DSpace Community: 科管所
https://ah.lib.nccu.edu.tw/handle/140.119/70
科管所2024-03-28T12:24:37ZAchieving structured knowledge management with a novel online group decision support system
https://ah.lib.nccu.edu.tw/handle/140.119/135851
題名: Achieving structured knowledge management with a novel online group decision support system
摘要: Knowledge management (KM) is a complicated process that involves socialization, externalization, combination, and internalization and requires close collaboration among the people involved. Although Nonaka proposed the SECI (Socialization, Externalization, Combination, Internalization) model and the concept of Ba, which provides a process-oriented view of knowledge creation and transfer, practicing it is rather ad hoc. COVID-19 has provided a chance for practitioners to find a new method for KM. In this study, we adapted a group problem-solving system called TeamSpirit and structured it as a Ba for the SECI model. We then compared TeamSpirit with two other implementations of Ba, email and face-to-face communication, to evaluate their effects on knowledge externalization, knowledge combination, and knowledge internalization. Then, we evaluated whether these knowledge-conversion processes could improve knowledge acquisition and intention to share knowledge. A 3 × 2 mixed factorial design experiment was conducted. The results show that (a) TeamSpirit was better than the others, and face-to-face was better than email for each of the three knowledge conversion processes (externalization, combination, and internalization) and (b) the better the team’s knowledge conversion process lead, the stronger its knowledge acquisition and knowledge-sharing intention.2021-06-17T07:43:07Z從SoLoMo看數位遊戲設計
https://ah.lib.nccu.edu.tw/handle/140.119/133842
題名: 從SoLoMo看數位遊戲設計; The study of the digital game design - Customer Value perspective
Authors: 羅元皇; Lo, Yuan-Huang
摘要: 數位遊戲產業在全球金融風暴中逆勢成長,證實了宅經濟效應的潛力。隨著科技應用發展越趨多樣,玩家行為也逐漸發生變化。過去遊戲產業主要以平台作為遊戲分類的依據,現今則從玩家行為思考,進而產生線上遊戲、社交遊戲、行動遊戲等類型。\n\n 而近年出現的網路趨勢新顯學SoLoMo,融合了網路社交、適地性服務與即時上網的概念,其中兩者正好與社交遊戲和行動遊戲相符,基於適地性服務設計的遊戲也開始逐漸增多。\n\n 因此本研究以顧客價值的角度,試圖探討SoLoMo於數位遊戲產業中是如何為玩家創造價值,帶給玩家更愉悅的體驗,提供遊戲開發者在進行設計時的一個參考。本研究發現:\n 1. 適地遊戲內容不應完全受限於地理位置。\n 2. 遊戲設計必須發揮SoLoMo最符合玩家使用情境的特性。\n 3. SoLoMo不只是Social、Local與Mobile各自獨立,遊戲機制應將三種要素整合成一個完整的系統,加乘彼此效益。; Digital game industry grew despite the trends for global financial meltdown, which confirmed the potential of stay-at-home economy. Because player behavior has gradually changed as the development of technology applications, we categorize the games into some genres liked online games, social networking games or mobile games based on player behavior instead of platforms.\n\n As the most famous internet trend emerged in recent years, SoLoMo is an abbreviation of Social, Local and Mobile. Two of the above components are just related to social networking games and mobile games. Also LBS games increase gradually.\n\n Thereby, the study aims to explore the process how SoLoMo creates values for players from the perspective of customer value, which provide reference for game design. The findings of this research demonstrate:\n 1. The content of LBS games should not be limited by location.\n 2. Developers should use player-oriented design thinking to bring the advantages of SoLoMo.\n 3. SoLoMo is not only social, local and mobile independently. Developers should consider these three components as an integration.
描述: 碩士; 國立政治大學; 科技管理研究所; 993590072021-02-01T05:59:24Z從開放式創新觀點探討知識網絡管理對創新績效之影響-以台灣生技製藥廠商為例
https://ah.lib.nccu.edu.tw/handle/140.119/130953
題名: 從開放式創新觀點探討知識網絡管理對創新績效之影響-以台灣生技製藥廠商為例; Discuss the impact of knowledge network management on innovation performance from an open innovation perspective- cases study of Taiwan Biotech Pharmaceuticals companies
Authors: 張筑莉; Chang, Ju-Li
摘要: 近年來,生技及製藥產業近年競爭加劇且成長率趨緩。廠商面臨研發費用逐漸攀升,但最終通過FDA准許上市的數量下降等開發困境,因此,提升研發效率成為生技製藥廠商的重要挑戰。台灣生技製藥蓬勃發展,廠商陸續投入新藥開發。由於生物製藥是屬於高知識和技術密集的產業,它需要許多不同專業領域的結合,包括分子生物、藥理學、病理學、化學工程等,因此新藥開發需要跨領域之整合技術。有別於過去藥廠都較為仰賴垂直整合流程之內部開發,現在生技及製藥廠商則多轉為開放式之開發,向外尋找技術和資源,透過委外、授權、策略聯盟等方式的專業分工合作完成藥物開發。\n開放式創新之模式已逐漸廣為國外生技製藥廠商採用,而台灣生技製藥產業尚未成熟,新創的生技公司規模偏小,且許多研發能量落在研究與學術機構,因此,更需藉由開放式創新之研發模式進行新藥開發,以提升開發之創新成果。\n本研究的方法主要是採個案研究法,首先,先透過新藥開發流程與內外部情境、知識網絡型態、創新績效等相關的文獻分析,導出本研究之觀念性架構。接著延伸此架構進一步設計出個案訪談的問題,著重於探討台灣生技製藥廠商建構其知識網絡型態之因素,以及在不同開發階段,生技製藥廠商採取何種知識網絡之管理策略,以提升知識網絡之綜效與創新績效。\n本研究所得到的主要結論,包括:(1)台灣生技製藥廠商從事新藥或技術開發時,會傾向從臨床前研究或臨床試驗切入,且先以單一專案開始跨入新藥開發,並專注於特定的疾病領域。(2)台灣生技製藥廠商初期階段的技術來源主要以國家型實驗室、學術研究機構、技術授權廠商為主,在臨床試驗設計與推動借助關鍵意見領袖之醫師和專家的影響力,情感連結大於任務目的。(3)台灣生技製藥廠商在執行委外時,會仰賴有效的合約管理,並以任務關係導向為主。(4)台灣生技製藥廠商從事新藥或技術開發時,會透過技術授權、併購、共同研發等方式來取得外部技術和知識。此種作法對於開發的達成率、速度、能力的提升上都有很大的幫助。(5)台灣生技製藥廠商傾向於不設廠,而是透過外包CRO或CMO來快速獲得製程或研究的資源,並提升快速因應外界環境變化的能力。
描述: 碩士; 國立政治大學; 科技管理研究所; 1003590242020-08-03T09:30:57Z非合理使用之電影評論影片侵權人的刑事責任
https://ah.lib.nccu.edu.tw/handle/140.119/126611
題名: 非合理使用之電影評論影片侵權人的刑事責任
摘要: 谷阿莫的電影評論影片行為終於被檢察官 起訴違反著作權法相關罪責。如果犯罪行為 成立,則主要問題是如何論罪,是一部著作 論一罪、或是一整個行為論一罪。本文意在 透過三件智慧財產法院刑事判決來推論可能 的結果。本文認為如果侵權人有計畫性的製 作並上傳非法的電影評論影片,且將其置於 相同的平台帳號上,可能視為「一行為」而 以一罪論。但本文另從最高法院關於詐欺罪 的案件來提出「單一犯意」的判斷,並主張 每個評論影片製作與上傳應屬個別獨立行 為,故數個侵權電影評論影片應論數罪。2019-10-04T03:15:13Z