• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 66
  • 59
  • 7
  • 1
  • Tagged with
  • 67
  • 67
  • 35
  • 33
  • 31
  • 20
  • 16
  • 15
  • 13
  • 11
  • 11
  • 10
  • 10
  • 8
  • 8
  • 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.
51

賽局理論與學習模型的實證研究 / An empirical study of game theory and learning model

陳冠儒, Chen, Kuan Lu Unknown Date (has links)
賽局理論(Game Theory)大多假設理性決策,單一回合賽局通常可由理論證明均衡(Equilibrium)或是最佳決策,然而如果賽局重複進行,不見得只存在單一均衡,光從理論推導可能無法找到所有均衡。以囚犯困境(Prisoner Dilemma)為例,理論均衡為不合作,若重複的賽局中存有互利關係,不合作可能不是最佳選擇。近年來,經濟學家藉由和統計實驗設計類似的賽局實驗(Game Experiment),探討賽局在理論與實際間的差異,並以學習模型(Learning Model)描述參賽者的決策及行為,但學習模型的優劣大多依賴誤差大小判定,但誤差分析結果可能與資料有關(Data Dependent)。有鑑於學習模型在模型選取上的不足,本文引進統計分析的模型選取及殘差檢定,以實證資料、配合電腦模擬評估學習模型。 本文使用的實證資料,屬於囚犯困境的重複賽局(Repeated Game),包括四種不同的實驗設定,參加賽局實驗者(或是「玩家」)為政治大學大學部學生;比較學習模型有四種:增強學習模型(Reinforcement Learning model)、延伸的增強學習模型(Extend Reinforcement Learning Model)、信念學習模型(Belief Learning Model)、加權經驗吸引模型(Experience-Weighted Attraction Model)。實證及模擬分析發現,增強學習模型較適合用於描述囚犯困境資料,無論是較小的誤差或是適合度分析,增強學習模型都有較佳的結果;另外,也發現玩家在不同實驗設定中的反應並不一致,將玩家分類後會有較佳的結果。 / In game theory, the optimal strategy (or equilibrium) of one-shot games usually can be solved theoretically. But, the optimal strategies of repeated games are likely not unique and are more difficult to find. For example, the defection is the optimal decision for the one-shot Prisoner Dilemma (PD) game. But for the repeated PD game, if the players can benefit from cooperation between rounds then the defection won’t be the only optimal rule. In recent years, economists design game experiments to explore the behavior in repeated games and use the learning models to evaluate the player’s choices. Most of the evaluation criteria are based on the estimation and prediction errors, but the results are likely to be data dependent. In this study, we adapt the model selection process in regression analysis and apply the idea to evaluate learning models. We use empirical data, together with Monte Carlo simulation, to demonstrate the evaluation process. The empirical data used are repeated PD game, including four different experimental settings, and the players of the game are from National Chengchi University in Taiwan. Also, we consider four learning models: Reinforcement learning (RL) model, Extend Reinforcement learning (ERL) model, Belief Learning (BL) model, and Experience-weighted attraction (EWA) model. We found that the RL model is more appropriate to describe the PD data. In addition, the behaviors of players in a group can be quite different and separating the players into different sets can reduce the estimation errors.
52

從賽局理論的觀點探討台灣筆記型電腦鋰電池組廠商之競合策略 - 以鋰電池產業D公司為例

李志豪, Lee, Chih Hao Unknown Date (has links)
鋰離子電池(Li-Ion Battery)在筆記型電腦產品的應用性愈來愈高,而臺灣廠商在筆記型電腦產品之產業鏈上素來扮演重要地位,鋰離子電池產業也不例外。然而,環顧目前全球筆記型電腦鋰離子電池產業,日本與韓國廠商一方面供應筆記型電腦所使用的18650電池芯給台灣的電池組裝廠,另一方面在電池組上與台灣組裝廠競爭電池組的市場。而臺灣廠商在日本、韓國等電池芯供應商的夾擊下,該要如何找到出路? 本研究利用Brandenburger & Nalebuff(1996)在「競合策略」(Co-opetition)一書中發表的賽局理論為架構,利用賽局理論的架構探討臺灣電池組裝廠廠商在全球筆記型電腦鋰離子電池產業的定位。本研究採個案研究法深入訪談個案公司的高階主管,以瞭解其與供應商、競爭者的競合關係。由個案分析與研究發現得出研究結論如下: 結論一:明確的客戶選擇與產品策略,有助於凝聚內部的共識,創造對客戶和對供應商附加價值。 結論二:面對強勢的供應商,並且積極的爭取下游客戶的競爭下,企業要積極扮演好客戶期待的角色,並進一步藉由客戶的力量來提升供應商的服務。 結論三:企業透過不同的價值活動來展現技術和未來的發展力,可以提升在客戶端的價值地位;也可以讓供應商廠感受威脅來提升供貨的服務。 結論四:企業藉由客戶、互補者在其他產業的連結,有助於擴展產品的範圍及開發新的客戶。 / Lithium Ion Battery is getting more widely used at portable electronic products, particularly at laptop PC. In laptop PC industry, Taiwanese manufacturers have been playing important role in the worldwide supply chain, and Taiwanese battery pack makers also have significant share of computing batteries market for laptop PC in past years. Most of computing batteries adopt 18650 Lithium ion cell which is the most significant cost factor of a computing battery pack. Taiwanese battery pack makers source the Lithium ion cells mainly from Korean and Japanese Lithium ion cell suppliers. However, these cell suppliers are not only supply cells to pack makers, but also build the packs to compete against Taiwanese suppliers in pack market. Facing the competition from suppliers in end market, how can Taiwan pack makers survive in the battery pack business? This research uses "Co-opetition" of Game Theory by Adam M.Brandenburger and Barry J. Nalebuff as the framework , adopt case-study method to understand Taiwanese battery pack makers strategies to win the market share, how Taiwan battery pack makers position themselves among their suppliers, rivals and customers, what actions shall Taiwanese pack makers take to sustain in this industry. The conclusions of this research are stated as below 1. Clear and specific customer selection strategy and product plan would help the corporate to reach internal consensus, create value-add to customers and suppliers. 2. Corporate would obtain supports from suppliers through customers’ assistances when the supplier are also a competitor in product end market 3. Corporate would gain better service from suppliers by delivering its innovations and technologies through value activities. 4. Corporate would expand its product portfolio and develops new customers by utilizing the connections with customers and complementors.
53

以競合策略的觀點探討企業虛擬通路與實體通路的互動關係 / Exploring the Interaction Relationship between Virtual Channel and Physical Channel in Enterprises from the Perspectives of Co-opetition Strategy

江馨瑩, Chiang, Hsin Ying Unknown Date (has links)
近年來資通訊科技與網路帶動了電子商務之發展,網路商店如雨後春筍般的成立,許多具有實體通路的企業,亦紛紛投入網路市場建立網路商店以分食網路市場利潤,成為所謂的「虛實整合」企業。而成功的虛實整合企業不僅需要虛實通路間的相互合作以擴增市場,同時也得克服兩通路間可能因業績而產生自相競食的狀況。由此可知虛實通路間存在既競爭又合作的複雜關係。 因此本研究藉由競合策略的觀點,來探討具實體通路的企業經營虛擬通路的過程以及其虛實通路間的競合關係。研究方法上採取質性的個案研究方式,並以特力集團做為深入的個案研究對象。期望研究成果同時帶來實務上與學術上的貢獻。 本研究所得到的結論如下: 1.企業在已有實體通路下經營虛擬通路時,會將虛擬通路部門定位為行銷平台,並採取「網站接單,但實體出貨」的營運方式,同時也會透過品牌、商品品項、品質及價格等方面的統一來避免消費者的混淆。 2. 企業的虛擬通路部門面對實體通路部門時,會透過換位思考的方式運用利誘和施壓之策略,且同時搭配篩選實體合作店與分配訂單的配套措施,使實體通路部門在競爭下與之合作。 3. 企業的虛擬通路部門面對實體通路部門時,打破營運框架引導網站顧客至實體通路消費,並結合自身的核心優勢吸引更多顧客前往網站瀏覽、下單,以提升其營運業績。 / In recent years, Internet brought along the growth of electronic commerce; Internet shops sprung up like mushrooms, and many companies with physical distribution channels one after another have also invested into online marketing to create Internet shops and to share Internet market profits, becoming so-called “click-and-mortar” business. However, for expanding the market successful “click-and-mortar” businesses not only the enterprises need to ensure mutual cooperation between virtual and physical channels, but at the same time also have to overcome mutual cannibalization of the two types of channels. Thus, it can be seen that there exist both cooperation and competition between virtual and physical channels. The study aims to investigate the operations of virtual channels in the enterprises of “click-and-mortar” with existing physical channels. We will analyze “co-opetition” relations between virtual and physical channels by modifying the framework of game theory’s five elements for the situation of co-opetition. Then, we select corporate group Test Rite International Co., Ltd. for our case study subject and use in-depth interview so major approach for the study. We hope the research results bring both academic and practical contributions. The study will examine research problems from three perspectives. Firstly, how does the company position and manage virtual channels under already with established physical channels. Secondly, how does the department of virtual channels cooperate with the department of physical channels for using its resources? Thirdly, how does the department of virtual channels compete with the department of physical channels? Through the case study in our research, we conclude: (1) The enterprise with established physical channels, positions the department of virtual channels as the platform for distribution and performs the operation mode “take orders by website, deliver products through physical channel”, and avoids confusing customers by unification of brands, product items, quality, and price.(2) When working with the department of physical channels, the department of virtual channels develops inducement and suppression strategy by “putting itself in other’s place” thinking pattern. It makes the department of physical channels cooperate under competition by adjusting measures for choosing cooperation with physical channel stores and distribution of orders. (3) By the special strategies, such as attracting customers to visit virtual channels, the department of virtual channels breaks down the operating framework by combining its own advantages, and wins over more customers to visit the webpage for browsing and ordering, by this increasing the operating performance.
54

2014年港台社會運動之比較研究 / Social Movements in 2014: A Comparative Study on Hong Kong and Taiwan

詹亞風, Adolfo Zambrana Juarez Unknown Date (has links)
本論文主要研究台灣學生本土宣言與香港學生宣言的相似處,且提供了此兩社群跨國界合作的機會。香港與台灣兩地的活動家在西元2014年1月13日正式接洽。香港及台灣泛民主團體的學生與政治家在台北舉行為期一周的會談,標誌著倡議民主的雙方首次接觸。 本次爭議以地方來說,主要是反對當地政府,以國際來講,則是反對中華人民共和國。此活動有利於民主、自決與身分認同。因此,兩次社會運動與兩方社群推行相似的目標及面對共同的敵人。會談後,雙方新階段的合作展現於台灣「太陽花學運」和香港「讓愛與和平佔領中環活動」。世界正在目睹跨國家社會運動間,為了加強其宣言力量而興起的趨勢。 本研究論點是基於社會運動影響理論,隨機在羅伯特·普特曼雙層賽局理論中,採用了道格·麥克亞當的集體行動間動態交互模型。該理論框架指出,一個國家的社會運動(香港或台灣)可以作為另一個社會的參考,尋求由地方政府創造「國際機會」(如:反對地方政策或一個國家:中華人民共和國)。這種情況已經出現於2014年9月28日,在香港突然出現的抗議活動。而且,幾乎立刻,近4000人聚集在台北的自由廣場以表支持。這樣一大群人,他們大多數為學生,在如此短的時間內聚集,此現象提供了本論文研究基礎,探討是否此情緒也在台灣學生中蔓延。 / The present thesis argues that the resemblance found between Taiwanese students in their local claims and those of Hong Kong students, has provided an opportunity for both societies to start collaborating at a transnational level. The first formal approach between Hong Kong and Taiwan activists came in January 13, 2014. Pro-democracy groups of students and politicians from Hong Kong and Taiwan gathered in Taipei for a weekend of talks. This marked the first real approach between both democratic advocates. Locally the struggle was directed at the governments and internationally against the PRC. The objectives of these movements favor democracy, identity and self-determination. Therefore, both social movements and societies push for similar objectives and share a common foe. After the meeting a new level of cooperation was reached between the two sides that was shown during the Sunflower movement in Taiwan and the Occupy the Central with Love and Peace OCLP in Hong Kong. The world is witnessing the dawn of a cross-national approach between social movements that seek to strengthen the force of their claims. The argument of the present study is based on the Social Movements Impact theory, using Professor’s Doug McAdam’s dynamic interactive model of a collective action, in a Robert Putman’s "Two Level-game" case of opportunity. This theoretical framework suggests that a social movement of one country (Hong Kong or Taiwan) can be used as a reference the society of another to renew the “international opportunity” (rejection of a local policy or a country: PRC) created by the local government. This case was seen on the on September 28, 2014 when abruptly emerged the protests in Hong Kong and, almost immediately, near four thousand people gathered at Taipei’s Liberty Square to show their support. The fact that such a large group of people, most of them students, gathered in so short period of time, provides the ground for the present study to explore if the sentiment is spread in the Taiwanese student community.
55

聯合行為下寬恕政策的有效性分析 / The Effectiveness Analysis of Leniency Policy under Cartel

陳姿伶, Chen, Tzu Ling Unknown Date (has links)
寬恕政策為政府打擊卡特爾不可或缺的重要工具,為了維持市場競爭公平性,各國相繼將其引入法條之中,該政策透過廠商主動揭露涉案行為,使得政府可有效掌握證據將其處置。本文建立兩種賽局模型並分別利用子賽局完全均衡及序列均衡的概念,嘗試討論一般情況下寬恕政策的效率及納入資訊不對稱情形下的政策有效性,並由兩模型推論出:實行寬恕政策且廠商主動申報聯合行為為社會最有效率的均衡、透過政府制定適當的罰鍰區間引導下,主動申報聯合行為的行為可視為一區隔廠商型態的訊號。 / The leniency policy plays an indispensable role in thwarting cartel formation. To maintain the fairness of market competition, most countries successively bring this policy into their antitrust legislation. After the enforcement of the policy, the involved firms may have incentive to self-report and provide evidences to the Antitrust Authority. Therefore, the authorities can get enough evidences to convict those firms of being cartel members. In this paper, we develop two kinds of game theoretical model and use the concept of subgame perfect equilibrium and sequential equilibrium to discuss the efficiency of leniency policy in general conditions, and the effectiveness of the policy under the condition of information asymmetry. We show that it is efficient to the society and the authorities when the cartel members self-report under the enforcement of leniency policy. Moreover, by setting up an appropriate fine payment, self-reporting can be a signal for the authorities to segment the type of the involved firms.
56

網路購物平台商業模式探討 / A Case Study on the Business Models of E-commerce Platforms

廖鴻銘, Liao, Hung Ming Unknown Date (has links)
本研究的主題是平台商業模式,研究的主要動機是近來不管是從SAP全球輔導過的各產業企業或是在EMBA探討過的無數個案中,發現一個成功企業都有一個共通的元素,就是它們都擁有一個優秀的商業模式,而進一步去檢視這些企業,發覺越來越多成功企業是以建立平台連結多方群體的平台式商業模式快速崛起,它們打破競爭的疆界,很多屬於傳統直線式產業鏈的企業因而紛紛敗下陣來。 鑑於研究者在剛出社會時曾經創過業,加上在外商的工作雖然收獲高於一般人,但總覺得為人作嫁且外商績效掛帥變動性大,因此有朝一日還是想要再次自行創業;加上此刻台灣的產業都面臨轉型,因而想利用這個論文來好好研究與探討這些平台企業的成功之道,歸結出實務建議供未來再次創業時參考,並提供給想轉型或發展平台商業模式的台灣企業參考! 平台商業模式廣泛出現在各種產業中,受限於研究資源限制,本研究僅以電子商務為研究範圍,本研究選擇國內四家電子商務領導企業為個案研究對象,研究其成功的平台策略,及如何以平台為營運模式持續成長。另外,本研究也以商業模式圖(Business Model Canvas)來分析個案公司,探討其如何建立目標客戶群?如何建立營收模式?如何持續成長?最後,整合與分析其平台策略與商業模式的優劣,歸結出發展成功平台商業模式所應具備的資源與方法。本研究彙整結論如下: (一)找到存在於群體間尚未被滿足的需求,利用平台連接群體並建立互動機制,來提供價值與滿足需求並創造營收。 (二)建立完整的平台生態圈機制設計,讓平台本身與各邊群體成為關鍵資源。 (三)建立成長策略,持續以創新及創意來創造新的平台核心優勢來克服競爭與覆蓋威脅。 關鍵字:商業模式,平台策略,電子商務,創新擴散,價值網,網路效應,賽局理論。 / The theme of this research is to study the platform business model. The main motivation is the recent study whether counseling in each industry from the SAP global enterprise customers or EMBA explored in countless cases. The finding is that a successful business has one common element which they have a good business model. And further to examine these companies, most of the researches show that more and more successful companies have a significant and fast growth through platform business model that they build up a platform to connect multi-group. They break the boundaries of competition, so lots of the traditional linear chain companies have been defeated. Since the researcher used to start-up a company in earlier career stage. Also, although working in the global company has very good compensation compared with the local company. But always felt that work for others without profiting return and global vendor is pure performance driven with heavy pressure and dynamic change. So the researcher plans to re-start up the new business in the future. Besides, at the moment that all the Taiwan manufacture oriented companies are facing business transformation. Therefore want to take advantage of this thesis to investigate success of these platform companies. To conclude with best practice recommendations for reference once start-up a new company in the future. Also, provide reference for Taiwan companies that want to turn business transformation into platform business or start-up a new platform business. Platform business model is widely present in a variety of industries, subject to the limitations of research resources, this study only focus on the scope of E-commerce. This study chose four domestic leading E-commerce enterprise as a case study. Aim to study its successful platform strategy, and how to continue to grow with platform business model. In addition, this study also adopt the business model canvas to analyze the cases of companies that explore how to establish the target audience?How to build up revenue stream?How to continue to grow?Finally, consolidate and analyze the merits of its platform strategy and business model. And came out the must have resources and methods to develop a successful platform business model. This study aggregated the following conclusions: 1. To find out the unmet needs between the groups, take advantage of the interactive platform to connect groups and establish mechanisms to provide value to meet the demand and create revenue. 2. To establish an complete platform ecosystem with solid mechanisms. Let the platform itself and each side of the groups become the key resource. 3. To form a growth strategy, continue to equip innovation and creativity to create new core competence for a platform to overcome the threat of competition and coverage. Key Words:Business Model, Platform Strategy, E-Commerce, Innovation Diffusion, Value Net, Network Effect, Game Theory.
57

認知能力與一般化強化學習–凱因斯選美賽局實驗之實證分析 / Effects of cognitive on the Generalized Reinforcement Learning(EWA Learning):an empirical study of Keynes's beauty contest experiment

蔡明翰 Unknown Date (has links)
本文研究的主要目的為研究學習行為與智能的相關性,採經驗加權吸引模型(Experience-Weighted Attraction)來描述受測者在選美競賽賽局(Beauty Contest Game)實驗下的決策及行為,不單只選擇強化學習或信念學習模型,其理由為經驗加權吸引模型綜合了以上兩個學習的特點;在智能的部分,本文以實驗所得的工作記憶能力(Working Memory Capacity)分數的高低,來代表智能高低。   從研究結果發現,智能高與低兩類受測者的初始吸引分配,皆與其在第一期的選擇類似,而低智能的受測者在初始吸引部分,所估計的分配結果會與第一期之後期間的分配較不相似,這可能代表著低智能的受測者對於類似賽局實驗以及此實驗的分析或想像較差;在ψ的參數估計上,由於低智能的初始吸引與最後一期猜測的分配較不相似,以理論來說會遞減較快,也就是說會小於高智能所估計的結果,而真實的估計結果也顯示如此,此外,ψ的估計結果,也表示低智能受測者,對於之前吸引遞減較快,遺忘地較快。本文在δ的部分,高智能的受測者明顯地大於低智能的受測者,這表示高智能的受測者,對於失去的報酬比較敏感,會較關心沒有選擇到的數字所能得到的報酬,本文認為此結果可能隱含高智能受測者的認知階層較高。在受測者對於吸引敏感度λ的參數部分,本研究發現,此兩類受測者並無太大差異,也就是此兩類受測者對於吸引的變動,敏感度差距不大,也就代表影響人們對於吸引敏感度的原因,可能不是來自於智商高低。由本文的實證結果,可以發現學習行為與智能的相關性,因此本文建議在往後與學習行為有關的研究上,也許可以納入智能為主要研究探討的核心。 / The purpose of this paper is to explore possible relationships between individual differences in working memory capacity (WMC) and behavioral heterogeneity revealed in a repeated beauty contest experiment. We use ‘experience-weighted attraction’ (EWA) learning, to describe the decision-making and learning behavior of subjects in the beauty contest game (BCG) experiment. In the intelligence section, the level of the experiment from the working memory capacity score, to represent the intelligence high or low. We found high and low intelligent of the subject's initial attract allocated all its similar to the first period choice. In parameter estimation of ψ, due to the initial attraction of low intelligence subject is less similar to the choice of the following periods. According to theory,ψ of the low intelligence subjects will decrease faster, and the estimate of the results also show that. In addition, part of δ, high intelligence subjects was larger than the low intelligent subjects, which means that subjects of high intelligence, more sensitive to lost revenue. We think that may be implied the higher intelligent subjects are higher cognitive hierarchy. The sensitivity of players to attractions λ, we found that these two types of intelligent is not much difference. This means that the impact of the sensitivity of players to attractions, may not be from the intelligent level. By the empirical results, we can find the relationship between behavioral heterogeneity and intelligence, so we suggests that it may be incorporated into the intelligent as the main research.
58

以微分賽局論兩國財政政策之競合 / Non-cooperative and Cooperative Fiscal Policies in a Two-coutry Differential Games Model

郭哲瑋, Kuo, Je Uei Unknown Date (has links)
在一兩開放體系為貨幣同盟與非貨幣同盟的情況下, 本文利用微分賽局理論來探討兩對稱國政府在財政政策上的策略搭配。 本研究分析並比較兩國在貨幣同盟國與非貨幣同盟國中採取合作的財政政策、非合作的財政政策與領導和跟隨者的財政政策等三種不同策略對兩國總體經濟之影響。 最後本文對本研究的模型作數值模擬並試圖利用其結果來闡明目前歐元區國家主權債務危機的可能解決之道。 / Considering both cases of monetary union and non-monetary union, this paper uses the differential game theory to explore the coordination of the fiscal policies between two governments. In both cases, each country can choose to cooperate in the fiscal policy, not to cooperate in the fiscal policy, or just to follow the policy of the other country. Diffrent stratigical decisions may cause different economic impacts. Finally, the paper also uses numerical method to simulate our model and provide some possible solutions to the current economic crisis of the Eurozone.
59

面板產業以合資公司模式進入歐洲市場的經營策略 / Business strategy of joint venture for TFT LCD maker to enter European market

許志銘, Hsu, Chih Ming Unknown Date (has links)
電視機產業的發展在全世界各個國家區域,與媒體及通訊業者之間乃是息息相關,除了涉及社會安全與播放頻道管理等敏感問題外,背後還牽涉龐大無限的商業利益;而液晶面板向來皆是電視與顯示器產業發展的重要元件之一,由於涉及複雜的光電科技以及綿密之上、下游供應鏈,其所帶動所屬相關的產業與經濟發展之價值,一直都是名列於日本、韓國、台灣、中國等國家之重點培植項目。 自2006年開始,歐洲市場已經超越北美、並成為全球電視機的第一大銷售市場,全球主要的品牌都投入重兵、深度耕耘歐洲市場,尤其是日本與韓國品牌;對照韓國廠商在歐洲地區已有之深度垂直整合的供應鏈,以及已達經濟規模的生產、運籌基礎,日本與歐洲品牌則必須完全仰賴歐洲區域內或是遠從亞洲的韓國及台灣供應鏈廠商,否則難以在歐洲市場中立足。 本研究經由相關文獻探討後,以賽局理論架構來分析研究個案企業B公司,與母公司從「策略結盟」、「合資公司經營模式」、「客戶關係與利益」等角度,探討所經歷之資源重整、經營創新、暨競爭又合作的多重關係;同時本研究亦採用個案研究法深入訪談相關之高階主管,以了解其實務作為與成效。 由個案分析與研究發現,得出研究結論如下: 1.兩家母公司T公司與A公司在參賽者的價值網關係中,彼此對於歐洲市場的互補加乘之綜效是最大的;同時若對特定之歐洲及日本品牌客戶而言,合資成立的B公司正好可以提供這些品牌客戶之最佳服務價值,並更強化這些客戶與兩家母公司的經營合作關係。 2.個案B公司在兩家母公司之加持及協助下,就附加價值的速度、成本、品質及與客戶關係等方面,的確有效地幫助歐洲及日本品牌客戶穩固、提昇其在歐洲市場的市佔率。 3.兩家母公司在市場、客戶及供應商規則的挑戰與反應,對於合資成立的個案B公司提供最即時與最有效的奧援,讓個案B公司能夠穩健地發展出適合市場、符合客戶需求之經營模式。 4.兩家母公司在客戶及供應商戰術的指導與支援,對於合資成立的個案B公司亦提供最符合客戶需求的價值,除了提供一站購足的整合服務外,還可以幫助歐洲及日本客戶避免完全被韓國供應鏈所挾持。 5.由於兩家母公司在個案B公司合資成立之初,對於其B公司經營目標的賽局範圍定義便早已形成共識,所以無論是客戶之選定、產品與技術之發展以及資金與人材的支援等,B公司都能依據歐洲市場的發展趨勢,按部就班地耕耘與發展。 6.個案B公司在成立時之組織設計與重要職務的安排,兩家母公司便已排除己私之小利,同時周延地考量何者模式是對於個案公司的經營是最適切,所以讓經營團隊能夠密切、順利地經歷磨合期,並領導公司的營運達成目標。 / TV industry in countries around the world regions is closely related with huge unlimited commercial interests involved between the media and communications behind, in addition to involving the Social Security and the play channel management, and other sensitive issues, driven by the TV-industrial development opportunities is also important to Governments; LCD panel has always been one of the components important to the development of TV and display industries, as it involves complex electro-optical technology and dense above, the downstream supply chain, they led their respective related value of the industrial and economic development have always been ranked in the focus of Japan, Korea, Taiwan, China to cultivate the project. Since 2006, the European market has gone beyond North America, and become the biggest TV market in the world, the world's leading brands have invested heavily with depth of plowing to European market, especially Japanese and Korean brands; South Korean companies in Europe has been working on deeply vertical integration of supply chains, and has reached economic scale of production and logistics base; Japanese and European brands must be totally dependent on local supply chains in Europe or far away from Asian vendors, otherwise it is difficult to secure their market shares in Europe. With through literature review, this study has adopted the game theoretical framework to analyze the case of B Company and its parent companies. From the perspectives of strategic alliance, joint venture business model, customer relationships and interests, this study explores the experience re-engineering, business innovation, cum multiple relationships between competition and cooperation. Furthermore, this study has used the case study method to do in-depth interviews with relevant executives to understand their substantive acts and effectiveness. By case analysis and research findings, this study draws conclusions as following: 1.The value of participants' gateway system to parent companies T and A makes the largest multiply synergy of complementation with each other for European market. To the specific European and Japanese brands customers, joint venture case B can provide the best service value to these brands. 2.Under the assistances of two parent companies, B Company’s added value of the speed, cost, quality and customer relations is indeed effective in helping European and Japanese brands to enhance their market shares in Europe. 3.As to the rules of the market, customers and suppliers, two parent companies do provide the most immediate and effective support to B Company on steady marketing development to meet customers’ demands. 4.Regarding the tactical guidance and support of customers and suppliers, two parent companies also provide the best assistances to B Company and meet customers’ needs and values. 5.With mutual consensuses of the game scope definition by two parent companies in the beginning of joint venture established, B Company is able to step by step develop its business objectives based on market trends in Europe such as customer selection, product and technology development, financial and human resources planning. 6.In the beginning of B Company established, two parent companies had comprehensive consideration about what the most appropriate model of organizational design and role assignment of important duties to B Company is. So during run-in period, the management team of B Company can easily get a close and smooth result, and achieve the successful business goals.
60

從刑事責任觀點論著作權保護範圍 / Copyright Infringement in Perspective of Criminal Liability

張采琳, Chang, Cai Lin Unknown Date (has links)
著作權法第1條:「為保障著作人著作權益,調和社會公共利益,促進國家文化發展,特制定本法。」說明了著作權法的目的同時兼具保障著作權人權利、公共利益以及促進國家文化發展。為了達成著作權的目的,明文刑事責任於規範中。刑事責任置於著作權領域是否妥適,至今為止不僅學說上,在社會上均引起廣泛的討論,特別是我國這十年來發生了許多相關爭議性的事件。這樣的問題不禁使人反覆思考,著作權的保護範圍到底為何?以刑罰保護著作權的妥適性? 本文從著作權的基礎思維出發,探討著作權法中公共領域、利用人權利與合理使用概念,進而分析著作權背後所代表的法律意義。著作權是否得以做為刑法上所保護的利益,必須端視著作權的本質為何。本文嘗試討論著作權作為財產權,從刑法的角度,以「家族相似性( Familienähnli-chkeit)」的概念就著作權本身資訊的特性下,討論著作財產權法益的存在與否。 美國法作為世界著作權法的領導先驅,深深地影響我國學說見解與實務操作。透過比較美國著作權法之規範,省思我國社會現況是否有必要制定如此嚴格之刑罰規定;從經濟分析的角度思考,對於著作權刑罰威嚇作用的成果效益效果是有限度的,然而著作權政策以及刑法的長期效益所帶來的成本卻是很高的。著作權刑罰所需的成本高於其所獲得的效益,以致於立法者將著作權侵權行為視為犯罪並無法有效率地保護著作權人或公眾長期的著作權利益。 本文設計一賽局,分析在侵害人選擇侵害著作權的策略時,即使政府選擇執行刑事處罰反而比起不執行所付出的成本為高,在這樣的情形下,政府不執行刑事處罰的策略才是最佳策略的選擇。法律使用刑罰保護大家共同認可、接受的利益,前提是人類的社會共同生活秩序在我們的社會共識必須認同這樣的規範,透過觀察實務案例與統計分析,可以發現我國實務在著作權重製認定或是在刑度裁量上都出現很大之問題,同時也出現許多著作權人濫用刑事程序之情形。 綜上所述,我國的著作權刑事立法確實有值得探討的空間,需要再加以審慎考量。本文認為,應該廢除著作權刑事處罰的刑罰規定,讓著作權刑事處罰行為回歸民事的侵權行為,由著作權人向侵權行為人請求損害賠償。借鏡專利法廢除刑罰規定的經驗,讓著作權回歸其本質,以民事損害賠償填補著作權人之損失即為已足。 / Copyright Law Article 1: ” This Act is specifically enacted for the purposes of protecting the rights and interests of authors with respect to their works, balancing different interests for the common good of society, and promoting the development of national culture. Matters not provided for herein shall be governed by the provisions of other acts.” It illustrates that the purpose of copyright law combines both the right of copyright owner and public interest. In order to achieve this goal, criminal liability is included. However, there are controversies of criminal liability in copyright law, especially lots of copyright social events happened in the past few years. This leads to questions: Is it right to protect copyright through criminal punishment? In this thesis, I intend to use the concept of Familienähnli-chkeit (Legal Interest) to analyze legal interest of copyright. Economic analysis of law applies the economic cost theory to the analysis of copyright rules and utility. Game theory analysis of law seeks primarily to explain how people behave in response to legal rules and institutions. The prior discussion identifies the protection of copyright through criminal punishment is relatively useless. On the other hand, as a leading country of copyright legislation and academic discussion, Copyright Law comparison between United States and Taiwan is helpful for rethinking Taiwan Copyright Law. Last but not the least, the observation of judicial practice matters is also important. I researched the related cases and made statistics in order to reveal the real aspect of Taiwan judicial practice. Based on the above, this thesis identifies the problems of criminal punishment of Taiwan Copyright Law. An overview of copyright criminal norm is given for this purpose. I then reflect on Taiwan’s current copyright criminal punishment, with particular emphasis on preeminent aspects of the elements which mentioned above that may be used as references for the future development of Taiwan Copyright Law.

Page generated in 0.0174 seconds