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企業資訊入口網站之系統架構與物件導向模式建立之研究劉翼銓 Unknown Date (has links)
人類有史以來,便一直思尋利用各種方式將知識傳遞給下一代,隨著資訊科技近幾十年來的快速發展,再加上網際網路無遠弗界的影響,人類對利用資訊科技來強化知識管理的重視程度,正與日俱增。
一個良好的知識管理機制,對於企業而言是相當重要的。資訊科技正是促成知識管理的重要因素,資訊科技以各種不同的方式應用在知識管理上,企業資訊入口網站扮演了企業內外部巨量商業資訊的單一進入及個人化瀏覽窗口,並且整合背後的資訊資源、企業流程及其他員工之角色,以達成企業知識管理的目的。
而近年軟體工程上也有長足的進步,便是統一模式化語言(UML))的誕生。標準的制定加上物件導向本身的特性,不但大大的降低企業應用軟體時塑模的複雜度,同時亦提高模式的實用性。而塑模的觀念由來已久,一直為智慧型決策支援系統的重要議題,在日趨複雜的電腦及通訊環境中,以塑模觀念進行各式資訊系統的分析與設計漸趨重要。
因此,本研究便審視了目前所存在的企業資訊入口網站的系統架構,探討其共同的缺陷,並嘗試以MVC架構和物件導向方法,提出一個更好的企業資訊入口網站的系統架構和一個高階的物件導向模式來改善現存架構的缺點,另一方面也提供一個企業資訊入口網站架構的理論模式讓想要實施此一系統的人得以參考。
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台灣廣告使用外國符碼之初探研究 / A Study of Foreign Symbols Used in Taiwanese Advertisings陳招束, Chen, Chao-Su Unknown Date (has links)
No description available.
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超媒體文件運算結構之設計與建置研究張聖武 Unknown Date (has links)
目前以HTML所編輯出的超媒體文件對於多媒體資料在時空關係上缺少提供給文件設計者的精確性及相依性描述,提供給讀者的互動效果也有不足處。為了彌補上述的缺憾,本研究提出超媒體文件的運算結構來處理多媒體物件在時空關係上的描述以及與使用者互動的議題,以物件導向設計方法設計出運算環境類別、一元運算功能類別與多元運算功能類別,並利用Java語言建置出一套腳本描述語言工具來輔助HTML的展現效果。
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從語言文化學角度論植物詞語:俄漢對比與翻譯 / Study on the comparison and translation between Russian and Chinese plant words from linguoculturological perspectives郭庭睿 Unknown Date (has links)
俄羅斯的植物文化與人民的生活作息密不可分,俄羅斯植物因人們的信仰具有靈性,故在民俗活動中具有許多功能。俄羅斯文人將思鄉、戀愛、哀悼等諸多情感投射於植物,賦予植物豐富的美學價值。植物的美學意涵在中國文人墨客的生花妙筆之下,與俄羅斯相比毫不遜色,他們將花卉的意涵昇華至道德思想中,以植物象徵氣節、品格,或是烏托邦式的理想世界,這點是俄羅斯植物文化中罕見的現象。花木表現了各種形式的美,同時蘊含了無法言傳的情感,充分體現了中國人謙抑的民族性。
在俄語學界早已興起以文化背景為研究基礎的語言學說,其中最受人注目的理論便是韋列夏金與科斯托馬羅夫提出的語言國情學。他們提出詞彙背景理論,提倡學習語言應同時著重國情文化知識的涉獵,在當時的學界掀起了不小的旋風。然而隨著時代演變,語言國情學受其視角限制難以前進,在學者們的努力之下,蛻變成為語言文化學(лингвокультурология)。
本論文的中心理論為語言國情學及語言文化學皆看重的文化伴隨意義理論。文化伴隨意義不僅具有雙重性的矛盾現象,在語言對比的層面上,更分為許多類型。藉由分析植物詞語的內部意涵,可探究俄羅斯文化的另一風貌。俄漢植物詞語的對比研究及其翻譯策略一直以來較無系統性的整理與探討,此即本論文之研究緣起。
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台灣以中文為母語的小孩的誘發過度泛化現象 / Priming overextensions in Taiwan Mandarin children陳采君, Chen, Tsai Chun Unknown Date (has links)
本篇研究的目的是要去比較中文跟英文小孩的誘發過度泛化現象的不同之處。誘發過度泛化現象指的是小孩子因為受到之前誘發過的字的影響進而造成對物品過度泛化現象的情況而稱之。Gershkoff-Stowe et al. (2006) 認為Dell (1986) 提出的擴散激活機制 (spreading activation mechanisms) 可用來解釋小孩的三種泛化錯誤類型: 類別錯誤 (category errors) 、語用錯誤 (pragmatic errors) 跟提取錯誤 (retrieval errors),此三種泛化錯誤的基底機制應該都是同樣的。另外,他們也認為最近激活跟形狀的類似對小孩的命名應該都扮演了很重要的角色。年紀較大的小孩也應該會擁有比較成熟的心理詞彙所以會比起年紀較小的小孩比較不容易受到之前提取過的字的影響。因為中文跟英文心理詞彙的不同,我們想去檢視是否一樣的理論也可套用在中文小孩身上。實驗方法沿用了Gershkoff-Stowe et al. (2006)的相同實驗法,做了與他相同的兩個實驗。第一個實驗是熟悉物與不熟悉物的命名,兩歲小孩要做六次的試驗,然後我們是用三張圖片做為誘發圖片,然後請小孩去命名一個真實的物品。第二個實驗是虛構物品命名,我們在這個實驗裡比較兩歲小孩跟四歲小孩的不同表現。實驗過程跟實驗一是一樣的,只是實驗二是看虛構物品不是真實物品,且有八個試驗機會而不是六個。結果顯示有一個跟英文大致上類似的結果。然而我們仍有發現一些不同之處。第一,我們發現熟悉物在中文裡比起英文似乎有更強的力量。第二個則是兩個語言不同的構詞法可能會對於比較成熟的心理詞彙造成不一樣的誘發方式。 / This purpose of this study is to compare the difference of priming overextension phenomena between Mandarin Chinese children and English children. Priming overextension means that children overextend some words due to the effects of the previously primed words. Gershkoff-Stowe et al. (2006) found that spreading activation mechanisms (Dell, 1986) should be the underlying mechanisms of three types of children’s overextension errors, i.e., category errors, pragmatic errors, and retrieval errors. Moreover, they thought that recent activation and perceptual similarity both play an important role on children’s object naming. Besides, older children should have a more mature mental lexicon and thus less susceptible to previously retrieved words than younger children. Due to the difference of the lexicon networks between Mandarin Chinese and English, we want to examine whether the same theory also could apply to Mandarin children. Two experiments which followed Gershkoff-Stowe et al. (2006) were conducted. The first one was familiar or unfamiliar object naming. 2-year-old Children underwent six trials and were primed by three pictures and then were asked to name a real object. The second experiment was novel object naming. We compared the performances of children aged 2 and aged 4 together. The procedure was the same as the experiment 1 despite the fact that children in experiment 2 named novel objects rather than real ones and they underwent 8 trials rather than six. And results showed a generally similar finding with English. However, there are still something different between these two languages. First, we found that familiar objects should have stronger strengths in Mandarin than in English. Second, different morphology in two languages may result in different priming way for more mature mental lexicons.
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二十世紀俄羅斯戰爭歌曲中的語言世界圖景 / Language world view in Russian songs in twentieth century楊婷婷 Unknown Date (has links)
語言是文化的一部分,反映出一個民族的歷史傳統、生活方式與價值判斷,呈現其獨有的世界圖景,並與其他民族有所區別。生活環境的變遷會影響人的思維模式與價值取向,兩次世界大戰是至今為止人類社會所進行最大規模、傷亡最為慘重的全球性戰爭,長期處在戰爭的緊張情緒狀態之下,人的內心變得脆弱敏感,對事物的認知與感受力更加強化並且具體。
戰爭對俄羅斯民族與文化的影響可以從文學、電影、音樂等各方面探討。歌曲是大眾文化之一,歌詞的語言精練,篇幅不長卻具有完整的意境,而且帶有旋律,容易廣為流傳。歌詞的語言能夠概括地表達歌曲的意境與氛圍。本論文希望能透過歌詞文本的詞彙與概念分析,建構出俄羅斯戰爭歌曲的語言世界圖景。
本論文從俄羅斯戰爭歌曲中的關鍵詞彙探討俄羅斯語言文化的重要概念:祖國、勝利、愛、命運、生死與幸福,除了可以具體呈現抽象的俄羅斯民族心智,以語言學習的角度而言,理解這些概念所構成的語言世界圖景有助於了解俄羅斯民族的語言與文化,更能有效掌握重要詞彙的運用。本論文的語料來自俄羅斯戰爭歌曲的歌詞,除可作為語言學習者與教學者的語言文化、歷史主題課程補充教材,對於翻譯領域以及字典編撰領域也提供進一步的思考面向,更可為往後探討不同時代、類型或主題的歌曲中之語言世界圖景的研究提供參考與對照。
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結合本體論與案例推理之合理使用推薦 / Ontology-supported case-based reasoning for a fair use recommendation楊協達, Yang, Xie Da Unknown Date (has links)
網路的發達使得數位內容的流通更加的便利,數位內容擁有者為了避免資料被任意散播,而採用DRM(Digital Rights Management)系統來保護自身的權利。然而DRM系統是採用限制的方式來控管資料的使用,並沒有考量到合理使用的設計,其中主要的原因在於合理使用的規範難以設計且用電腦落實,時常會有一些情況需視個案而定。
本研究希望透過結合本體論推論與案例式比對的來解決合理使用規範難以制定的問題,利用本體論與規則語言進行推論做合理使用判斷,當本體論與規則語言無法判斷時再進行案例式比對,經由案例庫中的合理使用案例,我們可以明確的給予使用者在對數位內容操作上是否為合理使用的依歸,若沒有相符的案例,依舊可以給予使用者一個迫近預期的合理使用建議。 / Thanks to the development of network, it is much more convenient to spread digital contents; nevertheless, digital content owners can only use DRM (Digital Rights Management) system to protect their personal data from unapproved spreading. However, the fair use design is barely taken into consideration in the DRM system since it only uses limit principles to control data-spreading. The main reason is that fair use policy is not only hard to design but also hard to be universally practiced on computers. Furthermore, there are always rooms for fair use cases beyond a general model description.
This research aims to combine the advantages of ontology reasoning and case-based reasoning (CBR) to solve the problem of defining and enforcing fair use policy. Applying ontology and the rule language is the first approach to infer fair use decision; following is the CBR. This means that if ontology is not able to infer a fair use through its enforceable policy, then we apply CBR technique by compared with previous fair use cases established in our case base. Therefore, we can always derive a fair use or not fair use decision. Otherwise, we propose a recommendation for how to achieve a fair use or avoid not a fair use.
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應用模型驅動架構於多平台導引精靈程式開發 / Apply Model-Driven Architecture to the Development of Multi-Platform Wizards郭建宏, Kuo, Chien Hung Unknown Date (has links)
導引精靈(wizard)是一種用來收集用戶端資料的互動式使用者介面應用程式,常被廣泛的使用在軟體系統裡,也是大多數應用程式常見的功能之一。導引精靈的使用不僅簡化了複雜的資料收集過程,也可以避免資料的遺漏以確保收集資料的完整性;此外在資料收集的過程中導引精靈所提供的適當提示與即時資料驗證,還可以提高資料收集的正確性,所以導引精靈對於應用程式的資料收集是相當有用的。
本研究的目標是開發一個模型驅動的導引精靈開發系統,希望能在相同或不相同的時間裡快速建構多平台導引精靈程式。我們提出的系統稱為MoDWiz,它實現了應用「模型驅動架構(MDA)」於多平台導引精靈開發的所有工具支援。為了讓使用者建構自己的(平台無關)導引精靈模型,MoDWiz不僅提供了用以規範導引精靈的超模型,還制定一個特定領域語言WDL以作為此超模型的具體語法。此外,由於WDL的制定,我們得以提供專屬的編輯器以輔助使用者進行導引精靈模型的編輯。目前MoDWiz支援三種執行平台的導引精靈開發,分別為網頁應用程式、Eclipse與Java。而根據MDA理論,我們必須制定的三種平台超模型均已內含於MoDWiz。除此之外,MoDWiz的工具鏈還包括用來將平台無關導引精靈模型轉換成符合每一個特定平台導引精靈模型的M2M工具,以及將每一個特定平台導引精靈模型轉換成相對應實作的M2T工具。所有MoDWiz的工具與WDL編輯器程式均實作為Eclipse 外掛程式,因此能夠與Eclipse平台高度整合。當利用WDL編輯器完成導引精靈模型的製作之後,使用者只需透過簡單的滑鼠點擊就可以完成導引精靈程式的實作。 / A wizard is an interactive user interface program used to collect data from the user. It is widely used in software systems and is a common part of most applications. Not only does the use of wizards modularize and simplify complex data collection process, but it can also avoid data missing and ensure data integrity. Furthermore, during the process of data collection, since a wizard can provide tips and instant data validation it can also improve the correctness of collected data. As a conclusion, it is very beneficial to use wizards in an application.
The goal of this research is the development of a model-driven wizard generation system (MoDWiz) that can be used to help rapid construction of multi-platform wizards to be developed at different or the same time. MoDWiz is our solution to the problem of applying OMG's model-driven architecture (MDA) to the development of multi-platform wizards. In order for the user to construct his (platform independent) wizard model, MoDWiz provides not only a wizard metamodel but also a domain specific language (DSL) called WDL as a concrete syntax of the metamodel. Owing to the availability of WDL, we are able to provide also a friendly editor to help the user to edit his wizard models. MoDWiz supports at present three platforms: eclipse platform, web application platform and plain Java platform. Accordingly metamodels of wizards for these platforms have to be defined and indeed have been provided in MoDWiz. Apart from these, MoDWiz's tool chain includes also M2M tools, which could transform every platform independent wizard model into a corresponding PSM model for each platform, as well as M2T tools, which could transform every platform specific wizard model into a corresponding implementation. All of MoDWiz's tools and wizard editor are implemented as eclipse plug-ins and thus are highly integrated with eclipse. As a result it is very easy to get a wizard implementation by simple mouse clicks once its model has been constructed using MoDWiz.
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利用模型驅動技術快速產生領域專屬語言之執行與偵錯環境 / Rapid generation of executing and debugging environments for Domain-Specific languages based on Model-Driven technology趙仁鋒, Chao, Jen Feng Unknown Date (has links)
領域專屬語言的設計理念是希望能夠協助使用者在特定領域上解決特定問題。然而,大多數領域專屬語言的開發環境與工具均非常貧乏,這將會增加使用者在開發程式上的困難。
所以本研究利用模型導向技術來建構一套生成系統,使用者只要輸入領域專屬語言的語意以及偵錯定義,就能快速生成語言的執行與偵錯環境,並提供完善的操作介面,輔助使用者加快程式開發的速度。 / The purpose of creating domain-specific languages (DSLs) is to help user solve problems in a particular domain. However, most DSLs are lack of development environments and tools, which would be more difficult to develop programs.
This thesis is aimed to develop a generating system based on model-driven technology. Given the semantics and debugging definitions of a domain-specific language, the system would be able to generate an executing and debugging environment for the language with friendly user interface, thus improving efficiency and productivity of using the language.
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語料庫及心理語言學為基礎之研究: 以[Do/Make+Noun] 為例 / Investigating [Do/Make+Noun] constructions: a study based on corpora and psycholinguistic experiments謝怡箴, Hsieh, Yi Chen Unknown Date (has links)
大多數台灣英語學習者在進入大學前已經習得相當數量的英文字彙,即便如此,他們仍然會誤用常見的搭配詞 (例如: [do/make+noun])。本論文藉用兩種語料庫 (分別為台灣英語學習者語料庫及英國國家語料庫)來分析、觀察[do+noun]和[make+noun]的異同以及英語母語人士及台灣英語學習者使用[do/make+noun]狀況。結果顯示台灣英語學習者和英語母語人士最大的不同在[make+noun]:就語意層面而言,最常被英語母語人士使用的[make+noun]為 ‘to perform, to carry out’ (例如: make a speech, make a fine judge, etc.) 而台灣英語學習者偏好 ‘to create’ (例如: make a sushi, make a robot, etc.);就名詞特性而言,母語人士偏向使用抽象的名詞 (例如: comment, progress, etc.) 而學習者習慣使用具體的名詞 (例如: robot, sushi, etc.)。除了語料庫語料分析,本論文還透過心理語言學實驗測驗 (即圖片引述實驗-受試者描述他們不熟悉的動作) 觀察母語人士和學習者使用常見的搭配詞-[do/make+noun]-的差異。台灣英語學習者使用為數不少廣義的[do+noun] (例如:do exercise 或 do sports) 而英語母語人士傾向使用帶有具體意義的動詞 (例如:sit-up) 或搭配詞 (例如: do sit-up)。幾乎沒有母語人士使用[make+noun]而大多數學習者使用的是[make+noun]-當make做為causative的用法。根據此實驗分析,本論文提出一個模型來探討英語母語人士和英語學習者對[do/make+noun]的使用異同。 / Learners of English in Taiwan are estimated to reach a certain command of vocabulary size before they enter colleges. However, they still differ from native speakers in producing the commonly-used patterns, such as [do/make+noun]. In order to observe the similarities and differences of [do+noun] and [make+noun], as well as their uses by EFL learners, this paper inspects their senses using two types of corpus data, namely a Taiwan-based learner corpus and the British National Corpus. The results show that learners differ from native speakers mainly in their use of [make+noun]. For example, the most frequent sense used by native speakers is ‘to perform, to carry out,’ as in make a speech, make a fine judge, etc., whereas that used by Taiwanese learners is ‘to create’ as in make a sushi, make a robot, etc. With respect to the characteristic of the noun following make, native speakers tend to choose abstract nouns, such as comment, progress, etc., whereas learners prefer concrete nouns, such as robot, sushi, etc. A psycholinguistic experiment is also included in order to see whether learners use language with general meanings, such as [do/make+noun], more in describing situations unfamiliar to them. Results show that [do+noun] patterns with a more general meaning (e.g., do exercise or do sports) are more often used by the learners in our experiment while native speakers prefer language with a more precise meaning (e.g., sit-up or do sit-up). Few [make+noun] constructions are found in native speakers’ language whereas learners produce numerous [make+noun] constructions, mostly the causative uses of make.
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