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貿易商價值之創造與維持-以某汽車零組件貿易商為例 / The creation and maintenance of value for traders: in case of auto parts trader翁束華, Wong, Shu Hua Unknown Date (has links)
全球化的趨勢造成產業快速變化與重整,全球買家直接接觸產地,全球供應商直接進入市場,買賣之間的距離越來越近,越來越直接,讓一直以來在買賣間扮演中間橋樑促成交易的貿易商感受到強大壓力,買家和供應商不再依賴貿易商溝通,尤其面對全球景氣的衰退,因為降低成本的考量,有越來越多的買賣雙方打算跳過貿易商直接交易。貿易商必須改變,思考轉型的必要性,以及如何創造價值,使自己不被淘汰。
本論文以貿易商為主體,研究貿易商如何創造價值並維持價值,研究內容是以台灣某中小汽車零組件貿易商為個案,採用訪談的方式,研究其從事貿易業十三年來之貿易實務經驗,以提供未來貿易業者之參考。並藉由本次個案因應環境變遷採取的執行方案的分析過程中,讓我們更加了解貿易商的現況及未來發展趨勢,還有如何面對貿易商可能被買賣雙方淘汰的困境。
訪談的對象包含經營高層和中階主管,以及相關供應商,除了訪談外,並蒐集其他相關文獻和資料,來進行探討,並將所獲得之內容進行分析。
研究之架構則分為三部份,有環境變遷、面臨的問題、貿易商價值創造與維持。環境變遷著重在三個面向:顧客面、供應面與競爭面;面臨的問題則著重在營運問題;價值創造與維持的部分則著重在因應方案和核心能力上。透過上述三個部分的研究,也會探討因應後產生的績效。
而透過本個案研究之結果,提供下列數點建議,以供台灣中小貿易商未來發展之參考:
1.面對全球化的趨勢,傳統貿易商單純居間買賣協調的作法必須改變。
2.新型態的貿易商不僅是中間商,同時也必須能夠發揮服務綜效,全面服務供
需雙方。
3.貿易商也可以發展品牌,以避免買賣雙方直接交易。
4.產品的專業能力絕對必要。
5.創造獨特的自我價值成為貿易商當前最重要的課題。
關鍵字:去中間化,全球化,創造價值。 / The trend of globalization caused by rapid industrial change and restructuring, global buyers directly contact the origin, the global provider of direct market access trading between getting closer, more direct, so that has been to play an intermediary bridge between the buying and selling traders feel strong pressure to facilitate transactions, buyers and suppliers is no longer rely on traders to communicate, especially to the face of global economic recession as a reduction in the cost considerations, a growing number of buyers and sellers intend to skip the traders directly transactions. The traders must be changed, the necessity of thinking in transition, and how to create value, so do not be eliminated.
This thesis is based on the traders, research traders how to create and maintain value, research is the components of a Taiwan small car traders as the case, use of interviews, the researchers engaged in the trade for 13 years, to provide other trade reference. And by this case due to environmental changes has taken to implement the program during the analysis, let us get a better understanding that the current status and future development trends of traders, as well as how to deal with the difficulties traders may be eliminated by the buyers and sellers.
To interview with senior and middle level managers of business, and related suppliers, in addition to interviews and gather other relevant documents and information to explore, and the contents analyzed.
The structure of the study is divided into three parts, environmental changes, the problems faced by traders, value creation and maintenance. Environmental changes focus on three dimensions: customer, supply-side and competition surface; the problem focuses on operational issues; the value creation and maintenance will focus in response to the program and core competencies. Through the three-part study will explore the performance of coping.
The results of this case study, to provide the following recommendations for the future development of Taiwan's small and medium-sized traders refer to:
1. Faced with the trend of globalization, traditional
traders simply an intermediary trading coordinated
approach must be changed.
2. New types of traders not only brokers, but also must be
able to play the service synergy, full-service for
supply and demand sides.
3. Traders can develop the brand in order to avoid the
direct trading of buyers and sellers.
4. The professional competence of the products is
absolutely necessary.
5. To create a unique self-worth that is the most important
topics for traders.
Keywords: Non-broke, globalization, to create value.
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How To Create Satisfaction : Customer satisfaction in Business-to-Business relationshipsWestman Wall, Carolin, Henriksson, Tomas January 2009 (has links)
<p>This thesis aims to increase the understanding for how customer satisfaction is created in business-to-business relationships in the copying machine and IT sector. A second objective is to contribute to the small, yet growing literature on the topic of satisfaction in business-tobusiness settings. In order to accomplish this, one company in the copying machine and IT sector has been used as a base and its customers have been the focus of the study. The results show that if the expectations the customers have of the product are met, the customers are likely to be satisfied. Furthermore, parts that have a high influence on customer satisfaction are technical support, the products’ quality, the product’s user-friendliness and availability of the staff. The part that contributed the most to customer satisfaction was how the staff treatedthe customers. The parts which contributed the least were selection of products, handling of invoices and delivery times.</p>
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Factors influence entrepreneurial immigrants come to Sweden to create businessesXu, Yansi, Renou, Alexandre, Rehn, Victorine Ayah January 2007 (has links)
There is no reason to refuse the fact that, in the coming years, Europe is going to face a new wave of immigration. The birth rate is in decline and life expectancy in the European continent is higher than before. As a consequence, there are two major problems: a shortage of labour and the financing of the pensions (Kohler, Billari & Ortega, 2002). World Bank warns European Union that for stabilizing the amount of working age population in 2050 like in 1995, would involve a net migration of 79 million within the EU25. There should be new flow of immigration. As a consequence, the phenomenon combines immigration and entrepreneurship will be vital for countries’ future growth within Europe. However, consider Sweden as the area of study by combining the immigration entrepreneurship study and business start-up abroad. Therefore, the questions of why the entrepreneurs choose to go to other countries for business venture and why they choose Sweden as the host country become a topic to study in this research paper. The purpose of the research is going to find out the motivations for the initiative of entrepreneurial immigrants’ choice of Sweden as a host country. In order to find the result for the purpose, the research chose to use an inductive and exploratory approach to find out why those entrepreneurial immigrants indented to come to establish business in Sweden. Those reasons were investigated from previous research; experts working with foreigners who arrived in Sweden for business purpose, and the entrepreneurial immigrants who arrived in Sweden for new ventures. The data collection based on a qualitative method. According to the research purpose, the theories were chosen in the field of migration and entrepreneurship. Determinants of immigration and entrepreneurship were listed and explained. Based on the interview, information was categorized with the determinants listed in the theoretical frame work. Based on the analysis, the empirical information shows that entrepreneurs came to Sweden not only for business reasons. All of the Local Development Managers and entrepreneurs interviewed considered that entrepreneurial immigrants chose to create business in Sweden with immigration purpose. However, if we want to apply this result to all entrepreneurial immigrants, further quantitative study would be required.
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How To Create Satisfaction : Customer satisfaction in Business-to-Business relationshipsWestman Wall, Carolin, Henriksson, Tomas January 2009 (has links)
This thesis aims to increase the understanding for how customer satisfaction is created in business-to-business relationships in the copying machine and IT sector. A second objective is to contribute to the small, yet growing literature on the topic of satisfaction in business-tobusiness settings. In order to accomplish this, one company in the copying machine and IT sector has been used as a base and its customers have been the focus of the study. The results show that if the expectations the customers have of the product are met, the customers are likely to be satisfied. Furthermore, parts that have a high influence on customer satisfaction are technical support, the products’ quality, the product’s user-friendliness and availability of the staff. The part that contributed the most to customer satisfaction was how the staff treatedthe customers. The parts which contributed the least were selection of products, handling of invoices and delivery times.
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Creating Values for Customers : A case study of small investment service firm in ChinaPeng, Mingjia, Li, Cong January 2011 (has links)
Nowadays, market situation has moved from the mass marketing towards the era of customized marketing. To keep abreast of technological development, new approach should substitute for the traditional business models. The issue that CRM as a tool to create values for customers in developing countries has become much more attractive. The purpose of this dissertation is to figure out how to create values for the customers in the operating process of enterprise. This study is built on a model of CRM process and performance, which helps the company to create values for customers. The authors use case study to conduct this research, and data collection through the semi-structured interview. Some findings are obtained: strategic goals and customer orientation are critical for a CRM project. The small firms’ success is derived from the effective customer orientation and meeting customer needs. CRM process contained firm resources, management of customer relationships, customer-company exchange process and people-related components. The tangible performance of successful CRM process is to increase company profits through enhancing customer behaviors. Managing relationships with customers is beneficial for the company. If a company focuses on trust, commitment, and communication between company and the customers, their relationship performance will be boost up. It will achieve the customer satisfaction, customer loyalty, customer retention. Furthermore, customer satisfaction has direct relationship with customer values, and is the chief purpose of any business and is associated with the business success.
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The impact of the interpretation and application of Doctrine of Equivalents to patent Infringement on Taiwan's high-tech industries.Chiang, Kuen-Jang 26 August 2010 (has links)
It is a Key player for Doctrine of Equivalents of interpretation and application in the patent infringement. While the use of Doctrine of Equivalents on the judicial decisions they may not otherwise. The Doctrine of Equivalents of patent infringement litigation often is used to determine the key to victory or defeat. So can interpretation and application of Doctrine of Equivalents be used to explain the lack of fairness and justice? Two levels affect this. First, it will hinder the development of human resources for innovation and invention; on the other hand, it will hinder the use of proprietary information with competitors in the industry and then R & D innovation. Therefore, how to strike a balance, and provide companies with operations on the coping strategies? It must provide light to the government to develop policies to make the state's industrial economic development not have a negative impact, it will be able to make Taiwan high-tech industries the key to scale new heights. The development of Taiwan's high-tech industries has its advantages which, if they can continue to innovate and pursue new knowledge, create new knowledge, apply new knowledge, will be able to continue to successful development. In the arena of global competition, technological innovation in creating and maintaining the competitive edge play an important role. In the big picture, the State must be able to establish an economic growth patent policy..Taking into account the economic advantages of science and technology policy is the most important contribution of science and technology enterprises and will provide support to business and trade activities to encourage government, industry, education and cooperation between research units, to encourage and support scientific and technological innovation, and to develop plans to enhance the creativity and support research and development activities.This must be done as soon as possible due to the necessary Doctrine of Equivalents on the legal structure to ensure the rights and interests of both parties, thus contributing to the sustainable development of Taiwan's high-tech industries.
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Factors influence entrepreneurial immigrants come to Sweden to create businessesXu, Yansi, Renou, Alexandre, Rehn, Victorine Ayah January 2007 (has links)
<p>There is no reason to refuse the fact that, in the coming years, Europe is going to face a new wave of immigration. The birth rate is in decline and life expectancy in the European continent is higher than before. As a consequence, there are two major problems: a shortage of labour and the financing of the pensions (Kohler, Billari & Ortega, 2002). World Bank warns European Union that for stabilizing the amount of working age population in 2050 like in 1995, would involve a net migration of 79 million within the EU25. There should be new flow of immigration. As a consequence, the phenomenon combines immigration and entrepreneurship will be vital for countries’ future growth within Europe. However, consider Sweden as the area of study by combining the immigration entrepreneurship study and business start-up abroad. Therefore, the questions of why the entrepreneurs choose to go to other countries for business venture and why they choose Sweden as the host country become a topic to study in this research paper.</p><p>The purpose of the research is going to find out the motivations for the initiative of entrepreneurial immigrants’ choice of Sweden as a host country. In order to find the result for the purpose, the research chose to use an inductive and exploratory approach to find out why those entrepreneurial immigrants indented to come to establish business in Sweden. Those reasons were investigated from previous research; experts working with foreigners who arrived in Sweden for business purpose, and the entrepreneurial immigrants who arrived in Sweden for new ventures. The data collection based on a qualitative method. According to the research purpose, the theories were chosen in the field of migration and entrepreneurship. Determinants of immigration and entrepreneurship were listed and explained. Based on the interview, information was categorized with the determinants listed in the theoretical frame work.</p><p>Based on the analysis, the empirical information shows that entrepreneurs came to Sweden not only for business reasons. All of the Local Development Managers and entrepreneurs interviewed considered that entrepreneurial immigrants chose to create business in Sweden with immigration purpose. However, if we want to apply this result to all entrepreneurial immigrants, further quantitative study would be required.</p>
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Vi ska koka soppa, is-soppa! : En observationsstudie om förskolebarns meningsskapande kring aggregationsformer som lärande objekt.Filipsson Lopez, Nicolina January 2015 (has links)
Syftet med studien är att undersöka hur barns uppfattningar kring aggregationsformer som fenomen förändras genom några enkla aktiviteter med is (fast form), vatten (flytande form) och vattenånga (gasform) samt hur barnen skapar mening kring aggregationsformerna. Denna studie är gjord ur ett utvecklingspedagogiskt perspektiv, en gren ur fenomenografin. Metoden som använts är kvalitativa observationer i barngrupp och data har samlats in genom fältanteckningar. Barnen har observerats under två aktiviter; experimentet Från is till ånga och leken Molekylleken. Experimentetet genomfördes två gånger, en gång innan och en gång efter leken. I studien har 19 barn deltagit i åldrarna fyra till sex år. Studiens resultat visar en förflyttning i samtalet från att i första experimentet kretsa kring barnens tidigare erfarenheter till att under sista experimentet kretsa kring molekyler. Barnens förändrade uppfattningar uppstår i mötet med aktiviteterna och ett meningsskapande kan registreras. Studien visar alltså att barnens nya erfarenheter genom aktiviteterna får betydelse för deras uppfattningar av lärande objektet, aggregationsformer. Denna studie ger förskollärare förståelse för barnens meningsskapande kring aggregationsformer samt hur barnens begynnande kemikunskap kan ta sin början i förskolan. / The aim of this study is to see the perceptions that preschool children have about the aggregate states as a phenomena through some simple activities with ice (solid), water (liquid form) and water vapor (gas form) and how the children create meaning through the aggregate states. The theoretical perspective in this study is development pedagogic, a part of phenomenography. The used method is qualitative observation in a preschool group and the data is collected with notes. The children have been observed during two different activities; an experiment, From Ice to Vapor and a game, the Molecular game. The experiment took place twice, one time before the game and one time after. 19 children in the ages 4-6 years have been part of this study. The results show a movement of the conversation from the first experiment when they talked a lot about earlier experiences of water to the last experiment when the conversation was more about molecules. The children changed their perceptions in the meeting with the activities and they created meaning in relation to the aggregate states. The study also shows that the new experiences that the children receive through the activities are helping them with their perception of the object of learning, the aggregate states. This study gives preschool teachers an understanding of how children are creating meaning about aggregate states and how understanding of chemistry can take place in preschool.
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Design and development of a mobile editor for location-based gamesLopez-Romero Guijarro, Rodrigo 09 October 2014 (has links)
In the present project I propose to describe the design, development and implementation of mobile application TaggingCreaditor. TaggingCreaditor, as its name suggests, is a tool that allows the creation and edition of content for collaborative location-based mobile games, i.e., for the called 'Tagging games', whose physical elements are identified with tags such as a QR code or RFID code tags. The application has been developed for both desktop computers and mobile devices. In this paper the editor for the mobile devices will be presented.
Mobile technologies play an increasingly important role in our lives, so that it is reasonable that new ideas come up to take advantage of this technology. An interesting example is the collaborative location-based mobile games that have the great advantage that they can be used for both entertainment and learning. Examples of collaborative location-based games are MuseumScrabble or CityScrabble, of which a study will be carried out prior to the design of the content editor.
The problem is that there are plenty of locations where you can play many of the existing location-based games, but we do not have a generic tool that facilitates the creation of content. This is what comes to solving TaggingCreaditor: creating content for these games so that any developer can operate his game at any location in the world. Even, a school teacher could use this tool to create content for their students in a museum to which they will visit. Therefore, this application could be considered as a useful supporting utility for collaborative location-based mobile games such as MuseumScrabble or CityScrabble mentioned before.
Among the highlights and strengths of the application, we find that it is a generic and collaboration tool. First, the application is designed with the idea that it can be used by a large number of mobile location-based games, so it is a generic tool. And, secondly, the content editor has the advantage of being collaborative, allowing multiple users to create content for their own games in parallel in the same database.
I would like to finish remarking the utility that a generic editor may have for the location-based games, allowing to create content of any subject for whatever the game is and in any place of the world. I also would like to highlight that the editor can be improved in a lot of different ways, for instance, an interesting improvement could be the multi-user support so that each user can create their own games without using the same database that other users. / Η παρούσα εργασία περιγράφει το σχεδιασμό, την ανάπτυξη και την υλοποίηση της εφαρμογής ΤaggingCreaditor για κινητές συσκευές. To TaggingCreaditor όπως αποκαλύπτει και το όνομα του είναι ένα εργαλείο για την παραγωγή και επεξεργασία περιεχομένου για συνεργατικά χωρο-ευαίσθητα παιχνίδια με κινητές συσκευές, όπως για παράδειγμα τα “Tagging games” όπου τα φυσικά αντικείμενα αναγνωρίζονται μέσω της σάρωσης QR ή RFID ετικετών. Η εφαρμογή αναπτύχθηκε για χρήση σε σταθερό υπολογιστή αλλά και σε κινητές συσκευές. Σε αυτή τη διπλωματική εργασία θα παρουσιαστεί η εφαρμογή που αφορά στην παραγωγή και επεξεργασία περιεχομένου για κινητές συσκευές.
Οι κινητές τεχνολογίες διαδραματίζουν όλο ένα και σημαντικότερο ρόλο στη ζωή μας, με αποτέλεσμα πολλές νέες ιδέες να προκύπτουν λαμβάνοντας υπόψην τα πλεονεκτήματα αυτών των τεχνολογιών. Ενδιαφέρον είναι το παράδειγμα των συνεργατικών χωρο-ευαίσθητων παιχνιδιών τα οποία μπορούν να χρησιμοποιηθούν παράλληλα για ψυχαγωγία και μάθηση. Τέτοια παραδείγματα αποτελούν τα παιχνίδια MuseumScrable και CityScrable, στα οποία έχει γίνει εκτενής μελέτη πριν το σχεδιασμό του TaggingCreaditor.
Τα υπάρχοντα χωρο-ευαίσθητα παιχνίδια μπορούν να παιχτούν σε πολλούς χώρους ωστόσο δεν υπάρχει ένα εργαλείο γενικής εφαρμογής το οποίο να διευκολύνει στην δημιουργία περιεχομένου για τα παιχνίδια αυτά. Αυτό το κενό έρχεται καλύψει η παρούσα διπλωματική εργασία με το σχεδιασμό και την ανάπτυξη του εργαλείου TaggingCreaditor. To εργαλείο αυτό αναπτύχθηκε για την παραγωγή και επεξεργασία περιεχομένου για χωρο-ευαίσθητα παιχνίδια έτσι ώστε κάθε σχεδιαστής παιχνιδιού να μπορεί να σχεδιάσει παιχνίδια για να παιχτούν σε οποιαδήποτε περιοχή του κόσμου. Για παράδειγμα, ένας δάσκαλος θα μπορούσε να σχεδιάσει ένα παιχνίδι και να παράξει περιεχόμενο για αυτό ώστε να παιχτεί από τους μαθητές του κατά την διάρκεια μιας επικείμενης επίσκεψης σε ένα μουσείο. Επιπρόσθετα, αυτό το εργαλείο θα μπορούσε να αποτελεί υποστηρικτική λειτουργία για τα υπάρχοντα συνεργατικά χωρο-ευαίσθητα παιχνίδια όπως τα MuseumScrable και CityScrable.
Ανάμεσα στα κυριότερα σημεία και δυνατότητες αυτής της εφαρμογής, είναι το γεγονός ότι το TaggingCreaditor είναι ένα συνεργατικό και γενικής εφαρμογής εργαλείο. Κατά πρώτον, ο σχεδιασμός έγινε έτσι ώστε πολλοί χρήστες να μπορούν συνεργατικά και παράλληλα να παράγουν και να επεξεργάζονται το περιεχόμενο των παιχνιδιών τους, χρησιμοποιώντας μια κοινή βάση δεδομένων. Κατά δεύτερον, η εφαρμογή αυτή σχεδιάστηκε με το σκεπτικό πως θα μπορεί να χρησιμοποιηθεί για την παραγωγή και επεξεργασία του περιεχομένου ενός μεγάλου αριθμού χωροευαίσθητων παιχνιδιών, κάτι που κάνει το συγκεκριμένο εργαλείο να είναι εργαλείο γενικής εφαρμογής.
Θα ήθελα να κλείσω τονίζοντας την χρησιμότητα που μπορεί να έχει ένα τέτοιο εργαλείο γενικής εφαρμογής για τα χωρο-ευαίσθητα παιχνίδια, επιτρέποντας την δημιουργία και επεξεργασία περιεχομένου γύρω από οποιαδήποτε θεματική ενότητα, για οποιοδήποτε παιχνίδι και σε οποιαδήποτε περιοχή του κόσμου αυτό παίζεται. Θα ήθελα επίσης να τονίσω πως το συγκεκριμένο εργαλείο μπορεί να βελτιωθεί με πολλούς διαφορετικούς τρόπους όπως για παράδειγμα να μπορεί να υποστηρίζει πολλούς χρήστες οι οποίοι όμως δεν θα χρησιμοποιούν κοινή βάση δεδομένων για την παραγωγή και επεξεργασία του περιεχομένου των παιχνιδιών τους.
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Design and development of an editor for location-based gamesOrtega-Arranz, Alejandro 09 October 2014 (has links)
Nowadays, mobile games and applications have turned around in essential
elements in the current society. But, at the same time that world does not stop
(society, tendencies, ... it changes daily), mobile games and applications
should update and modify their contents. Thus, content providers play an
important role and turn around important.
The Human Computer Interaction (HCI) group from University of Patras,
have developed some mobile games with a playful and educative scope, and
also its content editors. But, could be possible stopping developing one editor
for each game and make one in common? even could we extend it to other
games not developed by the HCI group?
This will be our purpose during this document. Trying to create a content
editor despite the fact of the differences of the games, logic, user interface
and other many aspects which differ them. Therefore, the content provider
should be able to create, edit or update the information or content without
changing the performance of the games.
For carrying this out, first of all we should analyze which things the games
have in common and then, to get an abstraction. This abstraction should
work for all the games although they have incompatible properties among
them. Then, for this kind of properties, we should add somehow a visibility
parameter. By this way, that properties will be invisible for games which do
not use them.
Hence, this common content editor should be able to add, modify and
delete objects of the games which have been developed and can be played
everywhere in the whole world. / Η παρούσα εργασία περιγράφει το σχεδιασμό, την ανάπτυξη και την υλοποίηση της εφαρμογής ΤaggingCreaditor για χρήση σε σταθερό υπολογιστή. To TaggingCreaditor όπως αποκαλύπτει και το όνομα του είναι ένα εργαλείο για την παραγωγή και επεξεργασία περιεχομένου για συνεργατικά χωρο-ευαίσθητα παιχνίδια με κινητές συσκευές, όπως για παράδειγμα τα “Tagging games” όπου τα φυσικά αντικείμενα αναγνωρίζονται μέσω της σάρωσης QR ή RFID ετικετών. Η εφαρμογή αναπτύχθηκε για χρήση σε σταθερό υπολογιστή αλλά και σε κινητές συσκευές. Σε αυτή τη διπλωματική εργασία θα παρουσιαστεί η εφαρμογή που αφορά στην παραγωγή και επεξεργασία περιεχομένου για χρήση σε σταθερό υπολογιστή.
Ενδιαφέρον είναι το παράδειγμα των συνεργατικών χωρο-ευαίσθητων παιχνιδιών τα οποία μπορούν να χρησιμοποιηθούν παράλληλα για ψυχαγωγία και μάθηση. Τέτοια παραδείγματα αποτελούν τα παιχνίδια MuseumScrable και CityScrable, στα οποία έχει γίνει εκτενής μελέτη πριν το σχεδιασμό του TaggingCreaditor.
Τα υπάρχοντα χωρο-ευαίσθητα παιχνίδια μπορούν να παιχτούν σε πολλούς χώρους ωστόσο δεν υπάρχει ένα εργαλείο γενικής εφαρμογής το οποίο να διευκολύνει στην δημιουργία περιεχομένου για τα παιχνίδια αυτά. Αυτό το κενό έρχεται καλύψει η παρούσα διπλωματική εργασία με το σχεδιασμό και την ανάπτυξη του εργαλείου TaggingCreaditor. To εργαλείο αυτό αναπτύχθηκε για την παραγωγή και επεξεργασία περιεχομένου για χωρο-ευαίσθητα παιχνίδια έτσι ώστε κάθε σχεδιαστής παιχνιδιού να μπορεί να σχεδιάσει παιχνίδια για να παιχτούν σε οποιαδήποτε περιοχή του κόσμου. Για παράδειγμα, ένας δάσκαλος θα μπορούσε να σχεδιάσει ένα παιχνίδι και να παράξει περιεχόμενο για αυτό ώστε να παιχτεί από τους μαθητές του κατά την διάρκεια μιας επικείμενης επίσκεψης σε ένα μουσείο. Επιπρόσθετα, αυτό το εργαλείο θα μπορούσε να αποτελεί υποστηρικτική λειτουργία για τα υπάρχοντα συνεργατικά χωρο-ευαίσθητα παιχνίδια όπως τα MuseumScrable και CityScrable.
Ανάμεσα στα κυριότερα σημεία και δυνατότητες αυτής της εφαρμογής, είναι το γεγονός ότι το TaggingCreaditor είναι ένα συνεργατικό και γενικής εφαρμογής εργαλείο. Κατά πρώτον, ο σχεδιασμός έγινε έτσι ώστε πολλοί χρήστες να μπορούν συνεργατικά και παράλληλα να παράγουν και να επεξεργάζονται το περιεχόμενο των παιχνιδιών τους, χρησιμοποιώντας μια κοινή βάση δεδομένων. Κατά δεύτερον, η εφαρμογή αυτή σχεδιάστηκε με το σκεπτικό πως θα μπορεί να χρησιμοποιηθεί για την παραγωγή και επεξεργασία του περιεχομένου ενός μεγάλου αριθμού χωρο-ευαίσθητων παιχνιδιών, κάτι που κάνει το συγκεκριμένο εργαλείο να είναι εργαλείο γενικής εφαρμογής.
Θα ήθελα να κλείσω τονίζοντας την χρησιμότητα που μπορεί να έχει ένα τέτοιο εργαλείο γενικής εφαρμογής για τα χωρο-ευαίσθητα παιχνίδια, επιτρέποντας την δημιουργία και επεξεργασία περιεχομένου γύρω από οποιαδήποτε θεματική ενότητα, για οποιοδήποτε παιχνίδι και σε οποιαδήποτε περιοχή του κόσμου αυτό παίζεται. Θα ήθελα επίσης να τονίσω πως το συγκεκριμένο εργαλείο μπορεί να βελτιωθεί με πολλούς διαφορετικούς τρόπους όπως για παράδειγμα να μπορεί να υποστηρίζει πολλούς χρήστες οι οποίοι όμως δεν θα χρησιμοποιούν κοινή βάση δεδομένων για την παραγωγή και επεξεργασία του περιεχομένου των παιχνιδιών τους.
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