measure with quantifiable financial index. 5. For enterprise and organizations, when they are implementing the Knowledge Management plan and activities, they modify the proper method to make it more smooth and inefficient; it is also creating precious knowledge so call knowledge innovation at the same time. 6. This research suggests that the enterprises and organization could pay more attention and resource to popularize the Knowledge Management and Intellectual Capital theory, so as to raise the internal knowledge base and innovation ability. 7. Following the suggestion above, companies can start Knowledge Management and Intellectual Capital measurement from small independent departments or teams first, then apply the successful experience and know how to whole business unit and whole company afterward. 8. For innovation capital measuring, departments or organizations could use the intellectual property to be a kind of financial index to reflect the profit value and contribution in financial statements. It could be realistic method to encourage the organization members have more motivation of innovation and creation for better financial performance. 9. For Product design of laptops, the first and most important step is to prevent Intellectual Property infringement, and the next step is to develop the quantity of intellectual property like patents. Besides, companies also need to pay more attention on the intellectual quality control and management, such as technology license and cooperation and so forth. 10. As for future deep going researches, there are two possible directions to follow. First, it is important to develop New business models so as to help companies and organizations to use or apply their intangible assets and Intellectual Capital in business operation extensively, not only increase the operating efficiency but also make more cash flow and actual profit. Second, we could derive more thoughts for intellectual property licensing. During the industrial design process of high-tech products, we should think the possibility to find more licensing targets like “Fine Art Design,” but not limit to the new material application or the technology integration for ME and EE. From the other side, we are also supposed to come up a practical model for Fine Art licensing to facilitate the real business trading and profit creating. Key words: Knowledge Management, Knowledge creation, Knowledge innovation, Intellectual Capital, Intangible assets.
36

藥品安定性試驗最佳實驗設計之研究 / An optimal design on stability testing

廖銘壑 Unknown Date (has links)
由於研究藥品安定性試驗之實驗設計之安排雖然不少,但利用一些直交表法以使試驗更加節省、編排更加容易、分析更具效力之試驗,卻沒有相關文獻加以探討之。 根據直交表之特性,使得安定性試驗之再生性(再現性)更豐富,因為直交表式之編排法不因所採行之直接表中的那一部份為依據,其相互直交(獨立)之特性使得其結果模式效率值必達到一致的結果。 直交表雖不能百分之百套用,卻能引用直交”直交”(Orthogonal) 的概念,即直交表之套用,並將相對應之名詞或項目加以詮釋,不難發現其實安定性試驗可以更容易且方便的來做,而且經由本論文之探討,直交表有許多優點須實際上運用方知其便利性,本論文僅就安定性試驗之理論上的部份加以探討。 本論文也進一步證實:Nordbrock 的十個設計中的最佳安定性設計與直交表型試驗設計之效率安全等價,使得安定性試驗的分析可進一步套用所有可運用在直交表型實驗設計上之統計方法協助分析。
37

藥品安定性試驗設計效率之研究

阮峻旭 Unknown Date (has links)
在本文中,以Nordborck(1992)可減少樣本數的兩種安定性設計的類型:型II-部分因子組合、全部抽樣時間點,型III-部分因子組合、部分抽樣時間點為基礎,即以Matrixing安定性設計為研究對象,以完全複因子設計為基準計算其相對效率,且用Ju and Chow(1995)的精確度準則來選擇最佳安定性設計。
38

X bar-S square區域管制圖的最適設計 / The Optimal Design of X bar-S Square Zone Control Charts

陳智鴻, Chen, Chih-Hon Unknown Date (has links)
自Duncan在1956年提出管制圖的經濟設計以來,陸續有許多學者提出各種不同型態管制圖的經濟設計,但是在這些文章中,尚無將描點的連串檢定列入考慮者,然而在管制圖中加入描點的連串檢定實有其必要性,加入描點的連串檢定可增加管制圖的偵測能力,但是這種作法頗為麻煩,因此Jaehn(1987)提出了區域管制圖來取代傳統管制圖加上連串檢定的不便,本研究提出X Bar-S Square 區域管制圖的經濟設計以改善一般經濟管制圖未將描點的連串檢定列入考慮的缺點.我們以製程中各項製程和成本資料為因子,對經濟區域管制圖的最佳設計參數值做敏感度分析,以找出製程中的關鍵參數.另外我們應用Saniga(1989)經濟統計管制圖的觀念設計經濟統計區域管制圖.雖然經濟統計區域管制圖所計算出的成本會比經濟區域管制圖稍大,但是在統計表現上卻符合我們的要求.
39

設計本位研究之個案:以數位化人文學習之教材設計為例 / A case study of design-based research for evaluation of instructional design in E-humanities learning

賴昌彥 Unknown Date (has links)
傳統E-Learning一直存在學習教材不足的問題。然而,隨著多媒體資訊爆炸時代來臨,有愈來愈多的教育資源可開放使用,再加上資通訊技術不斷創新演進,將不斷改變知識呈現的方式。 本篇論文透過相關文獻探討,提出整合不同學習資源以解決多媒體教材不足的問題。文中以「歷史文學」通識課程為例,分析如何有效地建構輔助教材以支援學習活動。除了從教材設計及學習支援的角度上來分析,研究中更使用Design-Based Research,透過設計不同學習情境來了解教材偏好之議題。 在實作中不但使用 text mining 的技術,也整合了 GIS (Geographic Information System) 提供更創新的互動方式。此外,透過問卷來收集參與師生之使用心得及意見回饋,實際了解學生對教材設計的偏好程度。 研究發現較生動的呈現方式有助於吸引學生,並歸納出認知程度是設計教材之重要成功要素。希望藉由本文實際之發現及建議,提供數位媒體於通識教育的應用個案參考。 / With the different impact of instructions design, such as open educational resources, multimedia explosion and innovative ICTs (Information and Communication Technologies), it offers a possible clue in exploiting from new forms of interaction and knowledge sharing in the Web 2.0 Age. This thesis argues that traditional learning issues in the lack of online multimedia instructions could be solved by integrating various multimedia learning resources, for example in General Education and other learning areas. Therefore, a framework of composing learning contents from the analysis of multimedia learning evolution is presented. By proposing an innovated framework and an analysis of different granularity in learning contents, ontology illustrations and examples in OWL (Web Ontology Language) are discussed. Since the Design-Based Research can help to understand the learning phenomena through developing different kinds of learning materials. We base on the approach of Design-Based Research to evaluate e-Learning presentations and link up the prototype implementation with research objects. The study tries to present some of the problems arising when ICTs are integrated into learning environment and to provide suggestions of how to deal with the problems. Some questionnaires are designed, and it is applied to collect feedbacks of learners and as a suggestion of improving learning instruction. In sum, this experiment provides empirical evidence that shows that, in a general education class for community university students, presenting a material with GIS (Geographic Information System) platform is more attractive than presenting the text contents together with the picture or only the text. The results indicate that a vivid presentation can help students to understand the conveyed concept. While ICTs play an important role in facilitating learning materials, cognitive load issue is so important that should be taken into account seriously. As a result, instructional designers have come to recognize the real need for multimedia instruction from our findings and take care of multiple presentations that are sensitive to cognitive load. Finally, we mainly address that the logistic of General Education must rethink under the innovative concept and the help of ICTs.
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Xketch-線稿式原型設計工具於行動應用開發之研究 / Xketch - A Sketch-Based Prototyping Tool for Mobile App Development

徐嘉駿, Hsu, Jia Jyun Unknown Date (has links)
行動應用程式App開發時相當注重於使用者體驗。利用原型進行測試以收集使用者回饋,根據回饋改善原型再進行原型測試,此過程稱之為Iterative Design Process。本研究從前測與訪談中得知設計師偏好使用線稿式的設計手法做出紙面原型,經過數次上述的循環後再轉換成互動式原型;在反覆設計/重構原型與進行使用者測試的過程中,累積了許多的資料需要被記錄與分析,但目前尚未有服務能支援Iterative Design Process中各個階段的需求。 本研究提出了一套能加快設計流程的線稿式原型設計工具「Xketch」。在原型設計階段,設計師可透過繪製筆畫指令的方式生成元件與設定頁面、元件間的互動行為;當原型設計完成後可以直接發佈給受測者。在原型測試階段時,系統會同步記錄受測者的操作過程與think-aloud口述資料。最後,將收集到資料透過時間軸介面重現以協助團隊分析與討論。本研究認為Xketch能有效幫助行動應用程式App的開發過程,加速Iterative Design Process的循環。 第一版Xketch的開發目的著重於原型設計階段,設計師可利用筆畫指令生成對應的元件與互動行為,並透過Storyboard設定與檢視原型的使用流程。受測者認為Xketch整體的操作簡易、容易學習,也相當認同使用線稿圖案作為筆畫指令的概念,並認為Xketch能有效幫助設計師快速製作出互動式原型。最後,本研究將分析受測者操作記錄並搭配訪談回饋總結Xketch的實驗結果與討論,探討未來Xketch在原型設計的改善方向。 / Iterative Design Process plays a great role for developing mobile applications with great user experience. Designers create prototypes to collect user feedback and use those feedbacks to improve designs and prototypes for further iterations and testings. From our initial studies, we found out designers tend to use sketch based paper prototypes as their initial prototyping method. Designers go through rounds of paper prototyping, testing and iterations, before moving on to create digital interactive prototypes. During this process, there are a lot of information needs to be recorded and analyzed for the iteration loop. However, no integrated service yet can streamlined designers’ process of creating prototypes, recording testing sessions, and analyzing results. We developed “Xketch”, a sketch-based mobile application development tool for iterative designs and testings. First, designers can use the sketching interface on Xketch to rapidly prototype UI modules and interactions. Designers then can distribute the prototypes through Xketch to testers. During testing sessions, Xketch’s testing environment will record user behavior data and think aloud audios. At last, the collected data will be presented on Xketch’s timeline interface for feedback analysis. We envision Xketch to streamline and optimize the iterative design process when designers design mobile applications. The first version of Xketch contains major features for the prototyping phase. Designers can use simple sketching gestures to generate corresponding on-screen UI modules, and configure interactions of those components. Moreover, designers can also create and review interaction flows through storyboard settings. From our testing for Xketch, participants indicate that Xkecth is easy to use and learn. They also found the concept of using sketching gestures to generate on-screen UI module intuitive. Overall, participants think that Xketch can help them create prototype rapidly and intuitively. To improve for Xketch, we recorded participants’ usage behavior and accompanied with user interviews to give us a holistic view on the future iterative direction for Xketch.

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