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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.
71

微軟公司智慧財產經營策略之轉折-生態學觀點

陳貽中 Unknown Date (has links)
過去智慧財產相關的研究大多由法律、會計等制度層面探討智慧財產權議題,或以企業個體為研究的核心,探討其企業策略及智慧財產策略。然而,事實上,每個企業均為大環境下的個體,科技的趨勢、產業的消長、需求的變化、社會價值觀與政治經濟的結構等因素互相激盪下,不僅動態地形成企業個體所處的生態環境,也往往改變了企業經營的根本遊戲法則。   資訊軟體產業有著動態、創新、知識密集的特性,向來被視為知識經濟下的代表。微軟公司又為產業中之標竿企業。因此,本研究試圖以宏觀的角度、長時間軸的觀察,探討微軟公司面對企業經營所處生態環境的變遷,在智慧財產經營策略上的演變。本研究將微軟公司的成長歷程中因應所處環境的改變,歸納出三次重大的智慧財產策略轉折,包括研發策略之轉折,著作權保護走向專利權保護之轉折,及封閉原始碼走向共享原始碼之策略轉折。   本研究之主要發現如下: 一、生態環境的變化影響智慧財產策略之選擇 二、生態環境的變化影響企業策略之選擇 三、智慧財產策略之轉變,可能引導其他後續變革 四、結構惰性影響智慧財產策略變革的能力 五、同形策略影響企業之競爭優勢   同時,本研究提出以下四點建議,供產業界參考: 一、分散式的研發系統 二、積極的專利管理策略 三、發展與強化外部網路關係 四、降低結構惰性
72

科技化人際關係新圖像:MSN使用者運用在場訊息的分析

陳蓉萱 Unknown Date (has links)
MSN Messenger(以下簡稱MSN)為當前電子傳播科技的種類當中,廣受使用者青睞的溝通工具之一。透過這項電腦中介科技,可能衍生的人際互動議題,可謂添加了「人際溝通」這個研究領域的豐富性。本研究鎖定MSN的其中一項功能-「在場訊息」,或稱「線上狀態」,根據使用者運用這項機制的策略,本研究試圖勾勒出因應新傳播科技所發展的溝通型態。 使用者透過在場訊息有機會向他人彰顯本身的「溝通可得性」。這個溝通的可得性同時指涉時間與空間的概念,亦即使用者「在不在?」以及「有沒有空?」根據先驅研究的初步發現,在場訊息讓使用者有探索的自由度;這個自由度植基於科技特有的「符擔性」,因而賦予使用者在限度之內挖掘科技本身的可能性。本研究特別關注的是具有過往互動歷史、由線下衍生到線上的人際關係;這種特性的關係型態在與科技特性交會之後,是否可能誘發人際互動的新視野? 本研究同時採取人際網絡滾雪球法,以及透過網際網路公開招募的方式,總共募集21位受訪者。透過深度訪談的方式,發現在MSN的情境裡,「科技」與「關係」交會之後,在場訊息的功能因而衍生出新的使用意義,從單純表彰個人溝通可得性的工具,成為使用者之間用來衡量或評估人我關係親疏遠近的工具,透過介面特性反覆確認人我對於關係的定義。當這項機制的意義被延伸之後,使用者也產生因應之道,發展相關溝通策略。最後,回應本研究一開始所欲探討的,亦即運用MSN在場訊息對於人際互動的啟發。研究結果顯示,在新的科技中介溝通情境當中,使用者對於自身溝通主動權的看重與掌控。
73

大眾應用軟體經營模式探討

洪毓彣, Hung ,Yu-wen Unknown Date (has links)
大眾應用軟體經營模式上,長久以來,一直以與電腦硬體搭配銷售或零售店盒裝式的軟體販售為主,盜版問題亦是許多軟體服務提供者心中的痛;然而,當未來網路服務品質更趨穩定,所有應用軟體程式皆可在線上操作執行時,勢必會一改所謂販賣套裝軟體獲利的傳統資訊市場的經營模式。 經由市場相關資訊、應用軟體個案的探討,本研究認為免費與付費式軟體服務將以不同的價值共存於市場機制中。免費式服務能有效爭取到消費者嘗試新產品服務的興趣,使軟體服務提供者在擁有相當使用量或使用族群同質性高的情況下,能藉由經營廣告平台、銷售週邊硬體產品、提供後續加值服務,或轉戰企業用戶市場等模式獲利;另一方面,在為了提升消費者合法使用軟體服務的動機之前提下,收費式軟體服務方面,業者廠商應根據其產品功能、了解消費者使用的目的,增加其選購軟體服務的彈性,可從產品功能、消費者、時間等聚集構面,彈性地依消費者使用軟體功能模組的程度、使用人數、使用時間的長短等設計合理的收費機制。 最後,本研究也建議消費者應轉變過去只想以免費方式全程享受軟體服務的觀念,了解到免費式軟體服務主要是提供一種嘗試,幫助了解該軟體服務是否滿足本身使用需求;而付費式軟體服務則是進一步提供一流暢的使用經驗,提供一套具備安全、整合、方便性、隨時可用性等客製化服務。 / The suite software package sold in retail shops or combined with the computer is the main and general business model in the application software market but at the same time piracy problem is very serious. Especially, when all software service could be operated smoothly on the Web, there should be some new business models against that situation. Gone through elaborating recent marketing researches and some case studies in the market, the study showed that both free and paid for software service would stand with different value in the market. Free is the best marketing strategy at the first step, which helps software service providers gathering mass use base effectively, and pushing some profit-making strategies (i.e. advertisement platform, value-added service). On the other hand, paid software service providers should break traditional suit style of software sale, and consider how to draw up a reasonable fee rule, which should include some important elements (i.e. consumer’s behavior, use frequency etc.) Finally, the study also recommended consumers that the free service is just a way to make them further understand whether this service content could meet their requirements. However, the paid service will bring them a more convenient digital life with superior quality.
74

輔助視障者以聲音記錄日常生活之手機介面研究 / HearMe: assisting the visually impaired to record vibrant moments of everyday life

蔡宜璇, Tsai, Yi Hsuan Unknown Date (has links)
視覺障礙者主要透過聲音來記錄生活與體驗世界,如同明眼人以文字或相片記憶重要時刻一般。然而觀察現有錄音裝置與軟體,皆尚未能提供適合視障者使用的完善錄音流程;即使是有語音功能的輔助裝置,不僅其價格、軟體更新、硬體維修等因市場小眾較為不易,也因為只是單純的錄音工具而無法流暢的銜接後續的檔案整理與分享。直到近幾年智慧型手機的興起,藉著其為市場主流產品、有豐富的軟體支援、隨時可連上網路等條件,逐漸成為視障者更好的輔助裝置的選擇。 為使視障者也能順利的操作觸控式介面,過往研究者針對Eyes-free情境提出了相關設計原則,而現今手機作業系統也大多內建螢幕報讀機制,讓視障者能自在與自信的與手機互動。雖然手機的可及性與通用性越來越受重視,專門為視障者設計的軟體卻並不多,輔助功能的開發資源和準則也待進一步的發展。本研究於初期的使用者觀察與訪談中,先深入了解視障者利用聲音記事的習慣與遇到的困難,並再進行初步設計方案的功能需求訪談,以切合使用者實際錄音的情境。 綜上所述,本研究為以視覺障礙者為目標使用族群,於觸控式手機設計錄音輔助軟體「HearMe」,解決視障者日常生活中聲音記錄的問題,並嘗試以手勢和語音設計,探索視障者操作觸控式介面的可能性。本系統原型有幾項重要特點:(1)快捷手勢可開始或結束錄音、(2)標記與播放重點段落、(3)即時編輯與歸類檔案、(4)以分類清單快速搜尋、(5)行動通訊立即分享;其他特色功能包括語音檔名、快轉與倒轉手勢、自訂群組和地標等。本系統原型開發時運用迭代設計流程共實作三次週期,每個版本皆經過設計、測試、分析、和調整功能等過程,逐步驗證系統的可行性與實用性。 經過三次的設計循環與共計18位視障者參與測試,本研究於第三版系統原型完成能實際應用在生活中的錄音軟體。受測者認為HearMe操作簡單、容易學習,快速播放重點段落省時省力、分類清楚而方便尋找檔案;同時它能夠以完善的語音提示和整合的錄音流程彌補現有裝置不足的部分,讓手機成為生活中記錄聲音的最佳輔助工具。最後,本研究以Google Analysis分析HearMe實際使用數據,並搭配訪談回饋總結系統設計的成果與互動設計之建議,提供HearMe或其他開發者做為日後設計的參考。 / The auditory sense is the primary channel for the visually impaired to experience the world, just as sighted people using words and photos to capture important moment. However, current recording devices mostly don’t have compact recording flows for the visually impaired. The devices with voice feedback are very expensive, nearly no softwares updated, and lack of maintenance supports due to the minority of the market. Also, these devices only can record and play but not organizing and sharing files with others. In recent years, smartphone’s popularity has been rising. It is the mainstream product with variety softwares and can be always online, showing the potential to become alternative accessible device for the visually impaired. In order to allow the visually impaired to use the touch screens, researchers have presented several design principles under eyes-free situations. Moreover, screen readers are embedded into smartphone operating systems like iOS and Android, which enable the visually impaired to freely and comfortably interact with smartphones. While the accessibility and universality of smartphones have been noticed, there are few applications tailored for their use, and the accessibility resources and principles need to be developed. In the first phase of user interview, we investigated their behaviors and difficulties when recording. After the design strategy has been made, we planned a second interview to verify if the functions we defined are suitable for their actual needs. This study focus on the visually impaired and tries to resolve the recording and memorizing problems they faced everyday by developing an accessible recording application on smartphone. The prototype, HearMe, provides specialized gestures and voice feedback. Followings are the highlight features of HearMe: (1) Short-cut gesture to start and finish recording, (2) marking and playing important parts, (3) editing and grouping files on device, (4) rapid searching by classified lists, and (5) real-time sharing. Other features include audio file name, gestures to play forward or backward, and custom groups and landmarks. While developing, this prototype applied iterative design process and repeated the flow cycle for three times. Every generation has been through steps of design, testing, analyzing, and modifying; by this approach, system’s usabilities can be gradually improved. After three cycles of design process which involved total 18 participants, we present a recording application that can use in real life. Participants command that HearMe is easy to operate and learn, playing by parts saving a lot of effort, and structured grouping helps file searching. Additionally, it provides well-defined audio feedbacks and integrated recording flow, complementing the shortcomings current devices have. These advantages make HearMe become the best tool to assist them for recording sounds during everyday life. This study finally concludes design considerations and suggestions by discussing usage data from Google Analytics and interview feedbacks, provides references for other assistive developers.
75

3D列印之發展及相關智慧財產權問題研究 / Intellectual Property Issues in 3D Printing Development

張倚瑄, Chang, Yi Hsuan Unknown Date (has links)
3D列印技術讓使用者數位化並複製實體物品,而成為帶來重要性突破的技術。本文不僅介紹3D列印之技術,更探討與其科技發展相關的法律議題,尤其強調智慧財產權之層面。 第二章主要是對3D列印整體做介紹,近日有越來越多自造者組成社群,使用數位製造機具設法解決各種問題,並利用開放軟、硬體的資源持續的創新提出新的想法。此外,市場上也如雨後春筍般的出現新的商業模式,本文最後提出3D列印發展中之展望,包括產業、教育等層面及可能面臨的經濟、社會、環境等衝擊。 第三章探討與3D列印相關潛在的法律問題,並著重於著作權及專利權之議題。立於先驅者的觀點,討論列印立體設計圖及成品是否受到著作權及專利之保護,並觀察現存的3D列印檔案分享平台,發現其多採用創用CC授權模式,以確保授權人得獲取應有之回饋。本章最後提出未來可能發生的侵權議題。 第四章為結論部分,為兼顧智慧財產權人之權利保護及公眾利益,本研究提供建議,以尋求智慧財產權之法律制度與3D列印社群之間的平衡。
76

開放原始碼軟體商業模式及相關法律問題之探討 / The Study on Business Models and Related Legal Issues of Open Source Software

張憶嬋, Chang, Yi-Chan Unknown Date (has links)
開放原始碼軟體(Open Source Software),是由一群相信電腦軟體世界應以開放為主流的軟體創作者所提倡,他們認為電腦軟體之創造、開發、修正、改寫與加值等行為,不應受限於原始碼不開放的困擾及智慧財產權保護過度的法律障礙,而應藉由公開程式原始碼的方式,供其他程式設計者對軟體加以改進,以提升其效能。由於此種軟體開發模式具備取得成本低、穩定與安全性、彈性與自主權、堅強後援等優勢,這些優勢已逐漸被企業界所發覺,趨使其開始採用開放原始碼軟體的步伐,同時也創造了龐大的潛在商機。例如國際知名業者IBM、Intel等紛紛投入開放原始碼軟體相關產品的推廣與銷售,甚至連政府單位,包括歐盟、美國、中國、日本、韓國等各國政府,也大力推動使用開放原始碼軟體。在此風潮之下,我國政府也制定了一系列發展開放原始碼軟體的政策及方向。 如果能夠適當的運用開放原始碼軟體,確實是可以為企業或組織節省大量成本,創造龐大的潛在商機。至於如何將潛在商機轉換為企業的實質利潤,有此即有賴商業模式的建立。 然而,就在開放原始碼逐漸形成趨勢之際,其發展卻也面臨一些新興的法律議題挑戰。相較於專屬軟體在程式開發及授權合約中通常會提供不侵犯他人智慧財產權的保障措施,開放原始碼軟體由於係以社群開發及免費授權的方式發展,在此方面的保障可能較不周全,而SCO與IBM及Novell之間錯綜複雜的智慧財產侵權糾紛,更突顯此類問題的重要與複雜。 除了智慧財產權方面的法律風險外,開放原始碼所依據的授權契約之解釋、執行、契約效力也是一個很大的問題。截至目前為止,經OSI(Open Source Initiative)所認可的開放原始碼授權契約已達58種之多,未來還會持續增加。由於授權契約種類繁多,且各契約之規定及限制不同,也造成開放原始碼擴展上的阻力。 有鑑於此,本論文主要探討的重點包括開放原始碼軟體可採行之商業模式,尤其是有意利用開放原始碼軟體為營收模式的企業應如何評估本身的核心能力及優勢所在,依情況採取適合自己的模式;另一重點則是探討開放原始碼所涉及之法律問題,包括維持開放原始碼運作制度的授權契約,並分析各類授權契約在使用上可能面臨到的風險與問題。除此之外,也將分析開放原始碼軟體可能面臨的智慧財產相關爭議,包括軟體專利的問題、著作權的問題、營業秘密的問題等。 開放原始碼軟體對於台灣是機會,也是挑戰。如果能夠妥善利用開放原始碼軟體的優點,將能為台灣的資訊產業帶來跳躍式的成長契機。 / Open Source Software, which is promoted by a group of software programmers who believe that computer software should open to the public, and the creation, development, modifying, value-added shouldn’t be bothered by the over-protection of intellectual property rights. By disclosing the source code, other programmers can improve the efficacy of the software. With the advantages of low cost, high security, high stability, plus the minimum control by the right holders, the open source software movement has gained major industry players’ support. For example, IBM, Intel have all expressed their support for the open source movement and also developed relevant products using open source software. In addition to industry, many countries, such as European countries, US, Japan, China, Korea, also show their strong support for the open source movement. Under such trend, Taiwanese government also takes positive measures to promote the development of open source industry’s development and application in Taiwan. It indeed can save a large amount of cost and create huge profit if making use of open source software properly. How to transfer the potential business opportunity to substantial revenue depends on the establishment of business models. Nevertheless, while open source movement is getting momentum, it also faces renewed legal challenges. Compared to propriety software, which usually has non-infringement of intellectual property right clauses, open source software can’t provide this kind of guarantee. This issue was especially noticeable when SCO sued IBM for 5 billions damages in 2003. In addition to the legal risks, the most stringent challenge for the open source movement is its license structure. Until May, 2006, there are 58 open source license agreements have being certified by Open Source Initiatives (OSI), the open source software’s alliance. The problem, however, is that every open source license agreement has different terms and conditions. With so many different license agreements and such uncertain legal effects of those agreements, it erected a barrier for the wide-spread application of open source software. As a result, this thesis would like to conduct a thorough research on open source software from different dimensions. One part is about the business models which can be adopted by the open source software, and this part will especially focus on how the industry players evaluate their own core abilities and advantages to adopt suitable business models. The other emphasis is on the legal issues of open source software, including the license agreements, the legal risks and intellectual property problems. Open source software is a chance and also a challenge for Taiwan. If we can make good use of the advantages of open source software, it will definitely bring immense progress for the IT industry of our country.
77

台灣資訊軟體產業上市櫃公司投資價值之研究

黃名慈 Unknown Date (has links)
資訊軟體產業為技術和知識密集的產業,由於科技不斷創新以及市場激烈的競爭下,具有產品生命週期短、產品更多元等特性。本研究希望透過台灣資訊軟體產業中五家主要的上市櫃公司之研究,以計算個案公司股價合理區間與驗證真實股價的合理性。研究成果,一方面可提供給資訊軟體廠商作為未來企業經營的參考,另一方面,可作為投資人評估公司價值的參考依據。 本研究以智冠科技、訊連科技、思源科技、友立資訊以及凱衛資訊等五家上市櫃軟體公司為研究對象,根據2000年至2004年之財務報表作為推估個案公司未來成長率與獲利表現的依據。利用現金流量折現法,採銷售導向及盈餘導向二種模式,分別針對樂觀、最可能發生及悲觀等三種情境,以估算出真實股價區間。並將估算的股價區間與個案公司當前實際股價相比較,以推論目前股價之合理性和目前股價可能隱含的銷售成長率以及盈餘成長率,另以敏感度分析將各個評價因子繪製成龍捲風圖來觀察個別關鍵評價因子對股價的影響程度。 實證研究顯示,智冠科技、訊連科技、思源科技、友立資訊以及凱衛資訊之合理股價分別為21.73~193.32元、54.05~223.98元、40.52~245.38元、14.12~52.47元、4.63~41.40元。與最近17個月(2004年1月2005年5月)之股價走勢比較發現,個案公司最近股價多在計算之價格區間,在敏感性分析方面,經由個案公司的龍捲風圖發現各家公司對於股價影響幅度最大的評價因子都是邊際利潤率。
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我國遊戲軟體廠商新產品開發兩岸分工之研究

陳芬芳, Chen,Fen-Fang Unknown Date (has links)
在台灣數位遊戲產業規模呈現持續成長之際,隨著產業環境的變遷,卻也面臨許多的挑戰,如代理產品比例過高、遊戲研發人才不足、市場規模有限等。近年來,國內遊戲軟體業者紛紛進軍大陸,因此,本研究透過個案研究與深入訪談,探討國內四家遊戲廠商赴大陸投資動機、地點選擇、新產品開發兩岸分工模式,並比較兩岸遊戲研發人才之優劣,及大陸研發人才之任用與訓練等議題,得到發現如下: 一、台灣遊戲廠商赴大陸投資動機 (一)台灣遊戲廠商赴大陸投資的主要動機在於大陸遊戲市場的興起,其次為人力成本與取得的考量。 (二)大陸投資據點的選擇以遊戲研發人才取得容易為主要考量。 二、遊戲新產品開發策略 (一)遊戲軟體新產品的開發朝向網路多人使用化及多平台化發展。 (二)遊戲的開發組成專案團隊進行,遊戲企劃扮演靈魂人物角色。 三、兩岸分工模式 不同的公司,採用不同的分工方式: (一)採用兩岸水平分工者,依遊戲產品分類,各產品分別於兩岸研發;兩岸人員的交流主要來自於公司的正式會議。 (二)採取兩岸垂直分工者,將遊戲開發中美術的部份由大陸製作。 (三)兩岸遊戲研發人才比較:台灣的遊戲企劃優於大陸,美術設計兩岸各有專長,程式撰寫兩岸程度相差無幾。 四、大陸子公司人員任用與訓練控制機制 (一)大陸分公司之高階主管,偏好不當地化,主要派遣台籍幹部。 (二)減少研發人員的流動,提供內部升遷管道。 五、大陸投資動機與兩岸分工方式對於新產品開發之影響 (一)大陸投資主要動機影響遊戲新產品研發類型,主要動機為市場因素者著重於線上遊戲的研發,成本因素者另著重於電視遊樂器遊戲之研發。 (二)兩岸分工方式影響遊戲開發團隊專業成員的佈置,水平分工者,兩岸皆擁有完整的研發團隊,垂直分工者,研發團隊重心放在台灣。 / Taiwan's digital game industry faces a lot of challenges when they try to grow up. For example, there are too many imported products, short of research & development (R&D) manpower and the limited market scale. In recent years, many domestic companies move their factories to China. The purpose of this research is to find out the industrial firms’motive,location choice, new products development in Taiwan and China,to compare the R&D manpower between Taiwan and China,to understand how they employ the staff and design the training program, etc. The study selected four major Taiwanese game software companies as research subjects for case studies in depth. Preliminary research findings are as follows: I.The motive of Taiwanese game software companies invested in China: 1.The main motive to invest in China is the marketing raising. The second consideration is human resources and availabilities. 2.The choice of location is based on obtaining R&D manpower easily. II.New products development strategy: 1.The new game toward to multi-user and multi-platform on the network. 2.Forming project team for each new products development. III.The division of labor between Taiwan and China. Different company has way of division: 1.If the company adopts horizontal division way, it conducts R&D for different products separately between Taiwan and China. The communication between Taiwan and China is implemented through the company's formal meetings. 2.If the company adopts vertical division way,its drawing or artistic design of game production process is completed in China. 3.Compare the R&D manpower between Taiwan China:the game planning of Taiwan is superior to China, the artistic design each have specialty,the program writing degree is very nearly the same. IV.The employment and training in China subsidiary company: 1.The China subsidiary company prefers assigned its executive to be from Taiwan instead of local people. 2.To prevent the research staff from losing,the company provides the internal promotion system to local people. V.The impact of Investment motive and the division of labor between Taiwan and China on new product development. 1.The main motive influences the new products development. With a motive on local market,the firm will focus on the on-line games development; with a motive on cost consideration,the firm will focus on the TV games development. 2.The division of labor between Taiwan and China influences the allocation of R&D manpower. If the company adopts horizontal division way, it will have complete R&D team in both Taiwan and China. If the company adopts vertical division way, it will place its R&D center in Taiwan.
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網路科技在娛樂人才媒介產業之應用 / The application of internet on entertainment human resources industry

鄭邁, Mai Cheng Unknown Date (has links)
自台灣地區演藝行業隨著經濟發展起飛,工商業繁榮與人民生活品質的提升帶起了電視廣告、唱片、電影、偶像劇的盛行,而媒體的推波助瀾更吸引大量的年輕人投入演藝行業的意願和行動,促進了演藝人才媒合產業的發展。然而演藝工作是一項傳統行業,其運作模式自第二次世界大戰結束迄今五十年未變,潛在演出人和需求單位間媒合的不效率,使得尋找演出人的時間成本增加,加上因此所衍伸而出層出不窮的社會問題,讓演藝娛樂產業業者與相關單位都亟需擁有更加安全、效率的方式來滿足各自的需求。 台灣地區以模特兒經紀服務為名目,卻並不是真的有提供演員試鏡機會資訊,卻要求有心進入演藝行業的年輕人進行自費拍照或自費接受模特兒教育課程,此類俗稱詐騙型的藝人經紀公司林立,根據經濟部資料顯示超過三千兩百餘家,估計每年以此類似掛羊頭賣狗肉行為進行營利行為的產值,超過新台幣百億元,加上正派經營型態的模特兒(藝人)經紀公司在廣告拍攝、戲劇、唱片發行、版權授權與活動舉辦等文化外銷產業中獲得的產值,每年更超過新台幣千億元。近年來隨著政府致力推廣「台灣軟實力」,其發展後勢亦被看好。 在經紀公司當中大量比例以演藝經紀為名,本身卻並非從事以媒介通告工作,僅以演藝名目從中賺取不當收益者,並從事騙財騙色的詐騙種種行為,又使得這個行業更加蒙罩上一層負面陰影。 隨著網路的普及,演出人尋求通告機會的管道趨於多元化,Terpstra(1996)提出網際網路線上服務是最新的管道,也是最有發展潛力的招募方式,透過網路的「連結性」與「可達性」(謝清佳,民89),將「媒體」以及「仲介」的角色結合,使網路成為一個服務平台,串聯多個虛擬社群與市場,並支援各種不同型態的傳播溝通服務(Huston,2000)為傳統演藝界人才媒介市場帶來新的契機。 網際網路平台向以訊息自由為特質,本研究以網際網路為之於演藝人才產業媒介之應用為題,嘗試找出一條創新模式,使得演藝行業也能最大程度地實現公平效率和安全,讓有明星夢的年輕人能放心地嘗試夢想,也讓演藝行業中的演出人才配置更有效率。
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以Scrum觀念及SSH框架為基礎進行系統開發之研究 / A study on system development based on scrum concept and SSH framework

宋洪炘, Sung, Hung Hsin Unknown Date (has links)
由於現今商業環境時常變動,使得使用者需求在系統開發過程中頻繁改變。傳統系統開發方式無法迅速回應使用者需求變更,強調彈性開發流程的敏捷開發方式逐漸廣為接受。敏捷開發並未探討系統設計議題而系統設計不佳會導致系統品質低落,使用軟體框架可以快速建立良好的分層結構,有助於穩定產品品質並提高軟體再用性。本研究以Scrum為基礎,結合Struts、Spring、Hibernate整合框架,建立一套系統開發方法,包含敏捷開發方式的彈性流程,兼顧系統擴充性及可維護性,研究方法為概念形成法與系統展示法,並以Java Web-Based雛型系統為例,說明相關作業內容。 / Due to the quick variation in the business environment, user requirements change frequently during the system development process. This induces the rising popularity of agile development method which emphasizes the development flexibility during the process. However, agile development method does not address the design issues and poor system design can easily cause poor system quality. Software framework helps to quickly build a good hierarchy structure and thus improve the product quality and software reusability. This study proposes a system development method based on Scrum with the integration of Struts、Spring and Hibernate frameworks. The method is embedded with the development flexibility from the agile method, as well as the system extensibility and maintainability from the software frameworks. The study is conducted with the research method of concept formulation, and would be continued with a Java Web-Based prototype development as an example to illustrate the relevant activities.

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