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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.
21

區域智慧資本盤點與效率及競爭分析─以宜蘭縣為例 / Collecting regional intellectual capital indicators as well as efficiency and competitor analysis: A case study of Yilan county

王鈺婷, Wang, Yu Ting Unknown Date (has links)
智慧資本是夠幫助組織創造價值,並促進組織獲取競爭優勢的無形資產,這些資產不會出現在財務報表中,因此市場價值超出帳面價值的部分往往就是所謂的智慧資本;而區域智慧資本則是將探討的範疇從微觀之企業層級,拉高至宏觀之地區或國家層級。近年來隨著政治、經濟與社會文化的轉變,不論學者、企業家或政策制定者,他們認知到區域現象對地方及國家的成長、財富創造等扮演重要的角色,而在眾多促進區域發展的因素中,「智慧資本」成為主要的動力來源之一。雖然近二十多年來,陸續有學者提出對智慧資本的定義、分類與衡量之觀點及架構,然而,多數國內外文獻或研究單位主要探討的是微觀層級的智慧資本。 因此,本研究主要目的是以宜蘭縣為例子,採用資料盤點法,實際盤點國內各縣市三個產業發展─觀光、文創及農業之區域智慧資本量化與質化指標,以及採用資料包絡分析法與陳明哲動態競爭分析,探討各縣市區域智慧資本在個別產業底下的投入產出效率及競爭者辨識,藉此使區域智慧資本之理論能有系統地運用在實際之區域發展上。 研究結果為:第一,盤點後所採用之區域智慧資本指標有系統地被分類並彙總,有助於進行效率及競爭分析;第二,透過資料包絡分析法,得出宜蘭縣三產業的效率值及效率排名,再依據質化指標,給予適當的產業發展建議;第三,藉由陳明哲動態競爭,找出宜蘭縣各產業發展在資源相似性及市場共同性兩構面的競爭縣市,並依據質化指標,給予適當的產業發展建議。 / Intellectual capital is able to create value for organization(s) and is the intangible assets that promote organization(s) to gaining competitive advantages. These assets will not show on the financial statements; therefore, intellectual capital will a lot of times be the value difference seen between market value and book value. Regional intellectual capital on the other hand, is to raise the research scope from a microscopic enterprise level to a macroscopic regional or country level. In recent years, as changes are seen in politics, economy and society, scholars, entrepreneurs, and policy makers alike all acknowledged how regional phenomenon plays an important role in growth and wealth creation of the local and country. Among the many factors for encouraging regional development, “intellectual capital” has become the main source of motivation. In recent twenty years or so, scholars have come up with perspectives and structures of the meaning, categorizing, and measuring of intellectual capital; however, most domestic and foreign research are about microscopic levels of intellectual capital. This research collects regional intellectual capital indicators of each county/city’s three major industrial development—tourism, cultural and creative, and agriculture. Besides, the research takes Yilan County as an example and uses data developmental analysis (DEA) method and Chen’s competitive dynamics theory to analyze the efficiency and competitiveness. In the end, three conclusions are made: First, the regional intellectual capital indicators are categorized and gathered systematically, which is helpful to make the analysis. Second, the results shown from DEA express the operating efficiency situation of three industries in Yilan County. Third, through Chen’s competitive dynamic analysis, the competitive cities/counties of three industries in Yilan County can be found. And then, according to the results from DEA and Chen’s analysis, suggestions and improvements are put forward based on qualitative data.
22

引發專利訴訟的影響因素-以動態競爭AMC觀點分析ITC案件為例 / The Factors Initiating Patent Litigation- Analysis from AMC perspective of Competitive Dynamics by ITC cases

易先勇, Yi, Hsien Yung Unknown Date (has links)
專利訴訟一直以來是台灣廠商邁向國際市場的一大挑戰,除了建構完整的智財管理能力外,若能事先預測訴訟發動的時間點與條件,不僅能避免對手的干擾風險,更能取得打下市場的先機。面對可能的侵權風險,競爭對手會在何時、何種條件下採取訴訟手段,是本文探討的焦點。本文以美國國際貿易委員會(International Trade Commission, ITC)有關智慧財產權之337條款調查案作為研究對象,配合台灣上市公司的名單找出交集廠商,分析、歸納台灣廠商在ITC案件中的訴訟趨勢,並進一步挑選出五家個案公司,觀察其與主要競爭對手間彼此的角力過程。藉由動態競爭觀點中的察覺(Awareness)-動機(Motivation)-能力(Capability)之AMC三環透視法解析訴訟發生的條件。本文的研究結果指出,個案公司與競爭對手發生訴訟戰的時間點,多半出現在彼此市佔率的成長即將出現交叉或已出現交叉之時;另一方面,搶食代工客戶或穩固訂單等需求,也會構成廠商採取訴訟打擊的條件之一。本文進一步在這樣的基礎上提出「專利侵權」指標的概念,希望能為預測專利訴訟的發生提供一個觀察基礎。 / Patent litigation is one of the difficulties facing by Taiwanese companies expanding their international market share. As a result, to tell when or under what kind of circumstances will litigations happen become an essential mission for intellectual property management. Therefore, this thesis uses case records of 337 investigations from US International Trade Commission as sample, combined with listed company of Taiwan Stock Exchange in order to select the intersection of the two. Choosing from the intersection, this thesis picks up five different companies and further analyzes the conditions under which they faced their ITC litigations. Research result indicates that most ITC cases are initiated while these companies have surpassed main competitors’ market share or nearly so. Moreover, to initiate litigations in ITC as means of stabilizing their connections with OEM/ ODM customers or merely as interference to other companies’ connections with their OEM/ ODM customers are all common reasons why patent litigations are adopted.
23

PCHome 24小時購物之創新技術競爭策略 -以倉儲管理技術之專利分析為基礎 / The competitive strategy of technological innovation of PCHome 24-hour shopping– based on patent analysis of warehouse management technology

陳桂弦 Unknown Date (has links)
在此網路普及、電子商務發展、全球化經營等趨勢下,倉儲管理要面對的是更有效與精確的處理以及儲存更多的品項,以較低的成本並滿足多樣的顧客需求;為維持企業競爭力,倉儲技術已經成為企業營運在產業競爭中的關鍵議題。 本研究是一個探索性的個案研究,研究對象為PCHome24小時購物事業部,分析基本架構為Chen(1996)所提出的動態競爭理論架構。依據PCHome論述有關倉儲管理的創新技術,透過專利資料分析,先以宏觀的角度來探討類似之倉儲管理技術樣貌,再以微觀的層面,探討其他擁有關聯性技術資源的廠商和PCHome 24小時購物之競爭關係以及策略。 研究結果顯示,擁有與PCHome 24小時購物創新倉儲管理類似技術的專利權人,其所屬於產業有與PCHome 24小時購物相同的電子商務,其他還有製造、健康照護、軟體資訊以及供應鍵自動化系統顧問服務業等,呈現多廣泛多元。依據Chen(1996)的動態競爭理論架構分析發現,擁有與PCHome所論述之創新倉儲管理技術概念類似技術專利的廠商,在不同的產業,依不同的市場共同性與專利技術資源相似程度,產生不同的市場策略與技術專利策略。其中包含PCHome面對相同市場時的優先專利佈局以防堵競爭對手進入策略,或透過專利訴訟發動攻擊性行動;面對已被專利的技術特徵時做回避以及差異化專利佈局以保護市場的防禦性行動;透過不同市場的相關專利技術做交叉授權或直接併購/取得技術專利授權,以強化自身專利技術來確保市場競爭力;以及最後,將其倉儲創新技術專利化商品化來開拓新市場,以及透過專利授權來賺取授權金以增加營收等策略。 / Basing on the popularity of internet, development of e-commerce, and business globalization, enterprises need more efficient and accurate warehouse management technology to meet diverse customer needs. In order to maintain the competitiveness of enterprises, innovative technology has become a key issue of the enterprises operating in industrial competition. This study is an exploratory case study and we select PCHome 24-hour Shopping as the subject. The foundation of this study is basing on the theoretical framework of dynamic competitive proposed by Chen (1996). According to the PCHome discourse on the warehouse management of innovative technologies, we started with the macro perspective to explore the similar appearance of the technologies basing on patent analysis; and then, to the micro level, we investigate the other enterprises which have similar technical resources and discuss their competitive relationship and business strategy of PChome. The results show that, the patentees which have similar technologies patents belong to diverse industries including e-commerce, manufacturing, health care, software information technology and supply chain automation systems consultancy services. Basing on the dynamic competitive framework, PCHome would produce different market strategy and patent strategy to the patentees depending on the market commonality and patented technology resources similarity. These competitive strategies include launching offensive action through patent litigation or attempt to prevent the entry strategies of competitors. Facing to the patentee who has patented similar technology, PCHome should avoid patented technical features and differentiate patent portfolio to protect the market. Further, through cross-licensing patented technology or directly to M & A / access to relate technology patents could strengthens the innovative technology to ensure market competitiveness. And finally, patenting or commercializing the innovative technologies could develop new markets, as well as through patents to earn licensing fees to increase revenues.
24

以策略矩陣分析法探討競合中的動態競爭:自行車產業兩領導廠商為例 / The Strategic Matrix Analysis of Competitive Dynamics in Co-opetition: The Case of Two Leaders in the Bicycle Industry

林明翰, Lin, Ming Han Unknown Date (has links)
為了共同面對來自中國大陸廠商的價格競爭壓力,台灣自行車業的兩大領導廠商──巨大與美利達,以朝向高值化的共同目標籌組了競爭者間的合作體系。然而,競爭者雙方以合作為前提下,競合關係下的動態性以及廠商間的競爭性行動呈現何種面貌?又,如何應用策略矩陣分析法更細緻地分析,在競合關係中廠商間的競爭行為? 本研究結合動態競爭的對偶層次分析及策略矩陣分析法,以策略點為分析基礎,更細緻地展開處於合作情境下的兩家競爭廠商,如何在歐洲自行車市場佈局競爭性行動。根據結構內容分析兩家廠商2006至2016 年間的新聞事件後發現,在合作的前提下,兩家廠商分別在競爭性行動的時間軸、地理涵蓋範圍、價值單元以及策略點皆進行具差異性的佈局,呈現多樣化的競爭內涵。 本研究除擴展競合情境下的動態競爭研究外,亦藉由策略矩陣分析法豐富化廠商間可分析的競爭行為,並探討資源條件不同的廠商間,其競爭行為如何佈局的實質細節。本研究對於廠商如何在競合關係中發起競爭性行動,提供了實務性的指引與參考。 / To present a united front against the stress of price-cutting competition from Mainland China, Taiwan’s two leaders in the bicycle industry, Giant and Merida, established an inter-firm cooperation system between competitors in order to achieve the common goal of delivering high-valued product. However, under the premise of cooperation agreement between two competing leaders, what is the dynamicity in co-opetition and the inter-firm competitive action under the real scenario? And, how can we apply the strategic matrix analysis to inter-firm rivalry on competitive behvior involved in co-opetition relationship? This study combines dyadic analysis from competitive dynamics with strategic matrix analysis to investigate the two research questions addressed above. By using the “strategic point” as the analytical basis, this study examines two competing leaders under cooperation agreement and extracts their competitive actions in European bicycle market with structured content analysis. Building on the results from the analysis of the news between 2006 and 2016, two competing leaders separately differentiate and conduct their competitive action deployments on four dimensions, which are time-axis, geographical coverage, value unit, and strategic point. Therefore, this study reveals the various contents of two competing leaders in the cooperation-competition. More than contributing to the research field of competitive dynamics in co-opetition, this study enriches the analyzability of inter-firm competitive behaviors by conducting strategic matrix analysis. It provides the details about how the firms compete with each other with different resource endowments. This study broadens our view of the competitive dynamics in co-opetition and introduces practical guidelines on initiating competitive action to the firms in co-opetition relationship.
25

Desarrollo de habilidades empáticas mediante estrategias de gamificación basadas en realidad aumentada móvil multiusuario para el contexto educativo

López Faicán, Lissette Geoconda 11 December 2023 (has links)
[ES] La falta de empatía en niños y adolescentes son fuertes predictores de desarrollar conductas antisociales, emitir juicios morales inadecuados, dificultades en las relaciones interpersonales o conductas de acoso escolar, por lo que es necesario disponer de programas educativos que promuevan la empatía y una respuesta "orientada hacia los demás" desde edades tempranas para ayudar a fomentar un mayor bienestar social en los estudiantes. Un enfoque ampliamente utilizado para promover el aprendizaje en el contexto educativo es la gamificación dado que mejora en los estudiantes la motivación para aprender, la participación activa y la satisfacción, compartiendo la idea de utilizar experiencias de juego positivas para un propósito serio, como lograr un cambio de comportamiento, en lugar de centrarse en el entretenimiento. Se dispone en la literatura de algunas propuestas gamificadas tecnológicas para promover la empatía en la educación, sin embargo pocos trabajos integran la Realidad Aumentada (RA), una forma de juego radicalmente nueva que permite cultivar experiencias de aprendizaje inmersivas y estimulantes al combinar contenido digital superpuesto en el mundo real. Esta tecnología emergente e innovadora es compatible con los dispositivos móviles, siendo unidades asequibles con capacidades de reconocimiento de imágenes, seguimiento de objetos, detección de ubicación y orientación, siendo una solución práctica para ofrecer al usuario una experiencia RA no necesitando requisitos de hardware sofisticados. Esta tesis revela la falta de investigación sobre entornos sociales digitales para promover la empatía, existiendo evidencias de que la empatía y la respuesta prosocial/prosocialidad están significativamente relacionadas. Por ello, esta tesis propone un modelo circular de empatía híbrido derivado de los modelos existentes en la literatura y que involucra los procesos y componentes principales de esta habilidad, para promover acciones conductuales dirigidas a beneficiar o ayudar a otros, como el comportamiento prosocial. Este modelo circular se transforma en dinámicas de juego operativas a través de un modelo gamificado de aprendizaje de tareas y pasos para llevar al jugador a experimentar diversidad de escenarios o historias reflexivas (observación), organizadas en torno a un desafío o misión central desarrollada de forma individual (monousuario) o grupal (multiusuario), buscando promover emociones positivas como la empatía en términos del comportamiento prosocial (actuación). El modelo de aprendizaje está definido por espacios aumentados basados en la ubicación siendo coordenadas GPS o anclajes espaciales (espacios físicos previamente escaneados) y que puede ser adaptado a múltiples contextos de aprendizaje. En esta tesis se presentan dos estrategias gamificadas basadas en la ubicación con Realidad Aumentada Móvil. La primera EmoFindAR, con "anclajes espaciales" diseñado a nivel multiusuario con dinámica competitiva vs. colaborativa para la identificación y manipulación de estados emocionales básicos, evaluada en la educación primaria donde se observa que promueve en los estudiantes la socialización, las habilidades comunicativas y la inteligencia emocional. La segunda propuesta diseñada con el "Sistema de Posicionamiento Global (GPS)", siendo EmpathyAR para un aprendizaje individualizado y su versión multiusuario SocialTaskAR para un aprendizaje en equipo. / [CA] La falta d'empatia en xiquets i adolescents és un fort predictor de desenvolupar conductes antisocials, emetre judicis morals inadequats, dificultats en les relacions interpersonals o conductes d'assetjament escolar, per la qual cosa és necessari disposar de programes educatius que promouen l'empatia i una resposta "orientada cap als altres" des d'edats primerenques per a ajudar a fomentar un major benestar social en els estudiants. Un enfocament àmpliament utilitzat per a promoure l'aprenentatge en el context educatiu és la ludificació donat que millora en els estudiants la motivació per a aprendre, la participació activa i la satisfacció, compartint la idea d'utilitzar experiències de joc positives per a un propòsit seriós, com aconseguir un canvi de comportament, en lloc de centrar-se en l'entreteniment. Es disposa en la literatura d'algunes propostes lúdiques tecnològiques per a promoure l'empatia en l'educació, no obstant això pocs treballs integren la Realitat Augmentada (RA), una forma de joc radicalment nova que permet cultivar experiències d'aprenentatge immersives i estimulants en combinar contingut digital superposat en el món real. Aquesta tecnologia emergent i innovadora és compatible amb els dispositius mòbils, sent unitats assequibles amb capacitats de reconeixement d'imatges, seguiment d'objectes, detecció d'ubicació i orientació, sent una solució pràctica per a oferir a l'usuari una experiència RA no necessitant requisits de maquinari sofisticat. Aquesta tesi revela la falta d'investigació sobre entorns socials digitals per a promoure l'empatia, existint evidències que l'empatia i la resposta pro social estan significativament relacionades. Per això, aquesta tesi proposa un model circular d'empatia híbrid derivat dels models existents en la literatura i que involucra els processos i components principals d'aquesta habilitat, per a promoure accions conductuals dirigides a beneficiar o ajudar a uns altres, com el comportament pro social. Aquest model circular es transforma en dinàmiques de joc operatives a través d'un model ludificat d'aprenentatge de tasques i passos per a portar al jugador a experimentar diversitat d'escenaris o històries reflexives (observació), organitzades entorn d'un desafiament o missió central desenvolupada de manera individual (monousuari) o grupal (multiusuari), buscant promoure emocions positives com l'empatia en termes del comportament pro social (actuació). El model d'aprenentatge està definit per espais augmentats basats en la ubicació sent coordenades GPS o ancoratges espacials (espais físics prèviament escanejats) i que pot ser adaptat a múltiples contextos d'aprenentatge. En aquesta tesi es presenten dues estratègies lúdiques basades en la ubicació amb Realitat Augmentada Mòbil. La primera EmoFindAR, amb "ancoratges espacials" dissenyat a nivell multiusuari amb dinàmica competitiva vs. col.laborativa per a la identificació i manipulació d'estats emocionals bàsics, avaluada en l'educació primària on s'observa que promou en els estudiants la socialització, les habilitats comunicatives i la intel·ligència emocional. La segona proposta dissenyada amb el "Sistema de Posicionament Global (GPS)", sent EmpathyAR per a un aprenentatge individualitzat i la seua versió multiusuari SocialTaskAR per a un aprenentatge en equip. / [EN] The lack of empathy in children and adolescents is a strong predictor of developing antisocial behavior, resulting in inappropriate moral judgments, difficulties in interpersonal relationships or bullying behavior, which is why it is necessary to have educational programs that promote empathy and an response "oriented towards others" from an early age to help foster greater social well-being in students. A widely used approach to promote learning in the educational context is gamification since it improves students' motivation to learn, active participation and satisfaction, sharing the idea of using positive game experiences for a serious purpose, such as achieving a behavioral change, instead of focusing on entertainment. There are some technological gamified proposals in the literature to promote empathy in education, however few works integrate Augmented Reality (AR), a radically new form of gaming that allows cultivating immersive and stimulating learning experiences by combining digital content superimposed in the real world. This emerging and innovative technology is compatible with mobile devices, which are affordable units with image recognition, object tracking, location detection and orientation capabilities, a practical solution to offer the user an AR experience without needing sophisticated hardware requirements. This thesis reveals the lack of research on digital social environments to promote empathy, with evidence that empathy and prosocial response/pro-sociality are significantly related. Therefore, this thesis proposes a hybrid circular model of empathy derived from existing models in the literature involving the main processes and components of this ability, to promote behavioral actions aimed at benefiting or helping others, such as prosocial behavior. This circular model is transformed into operational game dynamics through a gamified model of learning tasks and steps to lead the player to experience a diversity of scenarios or reflective stories (observation), organized around a central challenge or mission developed in an individual (single-user) or group (multi-user), seeking to promote positive emotions such as empathy in terms of prosocial behavior (performance). The learning model is defined in terms of location-based augmented spaces being GPS coordinates or spatial anchors (previously scanned physical spaces) and that can be adapted to multiple learning contexts. In this thesis two gamified strategies based on location with Mobile Augmented Reality are presented. The first EmoFindAR, with "spatial anchors" designed at a multi-user level with competitive vs. collaborative dynamics for the identification and manipulation of basic emotional states, evaluated in primary education where it is observed that it promotes socialization, communication skills and emotional intelligence in students. The second proposal designed with the "Global Positioning System (GPS)", is EmpathyAR for individualized learning and its multi-user version SocialTaskAR for team learning. / Gracias a todos los miembros del proyecto R+D+i PID2019-108915RB-I00 por sus contribuciones brindadas y en particular a Jorge Montaner Marco por su colaboración incondicional. / López Faicán, LG. (2023). Desarrollo de habilidades empáticas mediante estrategias de gamificación basadas en realidad aumentada móvil multiusuario para el contexto educativo [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/200583
26

Disruptive Transformations in Health Care: Technological Innovation and the Acute Care General Hospital

Lucas, D. Pulane 24 April 2013 (has links)
Advances in medical technology have altered the need for certain types of surgery to be performed in traditional inpatient hospital settings. Less invasive surgical procedures allow a growing number of medical treatments to take place on an outpatient basis. Hospitals face growing competition from ambulatory surgery centers (ASCs). The competitive threats posed by ASCs are important, given that inpatient surgery has been the cornerstone of hospital services for over a century. Additional research is needed to understand how surgical volume shifts between and within acute care general hospitals (ACGHs) and ASCs. This study investigates how medical technology within the hospital industry is changing medical services delivery. The main purposes of this study are to (1) test Clayton M. Christensen’s theory of disruptive innovation in health care, and (2) examine the effects of disruptive innovation on appendectomy, cholecystectomy, and bariatric surgery (ACBS) utilization. Disruptive innovation theory contends that advanced technology combined with innovative business models—located outside of traditional product markets or delivery systems—will produce simplified, quality products and services at lower costs with broader accessibility. Consequently, new markets will emerge, and conventional industry leaders will experience a loss of market share to “non-traditional” new entrants into the marketplace. The underlying assumption of this work is that ASCs (innovative business models) have adopted laparoscopy (innovative technology) and their unification has initiated disruptive innovation within the hospital industry. The disruptive effects have spawned shifts in surgical volumes from open to laparoscopic procedures, from inpatient to ambulatory settings, and from hospitals to ASCs. The research hypothesizes that: (1) there will be larger increases in the percentage of laparoscopic ACBS performed than open ACBS procedures; (2) ambulatory ACBS will experience larger percent increases than inpatient ACBS procedures; and (3) ASCs will experience larger percent increases than ACGHs. The study tracks the utilization of open, laparoscopic, inpatient and ambulatory ACBS. The research questions that guide the inquiry are: 1. How has ACBS utilization changed over this time? 2. Do ACGHs and ASCs differ in the utilization of ACBS? 3. How do states differ in the utilization of ACBS? 4. Do study findings support disruptive innovation theory in the hospital industry? The quantitative study employs a panel design using hospital discharge data from 2004 and 2009. The unit of analysis is the facility. The sampling frame is comprised of ACGHs and ASCs in Florida and Wisconsin. The study employs exploratory and confirmatory data analysis. This work finds that disruptive innovation theory is an effective model for assessing the hospital industry. The model provides a useful framework for analyzing the interplay between ACGHs and ASCs. While study findings did not support the stated hypotheses, the impact of government interventions into the competitive marketplace supports the claims of disruptive innovation theory. Regulations that intervened in the hospital industry facilitated interactions between ASCs and ACGHs, reducing the number of ASCs performing ACBS and altering the trajectory of ACBS volume by shifting surgeries from ASCs to ACGHs.

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