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品牌形象、品牌忠誠度、顧客滿意度與個人涉入— UNIQLO個案研究 / A study of brand image, brand loyalty, customer satisfaction and personal involvement, a case of UNIQLO林筱涵, Hsiao-Han, Lin January 1900 (has links)
品牌形象、品牌忠誠度、顧客滿意度與個人涉入在近期的研究皆為重要的討論議題。然而,過去的研究主要關注在UNIQLO的個案研究以及與其他服飾品牌的比較,沒有任何研究探討品牌形象、品牌忠誠度、顧客滿意度與個人涉入之間的利害關係。因此,本研究目的在探討品牌形象、品牌忠誠度、顧客滿意度與個人涉入之間的關係,以及影響到購買意願的主因。
本研究採用量化研究方法,以找出品牌形象、品牌忠誠度、顧客滿意度與個人涉入之間的利害關係。研究結果顯示品牌形象與顧客滿意度呈現正相關,品牌形象與顧客滿意度皆會影響到品牌忠誠度,而個人涉入會影響到品牌形象、顧客滿意度與品牌忠誠度之間的關係。 / Recent surveys have regarded customer satisfaction, brand loyalty, brand image and personal involvement as fundamental issues. The previous research has been focused on investigating the case study of UNIQLO and the comparison between other apparel brands. However, brand image, brand loyalty, customer satisfaction and personal involvement have not been extensively studied yet. Therefore, the research purpose is to examine the relationships among brand image, brand loyalty, customer satisfaction and personal involvement that could affect UNIQLO’s profitability.
Quantitative research approaches were employed in this study in order to find out the relationships among these factors. Results of this research showed that Brand image is positively related to customer satisfaction, Brand image and Customer satisfaction significantly predicts brand loyalty. Brand image and Customer satisfaction would affect brand loyalty through its effect on personal involvement. / Table of Contexts
Table of Contexts iv
Table vi
Figure vii
CHAPTER ONE: INTRODUCTION 1
1.1Background 1
1.2 Statement of problems 2
1.3 Purpose of the study 3
1.4 Research question 4
1.5 Significance of the study 4
CHAPTER TWO: LITERATURE REVIEW 6
2.1 Brand image 6
2.1.1 Brand Image: Mystery, Sensuality, and Intimacy 8
2.2 Brand loyalty 9
2.2.1 Attitudinal brand loyalty 11
2.2.2 Significance of brand loyalty 13
2.3 Customer satisfaction 14
2.3.1 Significance of customer satisfaction 15
2.4 Personal involvement 16
2.5 The overview of the global apparel industry 18
2.5.1 ZARA 23
2.5.2 H&M 26
2.5.3 GAP 29
2.6 The overview of UNIQLO 32
2.6.1 Background 32
2.6.2 Global market share 35
2.6.3 Business mode 36
CHAPTER THREE: METHODOLOGY 38
3.1 Research frameworks and hypothesis 38
3.2 Research design 40
3.3 Measurement 40
3.3.1 Section I- Demographics 42
3.3.2 Section II – Brand image 42
3.3.3 Section III - Attitudinal Brand loyalty 43
3.3.4 Section IV- Customer satisfaction 45
3.3.5 Section V- Personal involvement 47
3.4 Participant 47
3.5 Data collection 48
3.6 Data analysis 48
CHAPTER FOUR: RESULTS 50
4.1 Description of Samples 50
4.2 Factorial Structure of the Questionnaire 52
4.3 Internal Consistency of the Questionnaire 58
4.4 Correlation analysis 59
4.5 Regression Analysis 60
4.5.1 Multiple regression analysis 60
4.5.2 Hierarchical regression analysis 63
4.6 Structural Equation Modeling 69
CHAPTER FIVE: DISCUSSION AND CONCLUSIONS 72
5.1 Discussion of research results 72
5.2 Implications 77
5.3 Limitations of the study 77
5.4 Recommendations for future research 78
References 79
APPENDIX A 83
APPENDIX B 85
APPENDIX C 87
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探討複合式創意生活商場以體驗經濟思維之經營 / An Exploration of Combinative Creative Living Mall - In Experience Economy Perspective卓靖容, Cho, Ching Jung Unknown Date (has links)
觀看過去一般台灣連鎖商場事業,在「坪坪計較」的選體模式下,匯聚眾家精品名牌為商場舞台燈之所在。而在創意經濟潮流之下,漸漸的,許多添加了在地智慧與職人精神的在地品牌與新銳設計開始有機會露出於通路商場之中。當商場中的進駐品牌,背後都有他有意思的地方時;當商場越來越不像商場的時候,成為一個文化場域時;當商場內的體驗活動,無形中讓顧客主動的參與度變得更高時,這時候顧客就願意停留在這個地方更久,與這個地方產生連結感,並創造難忘的回憶。
總是聽說「文化是好生意」,而商場如何運用在地創意生活事業家的智慧與成果,以通路力量將這些吸飽風土涵養的微型文創送上舞台呢,更進一步成為台灣對向世界的文化櫥窗呢?而商場更要擁有什麼樣的能耐與經營模式讓顧客感受到在地創意生活的魅力,進而達成其營運價值與目標?故此,本研究由此著眼,主要探討三項研究問題。
一、複合式創意生活商場與進駐品牌之互動特點?
二、複合式創意生活商場中,其營運組織之特色?
三、複合創意生活商場與顧客的互動關係?
為了解複合式創意生活產業,如何運用體驗經濟思維創造在地文化場域,因此選擇以台灣在地生活為商場營運提案之兩家企業:誠品生活松菸店與林百貨,作為個案研究對象。
本研究發現,創意生活商場主要以開發在地創意生活潛力品牌為選題邏輯,也因在地品牌與商場有深刻在地情感連結之下,願意相互配合,而商場透過其空間力「撫育」品牌,也強化未來商場匯聚品牌之力道。在經營面向上,創意生活商場需要結合商場組織與成員之經歷與學習,將知識轉移成為商場經營核心能耐,而最後需要以創意生活商場為互動平台,創造商場、進駐品牌與顧客之互動,例如主題式活動或體驗販售,以體驗共創來為三方帶來價值,而商場群聚有共同體認者,進一步能成為在地美學社群。 / The term “Experience Economy” was first delineated in an article published in 1998 by B. Joseph Pine II and James H. Gilmore, named "The Experience Economy". In it they described the experience economy as the next economy following the agrarian economy, the industrial economy, and the most recent service economy. In the trend of experience economy, or so-called “Creative Economy”, people place a high value on local experience and craftsmanship in shopping mall instead of caring the size of the space solely. On these conditions, the concept of traditional shopping mall has been transformed into “Creative Living Mall.” Creative living mall operates businesses that orchestrate memorable events for their customers, and that memory itself becomes the product — the "experience".
In order to understand how to better leverage the value of experience and memory in creative living mall, this study attempts to discuss the dynamics between creative living mall operators and the brands, the interactions with customers, and the organizational management. Two cases investigated in this study are eslite and HAYASHI.
This thesis shed lights on the importance and the meaning of co-creation of memories and experiences in creative living mall. Literature review and in-depth interviewing of the one-year long research led to the following conclusions. First, creative living mall and local brands are emotionally connected to achieve co-existence and co-flourishing. Therefore, co-existence can then offers to both malls and brands enormous growth potential. Second, the operating teams of malls come from diverse and extensive related expertise background. These local and cultural working experiences combine to create precious knowledge and know-how, and further build core competence. Last but not least, this study concludes that customers, malls and local brands are the essence of the value creation system. This value system can further create an environment that fosters the formation of aesthetic community.
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居家影像監控產品價值創新之研究 / A Study on Value Innovation of Home Video Surveillance Products林佳興 Unknown Date (has links)
「家」是人類生活的重心,居家影像監控設備的需求來自於家庭用戶想要掌握居家環境安全現況。相對於商業影像監控的應用,居家影像監控設備安裝的複雜度需要較低。因此居家影像監控市場以簡易安裝、遠端監控為主要的發展趨勢。
網路攝影機(IP Camera)具有數位化及網路化的特色,掌握寬頻網路的電信業者積極為影像監控市場創造新興的居家應用情境。許多傳統影像監控產品製造商為因應居家影像監控的潮流,也紛紛推出產品因應。然而電信業者及傳統影像監控業者在居家影像監控的市場都沒有得到很大的成功。個案公司創立於2009年,在2012年所推出的第一代產品,一開始只在網路上銷售,卻在2012、2013席捲美國市場,成為美國居家影像監控產品的第一品牌。
本研究探討之研究問題包括: (一)數位化及網際網路的普及對影像監控產品設計之影響、(二)行動裝置的普及對影像監控產品設計之影響、(三)個案公司提升消費者認知價值之產品創新策略。
本研究採用個案研究方法,首先列出客戶所重視的產品要素,以產品關鍵要素為橫軸客戶對個案產品的認知價值為縱軸描繪出曲線圖,比較個案公司產品與競爭對手的產品價值曲線,可解讀出其策略上的差異點。最後運用藍海策略思維,重塑和創新價值曲線以產生新的策略意義。
本研究發現,數位科技進步及網際網路的普及降低了使用影像監控產品的門檻,因而使居家影像監控產品得以被大量採用。而移動裝置的普及改變了消費者使用影像監控產品的方式,使用者的體驗主要來自於手機App的操作經驗,與過去在個人電腦上的使用經驗完全不同。個案公司以解決使用者痛點作為提升消費者認知價值之產品創新策略,值得居家影像監控業者未來產品規劃參考。 / Home is the center of human life, home video surveillance equipment demand from home users want to master the security status of the home environment. With respect to the commercial video surveillance applications, home video surveillance equipment requires low complexity of the installation. Therefore, the main trend of home video surveillance is easy installation and remote monitoring.
IP Camera has digitized and network-oriented features, Internet carriers create new application scenarios for home video surveillance market. Many traditional video surveillance equipment manufacturers to cope with the trend of home video surveillance have also introduced products in response. However, carriers and traditional video surveillance industry in the home video surveillance markets have not been very successful. Founded in 2009, Dropcam Inc. launched the first generation of products in 2012, selling only on the Internet at the beginning, became the top brand of home video surveillance products in United States in 2013.
This study try to answer three questions: (1) The popularity of digital technology and the Internet's impact on the design of video surveillance products, (2) The impact of the popularity of mobile devices on the design of video surveillance products, (3) Dropcam’s product innovation strategy to enhance consumer perceived value of the product.
This study used a case study approach. Comparing the product value curve of Dropcam's products and its competitor’s product can interpret difference of strategy. Finally, the use of blue ocean strategy thinking, remodeling and innovation to create a new value curve strategic importance.
The study found that the popularity of digital technology and the Internet's progress reducing the threshold to use of video surveillance products, thus making home video surveillance products to be widely adopted. The popularity of mobile devices has changed the way consumers use video surveillance products. Dropcam to resolve user’s pain points to enhance consumer awareness of the value of a product. It is worth for coming home video surveillance maker’s reference.
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探討知識互動衡量指標之研究- 模型建立,建構發展與實證驗證 / The impact of knowledge interaction on innovation performance - model building, constructs developing and empirical validation劉大銘, Liou, Da Ming Unknown Date (has links)
The purpose of this paper is to develop a comprehensive concept of knowledge interaction offering a robust understanding of how technological knowledge interacts with customer knowledge. There are three research questions: (1) How can we define the knowledge interaction between the two kinds of organizational knowledge (customer knowledge and technological knowledge)? (2) What are the indexes shaping the quality of knowledge interaction between customer knowledge and technological knowledge for innovation? (3) How do organizations develop innovation under the different forces driving the knowledge interaction? Through analysis of existing literature and examination of empirical data, this study will apply a theoretical framework and hypotheses to measuring the knowledge interaction between customer knowledge and technological knowledge.
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知覺品質對顧客滿意與顧客忠誠之影響-以線上遊戲為例林偉盛 Unknown Date (has links)
在線上遊戲市場競爭如此激烈之下,擬定良好的行銷策略,將成為遊戲廠商決定勝負的關鍵。因此,本研究想要了解台灣線上遊戲產業的關鍵成功因素所在,以及如何提升遊戲玩家的滿意度與忠誠度。進一步探討各遊戲玩家對遊戲的滿意度與忠誠度,並分析個別遊戲的現況及其優劣勢,用以研擬具體的競爭策略方向。
本研究以MMORPG此遊戲類型為主,選取五個線上遊戲作為分析標的,進行實證研究,期望達到下列研究目的:
(1) 探討線上遊戲各品質項目對顧客滿意之影響,萃取出線上遊戲的
關鍵成功因素;
(2) 找出哪個遊戲之顧客滿意及顧客忠誠較低,有顧客流失的情況,
需要優先改善;
(3) 探討各線上遊戲在顧客心目中的知覺定位,擬定未來策略方向。
依本研究之目的,擬定研究架構及確立抽樣設計,並發放問卷收集玩家資訊。之後以結構方程模式檢驗模式品質;再以多元尺度分析進行知覺定位分析;最後則進行滿意忠誠分析,經實證分析得到以下研究發現:
(1) 知覺品質各構面對顧客滿意皆具有顯著且正向的影響力,依序排
列為有形性>遊戲內容>遊戲規則>價格合理>同理心>可靠性>反應
力>保證性。
(2) 經由滿意忠誠分析,發現天堂、金庸以及RO等三個遊戲屬於顧客
流失區;軒轅劍和希望兩個遊戲則屬於忠實顧客區。
(3) 各遊戲的改善重點,在顯現層部分,主要包括伺服連線優良、迅
速處理問題以及保存維護資料等三項;就潛伏層而言,則為有形
性構面。
根據實證分析之結果,衍生出許多的策略涵意,包括掌握關鍵因素、規劃競爭策略以及未來發展方向等,可以作為線上遊戲在改善知覺品質項目、提升顧客滿意活動以及規劃策略方向的參考依據。
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體驗行銷於國產休旅車行銷實務之應用廖子蔚, Liao, Abel Unknown Date (has links)
近幾年來休旅車市場逐年擴大,且每年都以高比例成長,其宣傳廣告和行銷活動也日益多元豐富,本研究欲藉著分析個案的行銷實務狀況,依目標市場、顧客價值與體驗行銷方式三個部份來分析個案實務狀況,以探討國產休旅車的行銷活動與體驗行銷的觀念此兩者之相關性。研究目的為瞭解國產休旅車行銷實務及其目標市場特性,並分析體驗行銷應用在國產休旅車的狀況,以作為未來國產休旅車行銷之建議與參考。
本研究選取國產休旅車產業之成功典範,以中華汽車三款國產休旅車:Savrin、Space Gear、Freeca作為個案分析,經筆者實地參與中華汽車內部行銷會議、訪談與中華汽車內部資料蒐集,及其它相關資料之整合,依三款車之目標市場、所提供之顧客價值、策略體驗模組及體驗類型,以質化研究來分析歸納各項之個別資料。
本研究結果指出,Savrin的目標市場特性為小家庭,Space Gear則是三代家庭,Freeca以自營商居多數,其共通特色都是較重視家庭或休閒的消費者。此三款休旅車所提供之顧客價值中最多被提及的為「卓越」價值,也就是產品品質好;第二位常被提及的顧客價值類型為「尊敬」價值,即人們使用休旅車來向他人展示自己的品味、地位和形象。Savrin的卓越價值主要是轎式操控感和有質感的內裝,尊敬價值則為關心妻兒的好男人;Space Gear的卓越價值在於車室空間大,座椅多變化,尊敬價值為大家庭和諧、溫馨的形象;Freeca的卓越價值在便宜又大空間,尊敬價值為仿SUV外形的休閒、運動、有格調形象。此三個案的體驗行銷活動中以Savrin最多,Space Gear次之,Freeca則較少。Savrin和Space Gear都以情感體驗為主軸,思考體驗為輔,最終希望達到關聯體驗的最高境界;且Savrin和Space Gear都是以娛樂體驗來吸引消費者的注意,成功打造了符合品牌形象的美學體驗,使顧客最終感受到教育體驗,便成愛家、重視休閒情趣的人。
整體來說,本研究發現此三款車比其它競爭者更重視情感訴求、成功地經營家庭與休閒這兩大塊議題,特別是Savrin和Space Gear在消費者心中的形象都很一致且是正面印象。究其成功原因在於中華汽車找到特定目標市場心中未被發現或滿足的顧客價值,並以一系列具吸引力的體驗行銷方式傳達產品訊息。
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Understanding the Market-orientation Effects of CRM on the Organizational Processes林佳生, Lin, Jia-Sheng Unknown Date (has links)
為了了解CRM(Customer Relationship Management)對於組織行為及流程的影響,透過文獻探討及內容分析,本研究發展一個CRM的架構,此架構影響範圍包含工作實務、價值鍊流程以及組織績效。本研究接著針對五間台灣的金控公司進行個案研究以測試此架構的論點及CRM使用上的內涵。
本研究主要發現是不同的CRM使用類型會有不同組織文化及流程上的影響。利用CRM來服務顧客的公司,在服務顧客的流程上,會受到明顯的文化改變。利用CRM來服務及保留顧客的公司,在所有顧客價值創造活動相關的領域上都會有顯注的文化及流程改變。利用CRM當作基礎建設來服務、保留及開發顧客的公司,組織早已發展市場導向的實務,因此文化及流程的改變程度較小。CRM使用上最主要的挑戰就是去了解不同類型的CRM使用、CRM對於組織行為與文化可能的影響、以及針對不同CRM使用需要哪些適當的管理活動。
透過個案間分析,本研究發現三種不同的CRM使用類型,此三類型為:工具(Facility)、分析(Analytical)、以及基礎建設(Infrastructure)。他們各自有不同的管理重點及組織文化與流程的影響。工具型組織在服務顧客相關流程上有提高生產力的傾向。分析型組織在顧客保留及交叉銷售上,將獲得較多利益。對於基礎建設型組織而言,早已市場導向的流程將大大提升組織在顧客服務上的精準性及彈性。
本研究透過個案研究以整合CRM使用的發現,並且針對CRM的管理提出有用的建議。CRM使用對於市場導向影響的發現以及三種類型的CRM使用可清楚闡明對於CRM使用的了解,當未來有研究著力於不同市場上CRM的潛力,本研究也提供一個基礎。期望CRM使用的管理者可得利於本研究提出的觀點,並且能針對CRM使用提出適當的管理計畫。 / To build an understanding of the impacts of Customer Relationship Management (CRM) on organizational behaviors and processes this study strives to develop a model of CRM effects on work practice, value-creation processes and organizational performance through iterative literature review and content analysis. The study then applied multiple case studies on five financial holding companies in Taiwan to test the propositions and build insights of the CRM use.
Major finding is that different types of CRM use can have different impact on the organizational culture and processes. Companies use CRM for serving customers experience cultural change in the area of customer service processes while companies use CRM for serving and retaining customers experience further cultural and process changes in all areas relating to customer value generation activities. For companies that use CRM as an infrastructure for serving, retaining and inventing customers, low cultural and process changes are noted due to the already-built market-orientation practice. The most critical challenge of CRM use is to understand the type of CRM use, the possible effects of CRM on both organizational behavior and processes, and the appropriate management initiatives for best use of the CRM system.
Through the cross case analysis three types of CRM use are identified. The three types of CRM use are: facility, analytical and infrastructure. They each have different management focuses and effects on organizational culture and processes. Organizations of the facility type of CRM use tend to gain productivity benefits in customer service while companies of the analytical use of CRM gain more benefits in customer retention and cross selling. For companies of the infrastructural use of CRM the established market-oriented processes can contribute greatly to the precision and flexibility of customer services.
This research consolidates findings of CRM use from cases studied and proposes useful recommendations on the management of CRM. Findings of CRM effects on market-orientation and the three types of CRM use clarify general understandings of CRM use and provide a base for enhanced understanding of the potential of CRM in different market situations. It is hoped that managers of CRM can benefit from the insights presented and be able to implement proper management plan of CRM use.
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表演藝術團體行銷之研究:以國立國光劇團為例 / A Marketing Research on Performing Arts Organization: National Guo-guang Chinese Opera Company陳姿宏, Chen ,Tzu-hung Unknown Date (has links)
藝術和文化的交流能超越民族、國家和意識型態,使人與人相互理解,建構真正世界和平的基磐。京劇富含豐富的傳統中華文化,是中國流行最廣、最受歡迎的劇種。民國84年教育部合併原本隸屬於三軍的陸光、海光、大鵬京劇隊與豫劇隊,成立國家級劇團─國立國光劇團。該劇團目前以創新自許,企圖將原本屬於精緻文化的京劇普及化,並且為台灣樹立代表台灣風格的京劇表演。
為了使優質的現代化國劇成為台灣藝術文化的代表。當務之急乃是要為國光劇團的現代化國劇推廣,找出一套能夠符合消費者需求,又能行銷地域、行銷全球的表演藝術團體行銷策略。
為此,本研究針對年輕消費者進行「2005京劇滿意度」問卷調查,發出500份問卷,回收353份,有效問卷251份。經因素分析後,結果發現:「不願意欣賞京劇」的兩大因素為行銷相關問題和產品問題;「京劇欣賞滿意度」兩大因素為戲劇內力表現和戲劇外顯表現以及「影響觀眾欣賞京劇重要程度」三大因素為產品品質問題、卡司問題和非本願因素
本研究亦針對國光劇團之行銷架構,以深度訪談方式進行檢視。最後以雪狼湖作為表演藝術行銷成功範例之標竿與現代化京劇比較,得出之國光劇團行銷策略建議為:一、京劇表演教育啟蒙,開闢潛力市場。二、創新產品、大卡司,建立口碑。三、整合行銷傳播以達□效。 / Arts and cultures surpass races、countries and ideologies, communicate people and build the real foundation of world peace. Chinese Opera which contains rich Chinese culture is now the most popular opera in China. 1995, Ministry of Education combined three triphibious Chinese Opera groups into one national Chinese Opera Group—the National GuoGuang Chinese Opera Company. The company tries to set up a creative Taiwanese style for Chinese Opera and prevail these fine arts.
To make the excellent Modern Chinese Opera become the behalf of Taiwanese culture, the marketing strategies for GuoGuang to meet consumers’need is urgent.
The study surveyed 500 young consumers by questionaires of 「2005 Chinese Opera contentment survey」, 353 questionaires are recycled, 251 are effective. After Factor Analysis, the result shows that the marketing and product problems lead to the unwillingness to see Chinese Opera; Actors/Actresses inner presence and stage costumes are factors of Chinese Opera contentment; Product Qualities、Cases and outside control elements are factors of the Chinese Opera watching importances.
The study interviewed GuoGuang Chinese Opera Company to examine their markeing structure. Besides, the study takes 「Snow Wolf Lake」 as a successful marketing example for benchmark and concludes suggestions for Guoguang: 1. Education of Chinese Opera scripts would be a way to cultivate potential markets; 2.Innovation products and big cases would help the company to build public praise. 3. Make good use of Integrated Marketing Communication to reach for advertisement synergy.
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展覽服務業的顧客關係管理與社群形成之研究陳禧遲, Chen,Michael Unknown Date (has links)
一個商業展覽通常需要投入大量資源,但只能在一定的地點、一定的期間內展現,如何有效地將展覽中最重要的資源 - 顧客關係,於展覽後繼續維持與發展? 這將是展覽服務業延伸展覽價值最重要的工作。
本研究從展覽的現場活動與參觀者互動開始,從互動中收集參觀者基本資料及各別需求,運用資料採礦技術來分析參觀者資料,並將結果做為進行顧客關係行銷與形成虛擬社群的依據。不同虛擬社群形成後,本研究使用異場域碰撞的典範轉移模式,試圖從腦神經模型中推演出人與人、社群與社群之間的互動關係,建構完成一展覽服務業的顧客關係管理參考架構。
關鍵詞:
顧客關係管理、資料採礦、虛擬社群、關係行銷、
異場域碰撞
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個人資料保護法對企業管理與企業營運影響之研究 / The study on the impacts of implementing personal information protection legislation towards industry management and operation馬凱蕙 Unknown Date (has links)
新版個人資料保護法,經歷各種必要相關程序後,將於2012年下半年起施行。由於新法將不分行業全體適用,且不再僅限於經電腦處理之個人資料也納入保護範圍,此外更要求企業必須舉證說明無過失或無故意違反法律。於此企業應該提早進行自我檢驗,建立管理制度並導入相關措施以作因應,否則新法上路後對企業蒐集、處理與利用個資將有更嚴格之要求。
本研究希望利用訪談的方式,瞭解藉由個人資料進行分析並進而擬定行銷策略之個案公司,對於新舊個資法之因應策略的可能方案,並蒐集對該業者公司發放的問卷,將所有資訊統合整理,調查各業者對於新個資法之認知及實施時之因應措施,讓本研究得以充分的描繪出個案公司的可行策略。
因此,從量化與質化問卷的調查資料得到的研究結果,大致可分為三點,面對新個資法的實施,應由業者的個資外洩風險評估做起、管理風險及賦予人員權限和提高資訊安全維護處理。綜合研究結果,茲分別對政府及企業提出幾項建議,以供未來政府及企業之參考依據。
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