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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.
1

the analysis of parking machine industry in region of Kaohsiung

Huang, Yin-jen 17 June 2003 (has links)
With the growth of economics in Taiwan these years, people have more and more need for better quality of life. The number of motor vehicles has gown up rapidly because of men¡¦s requirement of individualization,convenience and privacy about motor vehicles. However, numbers of problems such as traffic jams, shortage of parking space¡K etc. have arisen from for the huge number of motor vehicles in Taiwan. According to the official statistics of registered motor vehicles in Taiwan, there seems to be a severe shortage of parking space in Taiwan. For the limited space and sequent parking problems, the government of Taiwan had built up several parking lots and legislate to ask private enterprises to solve together. Machinery parking equipment was once rapidly-increased and to be a main way to solve the parking problems for its improvement on the limit of space. Hence, the providers of machinery parking equipments had come up one after another. The need for machinery parking equipments was also increased rapidly at that time. Because of the bull economics, increasing motor vehicles and building trades, more and more machinery parking equipment providers had set up in the 1990s. The number of machinery parking equipment providers had come to its tiptop to be 253 in 1993. However, the number began to collapse for the hypercompetition between all the members and the bear economics in Taiwan. Lots of existing firms then were driven out for price competition launched by inferior firms. By June 2002, the number of machinery parking equipment providers was collapsed to be 50.
2

Fire Products CPVC Pipe Competition Analysis

Chang, Chin-chiang 24 June 2009 (has links)
In recent years the economical booming change was fast, last year at the beginning of the whole world was also in the currency expansion concealed worry, in the second half of the year transformed the global deflation rapidly, the original material price fell over 70% by the peak, the domestic electronic spare-time university had the unpaid holiday, the unemployment rate surges upward. But the government will expand the domestic demand continually, the steel and iron price stops by most recent several year high spot rapid reverse to the near future falls returns to stability, lets building industry have the superiority in the cost. Generally in the tradition the fire water pipe road mostly uses the galvanization steel pipe, the price fluctuations and in the construction process must use the welding or Che Ya greatly processes, also in the transporting is not convenient, meets great caliber Shi Zuoshi must rely the crane to assist to transport. In recent years American raw material business developed 'the fire protection rank chlorination polyvinyl-chloride (CPVC)' the product, utilized in the fire tubing domain, substituted for the steel pipe product gradually. This research namely aims at this product discussion domestic building industry to the CPVC product understanding degree and the purchase wish, and further provides for the CPVC product business agent takes the marketing reference the basis. The findings discovered that a domestic product was still strange regarding this, although the fire prevention Controlling organization has checked one of for fire aqueous system tubing materials, but city occupying rate and the steel pipe product comparison are not as before high.
3

Case Study of Business Strategy in Mainland China for Taiwanese Small and Medium Enterprises

Shih, Yu-li 08 August 2009 (has links)
Since 1980s, Mainland China had attracted enormous investment from the worldwide. Through three decades developments, the economy of China has dramatic change. However, under the strong attempt of government interference, the conditions of the business environment are worsen and unfavorable for certain industries. The resource based theory view argues that the firm with core resource and competence can have substantial competitive ability and enduring advantages to succeed in the market. From this perspective, we would like to know how the case company is accumulating and cultivating the core resource and competence for it to succeed in the market. Based on our finding of the core resource, this research uses the five force framework for industrial analysis and attempt to have suggestions for future development. This research conducted a case analysis of a Taiwanese SME in Lead-acid battery industry with interviewing with the president and managers of the company. The finding show that the SME has built up the core competence with its competitive strategy management. However, in coping with changing environment and business conditions, this research has suggested the SME Company need to upgrade its product level and customer types. It also suggests building up alliance within the same and different industries in order to form its core competence for the future.
4

OLED產業投資機會分析

許俊民, Hsu, Chun-Ming Unknown Date (has links)
科技的進步使得人類對於資訊的需求大量增加,各種不同的資訊接收裝置亦紛紛以各種型態被發明。對於資訊接受裝置的大量需求帶動了顯示技術的進步,從1924年俄國科學家佐理金發明了映像管到二十一世紀的今天,顯示技術已經進入了百家爭鳴的時代。 在眾多的顯示技術中,OLED顯示技術被視為最具有潛力的顯示技術之一。本研究係以台灣OLED作為研究對象,來了解OLED產業的投資機會。 研究結果顯示雖然OLED產業市場大,但是利潤均被上、中、下游所瓜分此外,被動式驅動PM-OLED將打進主流,成長可期。在投資方面,有機材料、鍍膜設備將會是良好的投資標的。
5

LED封裝產業發展分析-以台灣一LED封裝廠為例 / LED packages industrial analysis -a taiwan LED package as the model

劉偉凱, Liu, Ken Unknown Date (has links)
LED is one of the competitive businesses in the optical industry of Taiwan. Taiwan also has the most complete structure of LED industry from the chips (upstream) to the LED packages (downstream). Especial for the LED packages, from very beginning’s red, green, yellow and amber colors to blue and white colors, the LED companies in Taiwan have all participated more than 40 years and stand the very important role in the global LED industry. With the last 10 years, Due to the government in China also see the huge potential of LED business, so they invested the LED industry especial for the chips and packages started from the year 2000 as the important country development plan. However, with this 16 years’ over expansion in China, the global LED industry already became the cost driven industry for most of applications like lighting, TFT-LCD and consumer applications. How to find the next potential applications for LED package industry in Taiwan and have the difference than the companies in China will be the future growth opportunity of the LED business in Taiwan.
6

A proposição de um modelo de análise para a indústria criativa de videogames no Brasil / A proposal of an analysis model for video games creative industry in Brazil

Cardoso, Marcos Vinicius 17 April 2013 (has links)
O mercado de videogames brasileiro e internacional apresenta forte crescimento e oportunidades de geração de emprego e renda. Este trabalho propõe um modelo de análise para a indústria de videogames brasileira que permita, tanto aos dirigentes do setor como ao governo, analisar políticas e ações que contribuam para o desenvolvimento da indústria de jogos eletrônicos no Brasil. Partindo do conceito de Economia Criativa, foram encontrados aspectos que impactam diretamente o desenvolvimento das indústrias criativas e os resultados que são esperados deste desenvolvimento. Numa pesquisa exploratória, sete destes aspectos (Tecnologia, Demanda, Governo, Propriedade Intelectual, Capital Humano, Empreendedorismo Criativo e Clusters Criativos) foram selecionados para o modelo como variáveis latentes e três foram as resultantes propostas (Faturamento, Emprego e Exportação). O resultado mostra que estas sete macrovariáveis do modelo e seus subitens são importantes para a indústria criativa de videogames e têm impactos diferenciados. A criação de um Índice permitiu identificar as variáveis prioritárias e sugerir políticas, com resultados esperados de curto e longo prazo. Tais resultados abrem portas para estudos comprobatórios, como a utilização de variáveis que possam operacionalizar modelos quantitativos de análise, assim como servem para que os dirigentes do setor possam entender melhor a necessidade de coordenação, ação conjunta e políticas de apoio ao crescimento de emprego, renda e exportações do setor. / The growth of the video game market in Brazil and globally is growing strongly and creating employment and income opportunities. This thesis presents an analytical model for the Brazilian video game industry allowing both industry leaders and the government to analyze policies to develop the local video game industry. Based on Creative Economy concepts, an exploratory survey identified seven of these aspects (Technology, Demand, Government, Intellectual Property, Human Capital, Creative Entrepreneurship and Creative Clusters) were selected for the model as latent variables and three were studied as resulting (dependent) variables (Revenue, Employment and Exports). The results shows that the seven variables of the model and its items are considered important for the creative videogame industry and have different impacts on it. An indicator allowed us to separate the variables according to perceived importance and suggest priority policies, with their expected short and long term results. These results open doors for empirical studies of variables that can operationalize quantitative models, as well as serving industry policymakers to better understand the need for coordination and supporting government policies to promote industry competitiveness, job creation and exports.
7

A proposição de um modelo de análise para a indústria criativa de videogames no Brasil / A proposal of an analysis model for video games creative industry in Brazil

Marcos Vinicius Cardoso 17 April 2013 (has links)
O mercado de videogames brasileiro e internacional apresenta forte crescimento e oportunidades de geração de emprego e renda. Este trabalho propõe um modelo de análise para a indústria de videogames brasileira que permita, tanto aos dirigentes do setor como ao governo, analisar políticas e ações que contribuam para o desenvolvimento da indústria de jogos eletrônicos no Brasil. Partindo do conceito de Economia Criativa, foram encontrados aspectos que impactam diretamente o desenvolvimento das indústrias criativas e os resultados que são esperados deste desenvolvimento. Numa pesquisa exploratória, sete destes aspectos (Tecnologia, Demanda, Governo, Propriedade Intelectual, Capital Humano, Empreendedorismo Criativo e Clusters Criativos) foram selecionados para o modelo como variáveis latentes e três foram as resultantes propostas (Faturamento, Emprego e Exportação). O resultado mostra que estas sete macrovariáveis do modelo e seus subitens são importantes para a indústria criativa de videogames e têm impactos diferenciados. A criação de um Índice permitiu identificar as variáveis prioritárias e sugerir políticas, com resultados esperados de curto e longo prazo. Tais resultados abrem portas para estudos comprobatórios, como a utilização de variáveis que possam operacionalizar modelos quantitativos de análise, assim como servem para que os dirigentes do setor possam entender melhor a necessidade de coordenação, ação conjunta e políticas de apoio ao crescimento de emprego, renda e exportações do setor. / The growth of the video game market in Brazil and globally is growing strongly and creating employment and income opportunities. This thesis presents an analytical model for the Brazilian video game industry allowing both industry leaders and the government to analyze policies to develop the local video game industry. Based on Creative Economy concepts, an exploratory survey identified seven of these aspects (Technology, Demand, Government, Intellectual Property, Human Capital, Creative Entrepreneurship and Creative Clusters) were selected for the model as latent variables and three were studied as resulting (dependent) variables (Revenue, Employment and Exports). The results shows that the seven variables of the model and its items are considered important for the creative videogame industry and have different impacts on it. An indicator allowed us to separate the variables according to perceived importance and suggest priority policies, with their expected short and long term results. These results open doors for empirical studies of variables that can operationalize quantitative models, as well as serving industry policymakers to better understand the need for coordination and supporting government policies to promote industry competitiveness, job creation and exports.
8

以市場需求、技術預測、專利地圖分析作為研發投入之評估流程研究-以工研院生物醫學中心奈米生物感測器研發實驗室為例

張午寧, Chang,Wu-Ning Unknown Date (has links)
隨著台灣產業投入於技術的研發資源增加,近幾年台灣於美國專利商標局(USPTO)獲得之專利數也呈正比例上升;然而投入研發資源之「量」的增加以及獲得的專利數上升,並不代表研發成果「質」的等比例提升。這一點可從台灣企業及政府研發單位所獲得的專利,其國際專利引證率遠低於平均值,可見一般。 究其原因,一部分的問題在於台灣的企業(及政府研發單位)於最開始各相關資訊的搜集上不夠完全以及沒有一套良好的開發評估程序供其依循,這使得研發方向及標的的確立上有所偏差,而導致研發結果與商業需求有落差。 基於上述背景及動機之下,本研究的重點在於確立一套資訊收集及分析評估流程,以幫助台灣的企業(及政府研發單位)有效降低研發成本、提升研發方向的正確性,更進一步做為其決定研發策略的參考依據。 本研究之目的,即在於以產業分析、技術分析、專利地圖分析三個具邏輯順序性的外部分析為主軸,並結合組織本身核心技術、網絡關係等與組織相關之分析,來對組織的未來研發標的作一評估及策略建議。 本研究最後得到了以下的發現: 1. 市場□技術□專利之研發評估程序具有分析邏輯性。 2. 「市場需求研究」所找到的產品「需求功效」,可推導出達成功效可能的技術,並可藉此確立出專利分析時需要的「技術項目」。 3. 「市場需求」研究所找到的產品「需求功效」,可推導出達成「功效」所需要的「技術項目」,再以此去進行專利地圖的「技術/功效」二維關聯矩陣分析時,技術軸面項目與功效軸面項目兩者因具有因果性,故其相交關聯性極易判斷,也很容易明確定義出哪一個技術/功效相交關聯洞是有意義的、是可實際進行研發的。 4. 以產業市場□技術□專利三程序所完成的的「技術/功效」二維關聯矩陣圖,雖可容易的定義出哪一個技術/功效相交關聯洞是有意義的、是可實際進行研發的,但「哪一個可實際進行研發的技術/功效相交關聯洞具有較高關鍵性、重要性及有較高開發價值?」仍需藉由對技術及產業價值鍊熟悉的專家意見才可做出判斷。 5. 此方式組成的技術/功效二維關聯矩陣不但可看到目前已知的技術/功效相關聯部份(如本研究中的主要關鍵技術與主要關鍵功效相交處)專利佈局狀況,也可看出在未來的技術/功效相聯部份(如本研究中的主要輔助關鍵技術與輔助關鍵功效相交處)專利可能發展方向。 6. 產業市場分析、技術分析、專利地圖分析等三個組織外部分析須再配合組織原有的核心技術與網絡關係的評估,才可正確制定出組織未來研發的路徑及作為。 / Along with the enterprise and government investment increasing to the technical research & development(R&D) resources, Taiwan obtains the US patent number also to present the proportional rise in recent years; however, the investment of research & development resources and the granted patent number are not proportional to the quality of research & development achievement. This can be proved by the lower patent citation rate of Taiwan enterprises and the government research & development institutes than the international mean value. Investigates its reasons, part of questions is that most of the enterprises (and government research & development institutes) do not collect enough market information and do not have a set of good research & development assessment procedure while the beginning of R&D project in Taiwan. This causes that the research and development direction and target has a deviation, and causes that the research and development result and the commercial demand have the dropping variance. Based on the above background and the motive, this research key point lies in establish a flow of information collections and the analysis appraisal. It also helps Taiwan’s enterprises and government’s R&D institutes effectively reduce the research and development cost, and promote research and development direction accuracy, further help for making the decision of research and development strategies. The goal of this research, namely lies in take the industrial analysis, the technical forecast, the patent map study three logic order exterior analysis as a main axle, and combine itself core technology and the network relations of organization to suggest organization's future target of research & development. By this research, we discover 1. The R&D appraisals procedure of market-technology-patent has analysis logic. 2. The marketing research finds the demands of consumers, and the demands of consumers may infer to the functions of products, and the functions of products may infer to the possible technology sources. 3. The possible technology sources may form the technical items of patent analysis matrix, and the functions of products may form the functional items of patent analysis matrix. 4. The two-dimensional technical/functional patent matrix completed by the market-technology-patent three procedures can easily define which technical/functional intersectional connection hole can be affiliated; however, to judge which technical/functional intersectional connection hole is more important still needs the advice of experts familiar to the technology and the industrial value chain. 5. The three organization exterior analyses of market analysis, technical analysis and patent map study have to coordinate the organization original core technology and the network relations appraisal.
9

智慧資源規劃—以TFT LCD之背光模組產業為例 / Study on intelligence resources planning─a case of backlight module in the TFT LCD industry

黃怡君, Huang, Yi Chun Unknown Date (has links)
台灣最早投入TFT LCD是在1991年。發展早期只有兩家小公司,且受困於日本的技術屏障以及經營規模,一直無法有大格局的突破。直到1998年起,由於經濟開始衰退,日本方才開始陸續釋出TFT LCD相關技術,以授權或技轉方式讓技術開始擴散,此時方有多家台灣廠商開始陸續投入TFT LCD這個行業。 經過多年的努力,政府也漸漸開始重視TFT LCD產業,並且在2003年提出「兩兆雙星」五年國家經濟發展計畫,提供各種資源,全力扶植IC與TFT LCD兩項產業,其中TFT LCD被看好是台灣下一個產值破兆的產業,繼晶元代工之後下一個延續國家科技命脈的蓬勃生機。 從早期多數人連什麼是LCD都沒聽過,迄今八年時間,台灣LCD產業已經蓬勃發展,不僅擁有多家世界級大廠,亦成為全球平面顯示器重鎮。2007年也是台灣TFT LCD面板廠自成立以來最賺錢的一年,台灣整體平面顯示器產值首次超越韓國,整體產值並首度破兆,達到1兆2,849億台幣,其中台灣TFT LCD的產值就佔1兆2,149億台幣,佔全球TFT LCD總產值的44.5%。截至2007年為止,台灣本土TFT LCD上下游產業相關廠商共超過九十家,貢獻台灣GDP超過13%。 本文希望以TFT LCD上游材料行業背光模組為例,進行智慧財產與產業調查之工作,試著審視台灣TFT LCD關鍵零組件「背光模組」主要參與者之專利,藉由連結傳統專利分析與產業分析,從中找到能結合產業事實、專利品質和重要性的研究方法與結果,期能為台灣的背光模組行業,甚至是廣義的TFT LCD零組件行業提出一點意見與貢獻。 / Taiwan first engaged in TFT LCD industry in 1991. Only two small companies involved in the early stage; because of technical barriers established by Japan and insufficient economic scale of operation, there had been no breakthrough. Until 1998, the recession began, so that Japanese began to release the TFT LCD-related technologies by licensing or technology transfer, and resulting in the spread of technology. At this stage there are several Taiwanese manufacturers began to actively engage in TFT LCD industry. After years of efforts, the government has gradually begun to pay attention to TFT LCD industry. In 2003 the government put forward the "Two Trillion, Twin Stars" five-year national economic development plan, said plan provides resources to fully support both IC and TFT LCD industry, wherein TFT LCD is deemed next trillion industry, like Foundry, and may continue the lifeline of national science and technology. In the beginning, most people never heard of LCD. After eight years, Taiwan's LCD industry has flourished, not only has a number of world-class factories, but also has become a global center for flat panel displays. 2007 is also the most profitable year for Taiwan TFT LCD panel makers since their establishment. Taiwan's overall output value of flat panel displays exceed Korea for the first time; the overall revenue is about one trillion 2,849 billion Taiwan dollars, wherein Taiwan's TFT LCD accounted for 1 trillion 2,149 million Taiwan dollars, which also accounts for 44.5% share of the global TFT LCD output value. As of 2007, there are over 90 Taiwan companies related to TFT LCD industries, said companies contribute over 13% of GDP in Taiwan. This author wishes to take TFT LCD backlight industry as an example, performing investigation of intellectual property and industrial work, and try to examine the key patents of key players in the industry. The author looks forward to finding a new way to combine traditional patent analysis and industry analysis method, and make some contribution to the industry.

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