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中鼎工程公司設計部門核心能耐的建構機制之研究-以知識管理的觀點 / The core competence establishing mechanism of CTCI engineering departments - knowledge management perspective劉國棟 Unknown Date (has links)
本研究以中鼎工程公司為個案,針對各專業設計部門主管以問卷調查的方式,探討國際統包工程公司設計部門應有的核心能耐,並採取知識管理的觀點,探討此核心能耐的建構機制。
研究結果發現國際統包工程公司設計部門的核心能耐為「工程設計整合能力」。此整合能力包括(一)跨設計部門整合(二)軟硬體資訊平台整合(三)EPCK整合(四)專案目標整合(五)企業文化整合。國際統包工程公司為確保設計的品質,會訂定嚴謹的作業準則、進行紮實的教育訓練;並全力發展整合性設計平台,以縮短設計時程與減少重做成本;除此之外,也強調總成本觀念,在設計階段即考量採購、建造與試車的各種要求。國際統包工程公司為能在國際市場充分發揮出團隊的效能,設計人員需具備充分的專業技術能力,並輔之以管理領導能力與英語溝通能力。而公司的企業文化,諸如專業、誠信、團隊合作與創新,則是促進整合的關鍵底蘊。業主對國際統包工程公司品牌商譽特別重視,品牌商譽是所有努力的綜合結果,有賴長期的蓄積。國際統包工程公司設計部門為蓄積核心能耐,會致力促使知識載體與知識活動產生正向循環,以提升競爭優勢。
研究結果也提出個案公司亟待努力的改善建議,包括(一)應持續召募適合員工,以利長遠之發展,就既有之人力斷層,則應加速訓練養成(二)應加強供應鏈管理,嚴格管控設備廠商設計文件到位時程(三)應採取適切的績效考核與究責方式,使員工產生積極整合態度(四)應加強設計、採購、建造與試車部門之間的互動(五)應加強投入公司層級的研發活動(六)應加強與Licenser和Client等之合作,以拓展上游端(基本設計)與下游端(試車)的核心能耐。 / This case study investigates the core competence of the engineering department of international turnkey contractors and the establishing mechanism of such competence in terms of knowledge management. A survey is conducted on the engineering department managers of CTCI Corporation to supplement this study.
Results show that engineering design integration is the core competence of the engineering department of international turnkey contractors. This includes the integration of (1) engineering departments, (2) hardware and software information platforms, (3) EPCK, (4) project objectives, and (5) corporate culture. International turnkey contractors will establish strict SOPs and provide solid education and training to ensure the quality of engineering work, and develop integrated design platforms to shorten design lead-time and reduce rework cost. Additionally, they emphasize cost concepts and consider the procurement, construction and commissioning requirements right at the beginning of design. Designers are equipped with adequate professional core competence, management and leadership competence, and English communication competence for international turnkey contractors to fully display team efficiency. Meanwhile, corporate culture, such as professionalism, sincerity, teamwork, and innovation, are also the keys to integration. As brand reputation is the synergy of all efforts and long-term accumulation, project owners pay special attention to the contractor’s brand reputation. Therefore the contractor’s engineering department is devoted to promote positive circulation of knowledge carriers and activities in order to build up core competence and enhance competitiveness.
Suggestions for immediate improvement of the case company were also proposed, including (1) continue to recruit suitable employees to facilitate long-term development and accelerate training process to close the gap of existing interrupted staffing; (2) strengthen supply chain management and apply strict deadline on suppliers’ technical documents; (3) adopt appropriate and fair performance assessment to motivate employees; (4) encourage interactions among engineering, procurement, construction and commissioning departments; (5) reinforce corporate level R&D activities; and (6) promote cooperation with licenser and client to expand upstream (basic design) and downstream (commissioning) core competence.
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汽車產業導入「數位工廠」成功關鍵因素與效益之探討(以中華汽車為例) / A study of the critical success factors and benefits of implementing the digital factory system in automotive industry-example of China Motor Company陳昱均, Chen, Yu Chun Unknown Date (has links)
拜科技進步之賜,虛擬模擬技術對於未來事件的預測準確度越來越高,而近年來發展出來「數位工廠」即是其中一個典型的工廠應用,因為「數位工廠」可利用三維立體模擬技術來進行工廠製程之設計與開發,可於投資決策前事先瞭解製程與成本之關係,藉此降低企業經營風險。
決策品質對於企業非常重要,關鍵的因素在於正確資訊及經理人的經驗,而經驗判斷也必須基於資訊情報之前提上,也就是說正確及高品質的資訊情報可提升決策之品質,而「數位工廠」則可事先模擬工廠之佈局及流程,提前獲得未來製造的情報,故決策之品質也將因此而提升。
近來許多國內外知名汽車企業紛紛導入「數位工廠」來提升製造之效率,例如日本豐田、德國賓士集團、中華汽車等領先之企業,但導入「數位工廠」絕不只是購買虛擬模擬軟體或是技術即可達成,其中必定包含許多的流程整合及應用過程,這樣才能使預測技術與決策品質一致化。
本研究以個案研究方法,透過觀察分析與訪談的方式,針對目前台灣有導入「數位工廠」的公司進行實證研究,但因台灣導入此類系統之研究樣本較少,故本研究將參考國外之期刊及技術文件,並實地訪問中華汽車,藉此討論汽車產業導入「數位工廠」成功關鍵因素與效益。
【關鍵詞彙】 數位工廠。 / A Study of the Critical Success Factors and Benefits of Implementing the Digital Factory System in Automotive industry - Example of China Motor Company.
Thanks to the advance of technology. Virtual simulation technology is getting more accurate prediction of future events. In the recent years, the digital factory is one of the typical plant applications, because the digital factory can use the three-dimensional simulation for plant design, layout, and build up. Manager can check the factory process and cost in virtual simulation environment before company make investment decisions. And they also can reduce the risk by use virtual prediction result.
It’s very important for businesses decision making. The key factors for making the right decision are the correct information and the manager's experience. All judgments must be based on the premise of right information, because the right information will improve the quality of decision-making.
Recently, many well-known automobile companies develop the digital factory system to improve their manufacturing efficiency, such as Toyota, Mercedes group in Germany, the China motor in Taiwan. But building the digital factory is not just to purchase the virtual simulation software. It will contain the process integration and application process in order to make the good prediction for high quality of decision-making
In this study, I use the case study for analysis, interview and observing of China Motor Company. Because the study sample is too small in Taiwan, this study will refer to foreign of journals and technical documents. And I also use field study of China Motor Company for discuss the critical success factors and benefits of digital factory.
Key words: digital factory.
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IC設計產業創新服務營運之研究 – 以山寨產品之案例分析 / An innovation service model study of IC design industry – cases study over Shanzhai products王德仁 Unknown Date (has links)
臺灣半導體產值已佔全球半導體產值的百分之二十,而臺灣IC設計產值亦已佔全球第二位之重要位置,然而現今在全世界之市場、產品定義、及產品規範都掌控於歐美世界大廠之手,臺灣IC設計產業如何擺脫低價競爭之厄運,甚至有時就算低價競爭,也無法在歐美IC設計大廠已攤平開發成本下,在價格上取得任何優勢;因此在原有臺灣IC設計產業舊有之經營模式,大陸山寨市場提供一個絕佳從資通訊產業上、中、下游之產業鏈重組之模式,臺灣IC設計產業因此在經營模式上必須找出一可以創造產業鏈上、中、下游多贏之經營模式。山寨手機是目前相當成功的一個案例,也創造出一個華人市場特有的手機產業鏈模式,因此此一成功案例也成為目前臺灣IC設計產業最想複製並找出其中致勝之道。
本研究主要探討之問題有四:晶片設計產業,在擴散其核心競爭力時,往往是跨產業別之新的開始,應考量之要點為何? 為切入成熟市場,新的晶片設計公司從”邊陲市場”切入該產業時,產品需提供何種差異化?需提供何種服務並如何取捨? 晶片設計公司原本為腦力密集產業,強調是小而美;然而面對現今山寨產品之風行,山寨系統廠將營運重心轉往銷售及量產管理,則晶片設計公司在組織上如何因應此種產業分工之改變? 晶片設計公司之核心能耐擴展,在山寨市場所需具備之條件為何?
本研究主要藉由策略與組織、技術能力、與市場因素三個構面做為主要分析架構。由三主要架構再細分各架構之變項,在策略與組織中,共有企業經營團隊、核心競爭優勢、組織架構、及網絡定位等變項;在技術能力中,則有過去所累積之產品開發經驗、內部知識傳遞之效率、外部可利用之資源網絡、產品開發管理制度、組織學習能耐及企業之知識管理系統等變項;在市場因素中,則有市場需求之變化、產品行銷、產業合作網絡、及政策因素。
本研究所獲得之研究發現則針對於策略與組織、技術能力、與市場因素此三構面分別描述如下:
一、 在IC產業擴展產業別時,穩扎穩打以鞏固進入產業核心競爭力之根基為企業領導者之主要任務,因此循序漸進為較適當之策略展開作法。
二、 IC設計公司為對客戶提供更多的服務,且面對新的挑戰時,從現有組織分出一獨立組織,或是在公司內部創造出新的組織結構,以便重新定義新流程或定義新的工作型態。
三、 當IC設計產業為因應山寨產業之生態,若需跨足原先IT產業分工中,屬於品牌廠所需負責之工作時,因財務之負擔,必須審慎以對。
四、 企業以”邊陲進入”之模式切入成熟產業,若在硬體平台相類似下,僅以低成本之差異,但無法取得消費者在其他產品特性方面之認同,則將難以形成產品認同。
五、 企業在跨入其他產業時,利用購併之方式快速取得核心技術,重新定義新任務所需之流程及價值觀為首要任務。
六、 技術追隨者在進入市場時,選擇以”邊陲市場”進入為一正確之選擇,然而利用”五力分析”分析市場競爭者之動態,隨時調整本身策略為更重要之功課。 / According to the market report, 20% market share of world wide semiconductor market is supplied by Taiwan’s companies, and the total market share of Taiwan’s IC design house is ranked as second within world wide IC design companies. But until now, all of the product definition and product specification are dominated by USA or Europe companies. Even to offer the price competition strategy to the target market, sometimes Taiwan’s IC design house also cannot break even by the traditional quickly follower business model. China market offers a good market, which is different with the traditional business model, to re-organize the business chain, and we called it as “Shanzhai” market. Taiwan’s IC design company could define a new business supply chain to win back some market share within the mature market. “Shanzhai” mobile phone market is a successful case, and it also create a special business supply chain within Chinese countries. Based on this successful case, other Taiwan’s IC design companies also want to analyze and find out the successful business model.
Within this research, there are four questions should be covered, and shown as below.
Within the IC design industry, what’s kind of consideration should be discussed when it try to expand it’s core competition?
When a new IC design company want to cut in a mature market, what’s kind of service should be considered except the product differentiation?
IC design house is a high technology company and focus on small size but with high quality engineers. If IC design companies tried to target on servicing the “Shanzhai” market, they how to re-organize the traditional organization to meet the different models with small quantities business models.
To expand the IC design house core competition for servicing “Shanzhai” market, what’s kind of conditions should be prepared?
Within this research, it consists and discussed from three dimensions which are strategy and organization, technology capability, and market factors. Under the three dimensions, there are some detailed key factors should be covered. Under the strategy and organization, it should cover company management team, core competition analysis, organization structure, and the position within the supply chain. Under the technology capability, it should cover the product development experience, the knowledge communication efficiency internally, the learning capability of new technology, and knowledge management system. Under the market factor, it should cover the analysis of market demanding, market promotion, business cooperation, and policy consideration.
By the three dimensions(strategy and organization, technology capability, and market factors), this research have the following finding.
1. When the IC design company expand it’s core business, it is better to expand the core business sequentially as it’s strategy.
2. In order to provide more new services other than traditional services of IC design company, the IC design house is much better to organize a new supporting organization or re-organize a new section to support to re-define the working SOP or define a new working model.
3. In order to service the “Shanzhai” market, the IC design company may involve the service of traditional brand name company’s business. The financial burden is a critical issue should be considered at first.
4. When the IC design house tried to step into a mature market as technology follower, it should try to find other differentiation point other than lower price only.
5. When the IC design house try to merge other IC design company for quickly step into a new market, the first priority is to re-define the new working SOP and target task for new group.
6. The technology follower select a second/or third priority market as their target market is a correct selection. But the most important is to adjust the own strategy dynamically according to competitor’s status.
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國際行銷通路策略之研究 - 以台灣電腦機殼公司在北美洲為例 / An examination of channel strategies in North America –the case of a Taiwanese PC enclosure company林錦河 Unknown Date (has links)
中小企業相對國際企業缺乏資金、人才與經銷通路管理經驗,當進軍國際市場時,絕大部分依賴當地的中間商,因此,選擇合適的中間商是關鍵成功因素之一。
本研究以某台灣電腦機殼公司在北美洲為研究個案,該公司強調「以誠信為基礎的通路策略」與成為「通路掛帥」的公司為目標。本研究探討其進軍國際市場時的通路決策制定過程,其中企業目標與通路策略,對通路設計決策與通路管理有深度的影響力。
另通路結構的長度、寬度及密度是關鍵的策略意圖,足以影響未來通路運作的效率。在通路管理上,提供通路成員訓練、行銷宣傳支援、激勵方案、績效評估等來協助通路成員達成預期的目標。
此外,面對外在經營環境變化與內在營運模式的調整,個案公司採用選擇性通路,以降低通路衝突的機率並提升通路效力。公司在調整通路結構時,改變通路成員的質與量,以達到地理區域的涵蓋度與深耕特定目標市場的目的。同時並採用「與巨人共舞,以小博大」的通路策略,對於選定的少數且極其重要的通路成員採取「深耕、做大」策略。研究中發現大型經銷通路商對於「以誠信為基礎的通路策略」比較認同,且對於個案公司建立通路管理制度的要求全力配合,其通路績效更佳。
最後提出對個案公司的建議:
1.高階主管需參與執行並貫徹「以誠信為基礎的行銷通路策略」。
2.面對快速變遷的外在環境與市場競爭情境,策略的生命週期變短,公司必需隨時檢視、修正或調整國際通路策略。
3.透過企業內部教育訓練,培養高階主管與資深團隊的通路管理能力。
4.台灣總公司OEM/ODM業務與北美全球性經銷商的衝突,亟需建立溝通協調與管控機制。 / Small- and medium-sized enterprises (SMEs), in contrast to large multinational corporations, often lack the financial resources, exposure, and expertise in product distribution channel management. When entering a foreign market, SMEs often have to rely heavily on channel partners. Consequently, selecting the appropriate channel partners is one of the key success factors in channel management.
This study examined a medium-sized Taiwanese PC enclosure company as it sought to expand in the North American market. To this end, the company adopted an integrity-based channel management strategy and strived to become a channel champion. The internal decision-making processes for channel partner selection were outlined and the influences of the company objectives on its channel design were analyzed. Furthermore, considerations on the length, width, and density – three important factors to an efficient channel strategy – were introduced. Lastly, methods to support channel partners in the form of product training, marketing and promotional support, incentive programs, and an appropriate performance appraisal system were discussed.
To maximize channel efficiency and reduce potential conflicts between channel partners, the company employed a tiered channel strategy. Extending the geographic coverage and penetrating key select markets was achieved by carefully selecting channel partners after weighing in the quality of their downstream distribution channels and their sales volume. Revenue growth in select markets was achieved by leveraging the strengths of a few competent channel partners. These channel partners have subsequently recognized the benefits of the integrity-based channel management strategy and are more committed to fulfilling their roles within the overall auspices of the channel distribution system.
Recommendations to the company based on the research findings are the following:
1.The management should be involved and be committed to the implementation of the integrity-based channel management strategy.
2.In the face of constant changes in the business environment, channel strategy should be reviewed and revised anytime.
3.Internal training to senior management to raise their capability of channel stewardship.
4.Establish a mechanism to resolve potential conflicts between Taiwanese OEM/ODM sales team and channel partners in North America.
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電子健康服務設計之適配度 / Examining the fit between e-Health service features and patient segments蔡亞霖, Tsai, Ya Lin Unknown Date (has links)
由於社會人口結構逐漸老化,電子健康照護服務的需求日漸增長,在今日成為健康照護服務中成長最迅速的領域,因此,服務設計就在健康照護產業中成為一個關鍵的議題。設計一個成功且完善的服務系統,首先要先了解病患的特性及需求,我們引用調節變項模型的概念,提出一套電子化健康照護服務設計架構,研究病患的服務偏好以及服務特色之間的配適性關係。本研究採個案研究法,透過台大醫院遠距醫療照護服務計畫中收集資料,我們研究結果發現在病患服務偏好以及服務特色當中存在著高度的配適性關係,如同我們的假設,在這之間的配適度將是一個影響服務效能的關鍵因素之一,本篇論文的貢獻在於為電子健康照護服務產業上提供一個良好的服務系統架構,並且提出一個驗證後的模型以了解關鍵的相關服務特色。 / The demand of e-Health care has been dramatically increasing and is quickly becoming one of the fastest growing areas of health-care today, due to today’s rapidly aging society; service design has therefore become a critical issue in the e-Health industry. To design a successful e-Health system, one must consider the different characteristics and preferences of each patient and design a system from a practical point of view. According to the concept of fit through moderation, this research aims to propose an e-Health design framework that examines the correlational fit between e-Health features and patient preference for achieving the best performance. We conducted a survey, where data was collected from the e-Health care program at the National Taiwan University Hospital (NTUH). From these sources, we found that there is an existing fit between e-Health service features and the preferences of different patient segments. Our findings also coincide with our pervious hypotheses that the fit between service features and patient preference contribute the service performance. The contribution of study is to provide a better understanding of critical service features through a validated framework in order to develop a better service system design for the provision of e-Health service.
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時裝設計產業智慧財產保護之研究 / A study on the intellectual property rights in apparel design industry古詩苹 Unknown Date (has links)
快速時尚為目前服飾零售業的主流經營理念,快速時尚服飾零售業者自時裝週伸展台上的華服汲取靈感,透過對供應鏈的設計與改良,縮短產品自設計、生產到上架的時間,販售高度客製化的流行服飾產品。同時,隨著網路購物市場持續膨脹發展,網路購物模式不斷新生,如團體合購與代買、代下標、連線等突破跨國購物障礙的中介服務。快速時尚的即時生產概念與暢通的網路通路,彷彿仿製時裝的雙翼,使之如蒲公英的種子般輕盈地飄落全球、遍地開花。
在仿製時裝的態樣及規模皆與過往顯著不同的當下,智慧財產權相關法律制度是否賦予原創時裝設計師保障?在專利權與商標權方面,由於時裝設計的流行性本質與新式樣專利之創作性要件有所矛盾,亦不易符合立體商標之識別性要件,且專利權與商標權須申請註冊獲核准始受保護,設計師得花費大量時間、費用及作業勞力成本,所費不貲,設計師與欲藉該二種智慧財產權維護其權益,既有難度也不適合。而在著作權方面,本研究一一檢視著作權取得要件後,則認為時裝設計為得受現行著作權法保護之客體,且不限於平面形式之時裝設計圖,立體形式同受保護,原創時裝設計師得依該法主張權利。
我國司法實務見解及近期行政函示亦肯定時裝設計受著作權法之保護,認定抄襲改作屬侵害他人時裝設計作品著作權之行為,就此本研究擇我國時裝設計侵權訴訟中的代表性案例,分析法院判決理由。本研究另挑選美國最新時裝設計侵權訴訟二案,進行個案分析,自該二案例顯見於法律並未明文保護時裝設計之情況下,訴訟並非有效對抗仿製時裝之手段。
最後,本研究以產業分析、法律分析及個案分析之研究結果為基礎,分別對政府與企業經營者提供建議:政府應釐清時裝設計產業政策走向,選擇較適我國之快速時尚服飾零售業扶植之,繼而朝有利發展快速時尚服飾零售業之方向解釋著作權法;我國快速時尚服飾零售業者應穩固基礎建設、善用網路通路,前進大中華市場;我國原創時裝設計師則應注意各國法制動態,提升商品與服務品質,並把握利用侵權訴訟宣傳行銷品牌之機會。
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台灣IC設計公司競爭模式與成長策略 / The competitive patterns and growth strategies of Taiwan fabless IC design林帛曉, Lin, Po Hsiao Unknown Date (has links)
台灣半導體業自1970年代發展至今,垂直分工完整,從上游的IC設計、製造,到下游的封測與配銷,都有眾多企業投入。本研究著眼於台灣半導體產業中,最上游的IC設計公司之競爭策略與經營模式,主要有幾個原因:
1.台灣有超過300間IC設計公司,吸納了眾多理工相關人才。
2.在全球範圍內,近年的產業結構劇變導致IC設計公司消長迅速。
3.IC設計可靠著正確的產品崛起,但也容易後續乏力,是高風險高獲利的產業。
4.經20餘年發展,世界前20大IC設計公司中,台灣企業已佔到5席。此時回顧IC設計公司的發展歷程,探究其成長策略,當可做為未來其他新進業者參考。
企業成長的策略模式是多樣化的,本研究整理相關文獻與個案發展歷程,針對四家台灣不同領域的IC設計公司所做分析,提出IC設計公司成長策略的擬定,可以由「市場面」、「技術面」,和「策略面」出發。目的在於,探討台灣IC設計業在成長過程中,面對外部競爭環境如何擬定競爭策略以建立、維持競爭優勢。
本研究實證結果摘要以下幾點:
1.技術面:新創IC設計公司資源不足,專攻特定技術可盡速累積經驗與未來發展資源。為了補足資源缺口,可以考慮緊跟產業標準制定者,進行產品規劃。
2.市場面:透過挑選指標型客戶,建立穩定的訂單來源,以及市場聲譽。
3.策略面:引進重要客戶或業界龍頭入股,加深合作關係。
關鍵字:IC設計、競爭模式、創新策略、成長策略、競爭優勢。 / Since 1970s, the semiconductor industry in Taiwan has formed a complete vertical specialized system which consisted of numerous companies from the upstream IC design, manufacturing, assembly & testing to the downstream IC distribution. The reasons why this study focused on the competitive patterns and business models of IC design includes:
1.There are more than 300 fabless IC design house in Taiwan and the whole industry attracted lots of young engineering talents and became remarkable to Taiwan economy.
2.Significant structural transformations changed the whole industry recently.
3.IC design house can rise rapidly by just one right product and fall even faster if they missed the right timing. So the industry is about high operation risks with high return on investments.
4.To learn the successful stories of Taiwanese IC design could be reference classes for the coming start-ups.
The growth strategies of corporations are quite diversified, therefore, this study induced the related documents and generalized the history of four case companies to find how they develop growth strategies. This study proposed the growth strategies could be formulated out of three dimensions: the market orientation, the technology orientation and the strategy orientation as below:
1.Technology orientation: In order to accumulate necessary resources for future growth, IC design start-ups may concentrate on core technologies and keep in step with the industry standard setters to plan their product line.
2.Market orientation: Collaborate with key clients to gain stable purchasing orders and reputations.
3.Strategy orientation: Leverage key clients or industry leaders to do market development.
Keywords: Fabless IC Design, Competitive Patterns, Innovation Strategy, Growth Strategy, Competitive Advantage.
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中小企業服務創新價值網路模式設計:顧客導向與意象模式方法 / Value network design for cluster SMEs service innovation: a customer- driven and imagery based approach謝沛宏, Hsieh, Pei Hung Unknown Date (has links)
Evolution of the global economic system has significantly impacted on customer behaviors. The service economy era has accompanied rapid growth of the service industry. This work focuses on service innovation enhancement for cluster SMEs, which play important roles in the global economic system. These SMEs, which have specific knowledge and capabilities, are keys to improving customer service experiences. However, the entire service system has evolved, as have customer behaviors. In addition to understanding how service value is created, interactions between economic, social, and environmental systems during value creation are also crucial for the sustainable development of service industries. For service systems consisting of SMEs, the design of a value network for clustered SMEs still faces huge challenges in finding key value propositions and assessments for value creation.
To assess service value, relationships, and customer feedback from both economic and social psychology perspectives, this research proposes a novel service ecosystem for value creation in service dominant logic and customer-driven and imagery-based value network design approach (CIVNDA) grounded in service dominant logic and image theory. The CIVNDA (1) provides a framework for designing and configuring a service value network that can identify the roles and value propositions of each partner; (2) provides a novel service imagery representation to characterize services of businesses from a customer psychological perspective; and (3) generates appropriate partners for specific cooperation goals and service journey designs.
Due to the importance of information technology in service innovation, integration, and provision, this research also implements an ICT-based service platform—uVoyage using color image scale and metaphor theory. Tourism is selected as the study industry to evaluate the effects of the CIVNDA and the uVoyage service platform. Interview and focus group results (1) show that four different evolutionary stages of tourism SMEs exist when adapting to the current service economy era; (2) indicate how the CIVNDA and uVoyage platform facilitate value co-creation for tourism SMEs during different evolutionary stages; and (3) demonstrate how the features of service imagery differ from brand images and can be utilized to bridge gaps between product design and customer-driven service design.
This research can contribute to our understanding of service system ecology and service value evaluation in service value network designs consisting of SMEs in the tourism, design, cultural, and creativity service industries. The proposed concept of service imagery also guides future innovative research and outcomes of service value network design.
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專題導向式電腦輔助學習策略在國小自然科教學上的應用 / Computerized Project-Based Learning for Elementary Science Education趙金婷, Chao, Jing-Ting Unknown Date (has links)
本研究旨在探討如何設計以建構主義為基礎的專題導向式VR學習環境,並進一步藉由教學實驗探討運用此VR學習環境能否提升學童的學習效果,以及配合「配對合作」、「引導輔助」策略之應用,是否能提升VR學習環境輔助學習之效果。最後,則藉由晤談之分析,瞭解學童經過教學後仍存在哪些錯誤概念,並藉由不同學習環境及不同學習成就學童心理模式之比較,進一步推論影響學童概念之因素,期能提供教學者及後續研究者之參考。
本研究兼採發展學習軟體、準實驗研究法、問卷調查法及晤談法。首先設計並製作「地球的運動VR學習環境」。並選取台南市進學國小三個班級125名學童為對象,進行兩週之教學實驗。隨後進行紙筆測驗立即後測,並於四週後進行延宕後測。此外,在教學後依據學習成就及學習環境,分別選取12名學童參與晤談,以瞭解其心理模式。根據研究所獲得的資料,本研究之主要結論如下:
1. 本研究之VR學習環境有助於學童地球的運動相關概念之學習,然而仍有部分設計未達理想。整體而言,建構式虛擬實境學習環境之設計是值得發展的方向。
2. VR學習環境配合引導策略之應用,有助於學童之立即學習,對於問題層次較為抽象的專題報告,也有較好的效果。但在保留學習以及問題架構較明顯的專題報告中,是否給予輔助則無明顯差異。
3. 在地球的運動VR學習環境中,配對學習的效果並未優於個別學習。同時也沒有證據顯示配對學習的過程中,產生增進學習效果的互動過程。
4. 在VR學習環境中,採自由探索方式的學童有較正向的「學習經驗」和「互動經驗」。
5. 不同學習成就的學童其地球的運動相關概念有著極大的差異,一些容易受到直覺觀念影響的錯誤觀念,即使經過教學也很難改變。
6. 課本平面教材在傳達具有空間性質的概念時,易使學童誤解,有必要發展3D空間性質的教材。
根據研究結果,本研究提出建議,以供教育行政單位、國小自然科教師、電腦輔助教學軟體發展者以及未來相關研究之參考。 / The purposes of this dissertation were (1) to design and develop an innovative VR-based learning environment to teach "the motion of the earth" for the 6th grade students, (2) to investigate the effects after two weeks' instruction of VR-based learning environment on students’ learning achievements, which include different cognitive levels and different content areas, (3) to investigate the effects of cooperative dyads and provide guidance within the VR-based learning environment, (4) to analyze what factors may influence on the conceptual knowledge about the earth for sixth graders through interviews.
Research approaches of this study included designing a computer-based learning environment, quasi-experiment, questionnaire survey and structured interview. The VR-based learning environment was designed through the processes of literature review, objective analysis, and content analysis. The evaluation of the VR learning environment was conducted through questionnaire surveying 12 experts and 76 students of the 6th grade to elicit their general opinions.
This study employed quasi-experimental design to experiment on 3 classes of 125 students from Tainan Jying-Shyue elementary school. Two classes participated in VR learning environment. The members of the two classes were grouped by heterogeneous mixed-ability dyads or individual learning. The members of one of the VR groups learned through the guidance of worksheets; the students of the other VR group explored the environment by themselves. The third class was a control group whose members learned in traditional model based learning environment. After two weeks' instruction, all subjects accepted the test of the unit of "the motion of the earth" and retest after 4 weeks. 12 subjects attending interviews were selected from 125 students by different test achievements and different groups for the analytic framework.
Through the design and evaluation of the VR world and the results from quantitative measure and interview data, the results were as follows:
1. We were gaining insights into the virtual reality's potential and limitations for learning. Constructivist VR-based learning environment is a new direction in the future.
2. Students learning by VR learning environment through guidance performed significantly better on the posttest than the other groups. Whether provided guidance or not, students learning by VR outperformed on test after 4 weeks than traditional learning environment.
3. There were no interaction effects between cooperative dyads and other factors. Cooperative dyads had no effect on test achievement in this study.
4. Students exploring the VR environment by themselves had more positive " learning experience" and "interactive experience" toward the environment than those learned through guidance.
5. Students with different achievement levels held extremely different mental models of the earth. The native conceptual knowledge of the earth was difficult to replace even after instruction.
6. The incorrect mental models concerned 3D concepts held by students were ineffectively corrected by the 2D textbooks.
Based on the results of the study, recommendations are then made for related educational administration institution, researchers, instructional designers and elementary teachers.
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筆記型電腦新產品開發之協同設計策略-以筆記型電腦品牌商為例 / Strategy in collaborative design for new product development in notebook PCs- a case study for a notebook pc company李文裕, Lee, Wen Yu Unknown Date (has links)
隨著全球科技迅速發展及國際化競爭的日益升高,競爭型態已由過去個別廠商間的競爭轉變為整體供應鏈體系間的競爭,運用企業間綿密的協同合作關係來強化整體供應鏈的團隊競爭力,已是企業在面對產業競爭的生存之道。本研究以一家國際品牌的電腦品牌商為個案研究的對象,主要在探討企業的新產品開發協同設計策略及如何選擇合作夥伴。本研究透過文獻探討新產品開發流程、產業分析與產業價值鏈的理論、與策略形態法,再透過資料收集與個案公司人員訪談,來分析個案在新產品開發活動價值單元及不同階段的合作模式以了解個案公司新產品開發的協同設計策略、執行狀況與策略夥伴的合作模式。
經由分析本個案,本研究發現地理位置、能力與資源、產品策略與新產品開發流程的複雜度會影響策略合作夥伴的選擇與新產品開發協同設計的合作模式。 / In response to the rapid changing of the technology and market, firms intend to choose the perfect-fit suppliers to be the strategic partner to build their own ECO system. This study aims to explore the corporate’s strategy in collaborative research and development and strategic partner selection- a case study for an international branding PCs company. This study starts with literature review of the new product development, industry analysis, value chain analysis and strat-egy posture analysis. To understand a firm’s strategy selection, I conduct multi-ple interviews with key members of the company regarding key activities of the new product development and collaborative development model at the stages.
Through the analysis of this case study, the study found that the geography, ca-pability and resources, a firm’s marketing strategy and complexity of new product development process are the key factors to the choice of strategic partner and the model of collaborative research and development.
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