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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.
351

Molecular and Electronic Structures and Charge-Transport Properties of Triphenylamine-Related Materials for Organic Light-Emitting Diodes(OLEDs) / トリフェニルアミン系有機エレクトロルミネッセンス材料の分子構造・電子状態と電荷輸送特性

Yamada, Tomonori 25 July 2011 (has links)
Kyoto University (京都大学) / 0048 / 新制・課程博士 / 博士(工学) / 甲第16320号 / 工博第3448号 / 新制||工||1521(附属図書館) / 28937 / 京都大学大学院工学研究科分子工学専攻 / (主査)教授 梶 弘典, 教授 田中 庸裕, 教授 佐藤 啓文 / 学位規則第4条第1項該当
352

以平台策略探討農業電商的發展-以友善耕作產品共同購買平台為例 / Exploring the development of agricultural e-commerce with platform strategy:A case study of the co-purchase group of eco-friendly farming Products

張哲維 Unknown Date (has links)
發展有機農業或其他友善環境耕作農法一直是用以解決糧食安全及環境問題的一個趨勢,而社會支持型農業(CSA)經營模式除了能支持發展有善農法外,也能讓消費者了解並參與農作物的生產,讓大眾更重視友善耕作農法。 另外隨著電子商務的蓬勃發展,促進了農業電子商務的興起,扁平化了農業的產業鏈,使得產品終端價格對消費者不致於太高,農夫亦可以避免受到中間商的剝削並增加利潤;同時農產業能透過網路行銷,使得產品或者理念更廣泛的觸及到民眾,尤其在社群媒體的幫助下,農夫更可以與消費者有著比以往做更多的交流與互動。因此近年來出現了許多的農產品銷售平台,從原有實體銷售店面的農企業或通路業者,到少數幾人創業的新興團體,都試圖發展農業電商平台來接觸消費者,意圖獲取更高的收入或是宣揚理念。 本研究論文作者與志同道合的夥伴們,利用網路社群媒體創立了農業電商平台-「吃好的」,並以社會支持型農業作為經營基礎,發展社區共同購買模式來支持實施友善耕作農法的農夫。歷經兩年來測試市場反應,平台已培養了許多忠實的消費者以及關係良好的合作農夫,但在營運上仍有許多的問題待解決,尤其在發展上受到了很大的限制。 因此本論文企圖以電子商務構面以及平台發展策略相關文獻,來對照並探討「吃好的」共購平台發展,所應具備的資源能力以及策略建議,使其平台能夠永續經營,並推廣其理念。
353

放射光挿入光源用永久磁石の放射線減磁に関する研究 / ホウシャコウ ソウニュウ コウゲンヨウ エイキュウ ジシャク ノ ホウシャセン ゲンジ ニ カンスル ケンキュウ

備前, 輝彦 25 May 2009 (has links)
Kyoto University (京都大学) / 0048 / 新制・論文博士 / 博士(工学) / 乙第12368号 / 論工博第4024号 / 新制||工||1469(附属図書館) / 27270 / UT51-2009-F506 / (主査)教授 神野 郁夫, 教授 伊藤 秋男, 准教授 柴田 裕実 / 学位規則第4条第2項該当
354

串流玩轉:論電子遊戲實況的嬉戲與遊戲 / Stream, Play and Games : Playing and Gaming in Video Game Streaming

蔡昀霆, Cai, Yun Ting Unknown Date (has links)
本文分析近年盛行的電子遊戲實況活動。從分心、不專注於電玩的現象開始,本文以「如何玩」這個提問來引導論證「嬉玩」與「遊戲」這組概念在分析上的效力,藉此,本文論證了電玩實況活動中的心智狀態與活動是游移在電玩活動與嬉鬧互動,在嚴肅遊戲與嬉戲玩耍之間游移,這樣的分神狀態之中也產生了有樂趣、具有實效的遊戲性。 從技術架構的觀點來看,以即時串流的技術為基礎,電玩實況活動結合了即時傳輸與即時互動。使用者所獲致的遊戲聆賞經驗以及互動是即時且與他人同步,便也構成了網路媒介之下的共時經驗,實況中以電玩活動為對象的起鬨也便具共在的實感。本文從聊天室起鬨、技術戲耍挪用等現象中論證了基於遊戲性旨趣的共謀嬉玩。嘲諷、干擾的對抗性是為了製造分神的條件,從中產生張力並獲致遊戲性,而包括實況主在內的所有參與者,皆是在這樣的分神狀態中嬉玩,維繫歡騰的共感情緒。 電子遊戲具有將遊戲性限定在其中的封閉性質,也因此對於電玩的遊戲經驗多有私密、個人的想像,即時串流的電玩實況活動便是打開了這樣的封閉性質。透過網路媒介將人匯聚在遊戲活動周圍,不僅共享了電玩活動本身的樂趣,也在即時串流之下共時的互動跟聆賞經驗中以遊戲為對象群聚嬉戲。這樣的網路活動之所以盛行,顯示了人對遊戲性的需求不僅是來自遊戲中,也來自與他人玩在一起的連結共感,電玩實況便是實現了這樣的需求。 / Taking the prevailing "video game live streaming" activities as research object, this thesis takes "play" and "game" as a set of core concepts, and begins the exploration into their conceptual effect. Setting out the arguments with "How to Play" question, this thesis concludes that the mentality and activities in video game live streaming are in an "in-between" condition. Between video game activity and playful disturbance, seriousness and playfulness, there are gameplay with actual effect. Taking the technical conditions into consideration, video game live streaming consists of live media transportation and live interaction. Users' experiences synchronize with each other, thus contribute to the "togetherness" mediated through the Internet, and also the carnivalistic interactions and disturbance in the live channel. From the fuss and disturbance in the chatroom to the appropriation of streaming "plugins", this thesis argues that these actions conducted by streamer and users contribute to the "distractive" scenario, and the conducts are all based on "the interest of play". Different from serious and immersive mentality which is deemed as the fundamental of playing and gaming, the gameplay in live stream is based on distraction, which is the core condition that brings tension and thus playfulness. All the users in video game live streaming, the streamer included, are connected and forged into a synchronized togetherness by this kind of distractive, carnivalistic playfulness. Digital video games have tributes of enclosure, which require concentration, seriousness and absorption. Video game live streaming opens up this kind of enclosure, and brings people in and around the video game activities. In the live channel, users experience the joy and fun of the game itself together in a synchronized way, and also act on the interest of play, creating distraction and disturbance that bring to playful experiences, and that explains why this kind of Internet activity prevails. This thesis shows that the need of gameplay comes not only from game activities themselves, but also from the desire to "play together". In a digital age, video game live streaming is just the fulfillment of this kind of desire.
355

農產電商平台如何與消費者建立信任關係之探討 / The research of how agricultural e-business platform build trust relationship with customer

張寧恬, Chang, Ning Tien Unknown Date (has links)
從1980年代開始,台灣的食安事件頻傳,各種食安問題讓民眾更重視自己的飲食議題。而在食安問題中,背後牽涉到相當複雜的原因,而對消費者而言,在生產者與消費者間如何建立信任就是最直接的議題,通路即是關鍵的角色。 農產銷售的通路相當多樣,尤其以電子商務為未來的趨勢,因此本研究即以農產電商平台為個案。 採用訪談法與觀察法的方式,去整理電商平台的運作活動,再分析其是如何影響信任的構面,並建立與消費者之間的信任關係。 平台與消費者建立信任關係的過程,初期必須透過平台的易讀性與易用性,把握第一印象的好感度,並透過各種跨界的行銷與通路管道,來擴大與消費者互動的範圍;長期而言,透過產品與服務上的穩定性與一致性來維持品質,並在企業的內外,實現對消費者、生產者、供應商甚至是公司內部員工們的承諾,貫徹平台的價值,更是建立長遠信任關係的關鍵,讓消費者能產生黏著與回購。 / Started from 1980s, there are many problem of food safety, so that people pay more attention to their own food issues. There are very complex reasons, behinded food safty issue. For consumers, how to build trust between producers and consumers is the most important and immediate issue. Agricultural marketing channels are quite diverse, especially of e-commerce, which is the trend in the future. Using agricultural e-business platform as an example, this paper will use interview method, observational Method to analyze that how operational activities of platform affect aspects of trust, as well as how to build trust relationship between platform and customers. In the progress of building trust relationship with customers, platform should make a reliable first impression by readability and ease-of-use in initial stage, and increase the exposure rate and online to offline trading, in order to expand reaction range of customers. In long term, platform should maintain quality of products and service by stability and consistency, and make good on the promise of stakeholders. These are the key to establish long-term trust relationship, and effect adhesion and repurchase rates.
356

白手起家:深圳市電子資訊產業的再結構2008-2015 / Location dependence and organizational founding: IT industry in Shenzhen China 2008-2015

孫榕, Sun, Rong Unknown Date (has links)
高新技術產業是深圳市產業升級的四大支柱產業之一,其中電子信息產業又佔其一半以上的比重。翻閱探討中國大陸電子資訊產業發展的相關文獻,研究對象多集中在城市內部的科學園區,並以北京和上海的科學園區居多。深圳市作為中國首個國家創新型城市,產業發展不局限於某個科學園區之內,形成了全市範圍的產業聚落。因此,本文以深圳市作為研究對象,探討電子資訊產業的發展狀況和影響因素。 當下,科技創新的重心已經移居深圳,體現在專利數量的優勢、密集的政策出台和資金人才的大量湧入。在產值的增長和知名企業的帶動之下,深圳的電子信息產業聚落尤為突出,已經代表中國在國際範圍施加影響。 然而論及深圳的電子信息產業,經濟特區內部存在先天的空間異質性,各區電子信息產業之傳統、政策和現狀都有很大差異,無法一概而論。本文以深圳市各行政區為分析單位,自主收集相關資料並採用追蹤數據,探討深圳市電子資訊產業在2008-2015年的再結構過程,以及哪些因素對各區產業發展的差異性產生影響。 / High and new technological industry is the most important industry of Shenzhen, in which IT industry is in the majority. Reviewing existing literatures, most of them focus on science parks in Beijing and Shanghai. But Shenzhen is the first official Innovative City in China, where IT industry doesn’t restricted to any science park. After the international financial crisis in 2008, Shenzhen representing China gave influence on the whole world in technology innovation. It has advantages for its IT industry cluster, industry output and large enterprises. Hence, this article will discuss affecting factors of the restructure of Shenzhen IT industry in 2008-2015. However, there is Spatial Heterogeneity in different regions in Shenzhen, such as industry tradition, policies and current situation. Furthermore, this study will base on a sub-regional strategy by panel data.
357

工作壓力和倦怠:激勵是否可影響台灣電子產業員工的留職意願? / Job pressures and burnout: does motivation affect employees’ retention intention in taiwan’s electronic industry?

李柏樺, Lee, Benjamin Unknown Date (has links)
Background- During recent decades, more and more employers of Taiwan especially electronic industry utilise the system of job responsibility to apparently cause working hours of Taiwan has been longer than other developed and developing countries in the world. Thus, more and more employees are aware of they are working in the environment where is surrounding by high pressure. Purpose- This study aims to explore the relation among job pressure, burnout, retention intention, and motivation in electronic industry of Taiwan. Especially, it will focus on seeing whether the motivation can moderate the negative impacts of job pressure and burnout as a feasible solution. Research Design- This research is going to send the questionnaires through Google Forms to all current full-time employees in an Electronic Industries company of Taiwan, Winmate Inc. This research had received over than 500 valid questionnaires. All collected data were analysed by using SPSS22 (Statistical Package for the Social Sciences) to find out the relation among the variables mentioned in this study. Conclusion- Job pressure and burnout both have significant negative consequences causing employees’ low retention intention. However, the employees’ retention intention can be encouraged by motivation practice that is crucial to reach the high level of organisations’ competitiveness. Thus, organisations should continuously revisit, reflect, and improve their existing policies and practices to develop a more brilliant work environment for employees as a long-term goal of retaining.
358

結合數位科技與紙本立體書之科普讀物開發研究 / Integrating digital technology and paper engineering in the development of science education pop-up books

魏亙隆, Wei, Keng Lung Unknown Date (has links)
互動性的閱讀,可追溯至13至18世紀間,發明用於計算基督教曆法和成人專業教育的立體書,它以紙材柔韌的可塑性,構成了「互動機關」與「立體模型」等形式的內容;至今,數位技術與電子載具內的硬體設備,更擴展了內容的表現範疇。紙本與數位各具優勢,紙本立體書的實體結構與材質特性提供讀者對空間性內容的認知,電子書的互動與影音則能增進讀者在動態與時間性內容的理解。諸多題材如天文學、建築學等與空間、時間相關的學科,藉由紙本和數位媒材的相互輔助,能夠更完整地傳達資訊,顯現媒材結合的重要性與發展性。然而,紙本與數位在內容、互動、閱讀方式等有許多的差異,國內市場雖可見到複合媒材的產品,但其結合常限於表層形式上之並置,尚未能將不同的媒材做有意義的結合與運用,以致無法提供讀者完善的閱讀體驗。本研究選用雪花的科學知識作為題材,將雪花具空間性的結構和時間性的變化過程,運用於結合紙本與數位媒材的立體書創作上。研究成果產出的「雪花複合媒材立體書」,能作為科學教育的教材,並提供日後複合媒材書籍研發與創作的參考。 / As technology develops, digital devices such as smartphones and tablets have become more and more popular, providing more possibilities of the forms for publishing companies to present the content. Despite the increasing growth of digital format publication, traditional printed books, because of the particular tangibility and the affections enjoyed by their readers, will not vanish. From this perspective, the integration of digital technology and printed book that exploits advantages from both sides would be worth exploring. Although there have been a few attempts in bringing these two media together in the publishing industry in Taiwan, there is still some way to go in terms of variety and quality. Through the investigation of the relationship between the materiality of different media, this project aims to explore ways of integrating tangibility and virtuality so that to create a new kind of mixed-media pop-up book that could provide new and interesting learning experience for the readers.
359

Investigation and improvement of the performance of THz Coherent Undulator Radiation source driven by a photocathode RF gun / 光陰極RF電子銃を用いたコヒーレントアンジュレータ放射源の性能向上に関する研究

Siriwan, Krainara 24 September 2019 (has links)
京都大学 / 0048 / 新制・課程博士 / 博士(エネルギー科学) / 甲第22090号 / エネ博第398号 / 新制||エネ||76(附属図書館) / 京都大学大学院エネルギー科学研究科エネルギー応用科学専攻 / (主査)教授 大垣 英明, 教授 松田 一成, 教授 白井 康之 / 学位規則第4条第1項該当 / Doctor of Energy Science / Kyoto University / DFAM
360

ハロゲン化金属ペロブスカイトの電子格子相互作用と熱光学特性 / Electron-phonon interactions and thermo-optic properties of metal halide perovskites

半田, 岳人 23 March 2020 (has links)
京都大学 / 0048 / 新制・課程博士 / 博士(理学) / 甲第22241号 / 理博第4555号 / 新制||理||1654(附属図書館) / 京都大学大学院理学研究科物理学・宇宙物理学専攻 / (主査)教授 金光 義彦, 教授 松田 祐司, 准教授 中 暢子 / 学位規則第4条第1項該当 / Doctor of Science / Kyoto University / DFAM

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