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RKD-VNE: Virtual network embedding algorithm assisted by resource knowledge description and deep reinforcement learning in IIoT scenario
[[abstract]]In the era of Industry 4.0, the Industrial Internet of Things (IIoT) is developing rapidly, various IIoT applications pose new challenges to the existing network architecture. On the one hand, these applications put forward higher requirements for the efficient use of network resources. On the other hand, these applications generate massive amounts of information, and they pursue a more secure network environment. Therefore, in order to ensure security while effectively allocating network resources, this paper puts forward a virtual network embedding (VNE) algorithm assisted by resource knowledge description (RKD) and deep reinforcement learning (DRL). First, we use social attribute perception to measure the security of each physical node and regard it as one of the attributes of the physical node. Then, RKD is used to standardize resource constraints before the virtual network is embedded. Finally, the DRL agent derives the probability of the physical node being embedded according to the physical network attributes, and embeds the virtual node according to the probability. Simulation experiments show that compared with the BaseLine algorithm, the RKD-VNE algorithm proposed in this paper has obvious advantages in the general performance of VNE, especially in terms of long-term revenue consumption rate increased by 24.3%
A Study on AR Learning Motivation and Learning Effectiveness in Illusion Cognition
[[abstract]]隨著時代的發展,擴增實境(AR, Augmented Reality)的技術廣泛運用在各領域中,在教育上,作為輔助教材,孩童不僅在虛擬空間進行學習,除了體驗全新的學習模式外,並具備虛實整合與互動性的概念,有別以往不同的學習。本研究透過AR視點的轉換,來觀察錯視圖形與幾何圖形在三維空間的差異,並激發孩童的學習動機與興趣。錯視圖形包含複數的錯視原理,產生的圖形是呈現矛盾、不合常理,經由視角轉變與色彩明度的影響使視覺認知上產生錯覺。本研究以錯視圖形所具備的特性,應用AR的輔助,讓孩童能夠在幾何圖形與錯視圖形之間能夠去觀察與辨識,同時對錯視圖形有所認知外,在AR教材對抽象的學習能產生興趣,促使孩童的學習動機達到自主學習。
本研究流程,首先篩選出錯視相關的圖形與作品,並將受測樣本利用AR技術設計,並施行錯視圖形認知前後測、SMTICL(Students' Motivation Toward Illusion Cognition Learning)學習動機量表,實驗對象以台中市區國小五、六年級孩童為對象,共41位孩童,男童20人,女童21人,進行AR教材學習同時記錄孩童完成關卡所需時間,並將實驗所得數據進行研究以及SPSS做統計分析。
本研究實驗結果為,(1)孩童在前後測的圖形認知上確實有所差異(2)學習成效發現男童比女童答對率高,以及作答時間短,女童進步幅度比男童高,以及學習能力好(3)學習環境與教學方式的多樣性,促使孩童有所新奇感與學習興趣,同時提高學習動機,學習難度高容易有挫折感(4)學習動機與學習成效發現,學習成效高低與孩童完成目標時間以及情緒反應之間會相互影響,男童面對難度高內容時,會有挫折感,而女童面對難度高的內容,當完成目標時,能感到自我的滿足。[[abstract]]Augmented reality (AR) technology has been widely used in various fields, including education. AR can be used as an auxiliary teaching material and allows children to learn in a virtual space. In addition to experiencing a new learning model, AR also integrates and interacts with the real world, making learning different from the past. This study used the perspective of AR to observe the differences between illusion graphics and geometric shapes in three-dimensional space and stimulate children's learning motivation and interest. Illusion graphics contain multiple illusion graphics principles, and the resulting shapes are contradictory and unreasonable. By changing the perspective and the color and brightness, visual perception produces an illusion. This study applied the characteristics of illusion graphics with the assistance of AR, allowing children to observe and identify between geometric shapes and illusion graphics. At the same time, AR materials can generate interest in abstract learning, promoting children's learning motivation to achieve self-learning.
The process of this study involved selecting illusion graphics and works related to them, designing a sample using AR technology, and administering pre- and post-tests of illusion graphics as well as the SMTICL (Students' Motivation Toward Illusion Cognition Learning) learning motivation scale. The subjects of the experiment were 41 children in the fifth and sixth grades in Taichung, including 20 boys and 21 girls. The time required for children to complete each level was recorded while they learned from the AR materials, and the data obtained from the experiment was analyzed using SPSS.
The results of this study showed that (1) there was a significant difference in the recognition of shapes between the pre- and post-tests for children; (2) the learning effectiveness of AR materials was better than traditional teaching materials; (3) the learning motivation of children using AR materials was higher than that of children using traditional teaching materials; (4) the completion time of the AR learning materials was shorter than that of traditional teaching materials. This study demonstrates the effectiveness of using AR as an auxiliary teaching material for children's learning of illusion graphics and geometric shapes and their learning motivation
The Study of Music Therapy Model Design Based on Blockchain Platform and Case-based Reasoning Mechanism
[[abstract]]高血壓是全球性常見健康的議題,是最普遍的慢性病,被稱為「沉默的殺手」。高血壓長年累積下容易出現系統性之併發症,例如:心臟病、中風、腎病變等等,對人類健康將構成重大威脅。調節血壓的目的是使得自律神經鬆緩,尤其是當身體在運動時會促使交感神經興奮,使得血壓上升,身體若處於休息的狀態副交感神經則會讓血壓下降。然而,情緒的變化也會反映在血壓上,較為亢奮激動的情緒會讓血壓升高;反之,平靜下來則會使血壓降低。本研究目的是期望能讓高血壓受治療者,有效透過音樂療法使血壓正常化來改善身心健康。鑒於目前國內缺乏音樂治療的推薦系統,本論文將利用結合案例推理與螺旋診斷程序,針對受測試對象進行選曲的推薦,提供給音樂治療師針對受治療者音樂治療處方箋的一個輔助的推薦選曲系統,推薦受治療者藉由聆聽不同類型的音樂來穩定自主神經以達成控制血壓的目的。不僅讓高血壓受試者及家屬容易找到適用音樂治療的曲風與選曲原則,還能保留成功案例及失敗案例,能更有效率篩選案例。再者,本研究創新設計一個具有區塊鏈知識庫之案例推理的螺旋診斷模型的音樂治療選曲推薦系統。其運作方式是輸入高血壓血壓受試者的特徵屬性,利用基於案例推理的螺旋機制模型,搜尋出初始相似案例,然後因個案屬性進行修改後進行週期性音樂治療與紀錄,並根據台灣高血壓醫學會與中華民國心臟病學會高血壓標準自我評估量表的評估標準輸出一個該個案的音樂治療紀錄,並將該紀錄儲存於區塊鏈私有鏈平台,其中包含相對的或修改音樂治療策略的集合與對應的治療成效集合之聯集合,提供一個音樂治療的選曲推薦系統,讓自律神經失調引起的高血壓受試患者可以找到合適的音樂曲風,用以輔助高血壓的治療或控制。[[abstract]]Hypertension is a common global health issue and the most common chronic disease, known as the "silent killer". The accumulation of high blood pressure will cause sys-temic complications, which it will be posed some major threats to human health, such as myocardial infarction, stroke, etc. It is the autonomic nerve that regulates blood pressure. When the body is active, the sympathetic nerve is excited to increase blood pressure. In addition, the parasympathetic nerve functions to high blood pres-sure on when the body is at rest. Changes in mood will also be immediately reflected in blood pressure. Tension, excitement, anger, irritability, and anxiety will increase blood pressure. After calming down, blood pressure will decrease. The purpose of this study is that hypertensive patients could effectively improve their physical and mental health by normalizing blood pressure through music therapy. In view of the lack of a music therapy recommendation system in Taiwan, this paper adopts the combination of case-based reasoning with spiral diagnosis procedure to recommend the music selection for the music therapist who provides to patients the therapist to listen to different types of music to make an integrated music selection recommen-dation application system. It not only makes it easy for hypertensive patients and their families to find music styles and selection principles suitable for music therapy, but also retains successful cases and failed cases, and can screen cases more effi-ciently. Furthermore, this study is first design with a music therapy selection rec-ommendation system. It is a Case based Spiral Diagnosis Reasoning with Blockchain Knowledge Base. the steps of this study are to input the characteristic attributes of hypertensive blood pressure subjects, use the spiral theoretical model based on case reasoning to search for initial similar cases, and then perform periodic music therapy and recording after modification according to the case attributes. Next, the results output a music therapy record of the case according to the assessment of the Taiwan Hypertension Society and Taiwan Society of Cardiology, which includes a set of rel-ative or modified music therapy strategies and a set of corresponding treatment ef-fects, providing a music therapy recommendation. Each record will then be stored in Quorum Blockchain Platform. The system enables patients with hypertension caused by autonomic nervous system disorders to find suitable music styles to assist in the treatment or control of hypertension
Predicting the Trend of Taiwan Individual Stock by pattern analysis- The Impact of the high dividend financial stock perform when Fed Interest Rates Hike
[[abstract]]股市深不可測,每個個股走勢都不相同,能否找尋所擁有的共通點來判斷
趨勢? 本論文採用圖形分析法,利用技術分析彙整過去歷史的走勢圖,進而做
出有效性的參考依據,預測未來的變化,在股票的股價上漲或是下跌前,判斷
未來走向的趨勢。
圖形分析在各領域已有相當卓越的成果,如影像辨識、生物辨識、車牌辨
識等,已有卓越的成果。然而除了能在一般生活或在工業上的運用外,在金融
上對於股票的應用大多以數值、技術指標、量價關係來做股價預測,投資者希
望透過找出過去股票規律性及漲跌的脈絡來預測獲利 ,而K線分析是投資人常
用的技術指標,它可以協投資人將過去發生狀況產生趨勢,投資人可以用日K
線變化來推測明日的漲跌機會。
本文以金融股高股息的特徵為研究出發點,搭配美股升息的趨勢並運用過
去 K線所產生股票線型區間,透過圖形的走勢作為預測結果。
本研究採用2022年的金融股股票樣本資料,實證結果在台灣股票市場的經
驗,單純高股息投資未必能達到良好的風險投資股票報酬,然而搭配美股升息
與圖形分析作為型態選股的判斷,透過不同特徵互補或強化,可以作為選擇股
票投資價值的依據。[[abstract]]The price and trend of stocks is unfathomable. Could we find out the common points
to judge the trend? The thesis adopts the pattern recognition, technical analysis to
compile past historical trend charts to make an effective reference and predict future
trend before the stock price rises or falls.
Pattern recognition has been used in various fields, such as image recognition,
biometrics, license plate recognition, etc., However, pattern recognition be able to use
the financial applications such as technical indicators, volume-price relationships for
predicting the stock. The investor hopes to find out the regularity of stock in the past
and through the K-line analysis to predict the price of stocks is up or down.
In this paper, we use high-dividend stocks with company characteristics as the starting
point to match the trend of interest rate of US stock and K-line to study the expected
the trend of the pattern as the forecast result.
We study the sample data of financial stocks in Taiwan in 2022. According to the
experience of the stock market in Taiwan, we can not to achieve good returns on
venture capital stocks base on high dividend investment alone. However, we can use
the pattern recognition to match the trend of interest rate of US stock and as the basis
for choosing the value of stock investment through the complementation or
enhancement of different characteristics
Exploring the Feasibility of Baseball Training with Multimedia Teaching Materials by AHP Hierarchical Analysis
[[abstract]]2020年初,COVID-19疫情席捲全球,世界各地的學習者被要求在家裡學習,坐在電腦或智能手機屏幕前參加虛擬講座,這意味著這種前所未有的情況迫使教育發生過去無法預料且不可避免的轉變。過去的棒球培訓基本動作不斷地由教練操作示範或是口頭教育,都可以由數位媒體為介面的遊戲機與訓練模擬機於室內進行訓練時取代之,不僅不受天候所影響,更可藉由遊戲機及模擬機的操作來代替教練進行的訓練。
本研究初步依據棒球訓練的各項情境對於不同的多媒體遊戲進行分析,之後依據研究內容與分析,本研究發現專家們一致認為,「體能訓練」相較於「臨場情境訓練」及「技術訓練」更加適合融合多媒體遊戲進行教學,這部分與本研究初步判斷有異,此部分表明教練對於多媒體教材的應用有更廣泛的想法,更值得後續研究進行更加細節的研究,以期望能更加瞭解棒球訓練融入多媒體教學的方法,以提供後續棒球訓練方法之改善建議。[[abstract]]As the COVID-19 epidemic sweeps across the globe in early 2020, learners around the world are being asked to learn at home, sitting in front of a computer or smartphone screen for virtual lectures, meaning that this unprecedented situation is forcing an unforeseen and inevitable change in education. What used to be basic baseball training exercises constantly demonstrated by coaches or taught verbally can be replaced by digital media-interfaced game consoles and training simulators for indoor training, which are not only weatherproof, but can also be operated by games and simulators instead of coaches.
This study initially analyzed different multimedia games based on various contexts of baseball training, and then based on the research content and analysis, this study found that the experts agreed that "physical training" is more suitable to integrate multimedia games for teaching than "situational training" and "technical training", which is different from the initial judgment of this study, and this part indicates that coaches have more extensive ideas about the application of multimedia materials, and it is worthwhile to conduct more detailed research in the follow-up study in order to understand more about the methods of integrating multimedia teaching in baseball training, so as to provide suggestions for the improvement of baseball training methods in the follow-up
A Research on Content Marketing of Convenience Store Social Media - An Example of Family Mart
[[abstract]]在現今網際網路、社群媒體蓬勃發展的時代,絕大多數的人每天生活作息離不開手機,因此資訊的獲取變成一件輕鬆無比的事情,但是也因為如此,我們無法仔細審視每個訊息的真實性與實用性,因此資訊內容的撰寫顯得格外重要。因此強調在保有真實性的同時,也能觸動消費者需求並吸引其目光的內容行銷也逐漸成為各間企業在網路、社群媒體上投放廣告時的主要方法。
在本研究探討的個案全家便利商店的數位轉型中,自2015年起開始的LINE社群團購、2016年開始提供服務的全家APP所提供的各項服務及行銷策略都是在內容行銷上非常成功的案例。因此本研究將結合HubSpot於2018年提出的飛輪模型當中的三大構面,分別是顧客的吸引階段、參與階段與滿意階段來探討全家便利商店在這幾年的內容行銷上取得成功的關鍵因素為何。
而本研究也藉由與全家便利超商內部營運課主管的深度訪談統整出全家這些年在社群媒體、APP的內容行銷的見解,並藉由第五章結論與建議得出以下幾點研究結論 : 一、迎合消費者需求的內容行銷,將強化顧客參與程度。二、良好的顧客體驗將提升品牌好感度。三、優良的品牌形象會吸引更多顧客參與其中。此外本研究也在最終的研究建議中提出相關建議,藉此在全家便利超商的社群小編培育及社群的經營上給予貢獻。[[abstract]]In today's era of Internet and social media booming, most people cannot live without their mobile phones every day, so obtaining information has become a very easy thing, but also because of this, we cannot carefully examine the authenticity and practicability of each message, so the writing of information content is particularly important. Therefore, content marketing, which emphasizes that while maintaining authenticity, can also touch consumers' needs and attract their attention, has gradually become the main method for companies to place advertisements on the Internet and social media.
In the case of the digital transformation of the Family Mart convenience store discussed in this study, the LINE community group buying started in 2015, and the services and marketing strategies provided by the Family Mart APP, which began to provide services in 2016, are all very successful in content marketing case. Therefore, this study will combine the three aspects of the flywheel model proposed by HubSpot in 2018, which are the customer attraction stage, participation stage and satisfaction stage, to explore the key factors for Family Mart’s success in content marketing in recent years .
And this research also summarizes the insights of Family Mart in social media and APP content marketing in recent years through in-depth interviews with the internal operation department director of Family Mart, and draws the following points from the conclusion and suggestions of Chapter 5 Research conclusions: 1. Content marketing that caters to consumer needs will strengthen customer participation. 2. A good customer experience will enhance brand favorability. Third, a good brand image will attract more customers to participate in it. In addition, this study also puts forward relevant suggestions in the final research proposal, hoping to contribute to the LINE group editing training of Family Mart and the operation of content marketing
The Effect of Social media advertisement on Mongolian Candidate Voting Intention
[[abstract]]研究目的 - 本研究通過候選人形象和對候選人和政黨的信任來調查社交媒體廣告活動對投票意圖的影響。
研究設計/方式/方法 - 本研究採用定量方法來研究提出的假設。問卷是 290 名符合條件的蒙古選民。
調查結果—社交媒體廣告、信任和候選人形象顯著影響選民的投票意圖。趨勢和定制是直接影響選民意願的社交媒體廣告的兩個維度。此外,信任和候選人形象可以調節社交媒體營銷和投票意願之間的關係。
研究限制 – 由於這項研究,這項研究將參與者限制在 18 歲以上的蒙古社交媒體用戶。
實際意義— 這項研究將幫助未來的政治家和政黨利用社交媒體獲得蒙古選民。[[abstract]]Purpose - This study investigates the effects of social media advertising activities on voting intention via candidate image and trust in candidates and parties.
Design/methodology/approach - This study employs a quantitative method to investigate the proposed hypotheses. The questionnaires were 290 respondents who were eligible Mongolian voters.
Findings – Social media advertising, trust, and candidate image significantly influence voters' voting intentions. Trend and customization are the two dimensions of social media advertising that directly influence voter intention. Furthermore, trust and candidate image can mediate the relationship between social media marketing and voting intention.
Research Limitations –This study restricts the participants to just social media users in Mongolia over the age of 18.
Practical implications – This research will assist future politicians and parties in gaining Mongolian voters using social media
A STUDY IN STATE OWNERSHIP, BOARD CHARACTERISTICS AND CORPORATE PERFORMANCE IN VIETNAM
[[abstract]]本研究考察了國家所有權與企業績效之間的關係,並闡明了國家所有權如何影響越南企業的績效。 在前人研究的基礎上,本研究還明確考察了近年來仍存在爭議的股權集中度和營商環境對國企關係的影響。 此外,本研究還考察了董事會特徵(治理機制的重要代表)對公司績效的影響,並比較了它們對參與國家所有權的影響。 研究數據來源於上市公司2010-2020年年度財務報告,實證方法為廣義矩量法(GMM)及相關檢驗。
研究發現,國有製對企業績效具有顯著的正向作用。 然而,研究結果還表明,公司績效受所有權集中度的影響。 此外,治理特徵被發現與世界上以往的研究有顯著差異,反映出越南上市公司的公司治理尚未得到充分發展。 本研究還提供證據表明,國家所有權的積極影響機制在改善的製度環境中得到放大,並減輕了越南公司治理特徵的負面影響。 該研究的結果有助於相關理論、資本結構理論和製度理論,結合對越南管理者和決策者的實際影響。[[abstract]]This study examines the relationship between state ownership and corporate performance and clarifies how state ownership can influence the performance of corporations in Vietnam. Expanding on previous studies, this study also investigates the state-enterprise connection explicitly under the influence of ownership concentration and business environment, which is still controversial in recent years. Moreover, this study examines the influence of board characteristics, an important proxy for governance mechanisms, on corporate performance and compares their influences in participating of state ownership. Research data is collected from annual financial reports of listed corporations during the period 2010 - 2020. The empirical method is the Generalized Method of Moments (GMM) with related tests.
The study finds that state ownership has a significant positive role in corporate performance. However, the findings also indicate that corporate performance is influenced by ownership concentration. In addition, governance characteristics are found to be significantly different from previous studies in the world, reflecting corporate governance in listed corporations in Vietnam has not been fully developed. This study also provides evidence that the mechanism of positive effects of state ownership is amplified in an improved institutional environment and mitigates the negative effects of corporate governance characteristics in Vietnam. The results of the study contribute to related theories, capital structure theories, and institutional theories, combining the practical implications for managers and policy makers in Vietnam
A Study on Taiwanese Intention to Eat More Meat Alternatives after COVID-19.
[[abstract]]人類以肉類為飲食已成為一種習慣尤其在西方社會中,然而還是有少部分人以植物或素食為主要飲食。肉類消費的減少卻對於地球可持續發展有一定的影響與貢獻,減少肉類消費刻不容緩。新冠疫情爆發後,有越來越多消費者表示自己逐漸減少肉類製品的消費,而增加蔬食的飲食比重。為深入了解,本研究剖析台灣民眾在後疫情時代是否持續增加蔬食的消費意願,本研究以計劃行為理論為基礎,擴增與整合生態考量、環境考量與健康考量等三個因素,建立一個消費者蔬食意願整合模型。
本調查以年滿十八歲的台灣民眾為研究對象,問卷採用線上及紙本方式蒐集263份有效樣本,並使用SPSS、SmartPLS統計軟體,進行統計分析。最後針對研究結果結合實務意涵,提供蔬食產業產品行銷與學術領域參考。研究結果顯示,擁有一個好的蔬食態度、主觀規範與行控知覺是能影響蔬食意願的,但是台灣民眾對於生態、環境、健康的考量從而使用植物性飲食則不存在影響力。[[abstract]]It has become a habit for human beings to eat meat, especially in Western society. However, there are still a small number of people who mainly eat plants or vegetarians. The reduction of meat consumption has a certain impact and contribution to the sustainable development of the earth, and it is urgent to reduce meat consumption. After the outbreak of the new crown epidemic, more and more consumers said that they gradually reduced the consumption of meat products and increased the proportion of plant-based diets. In order to gain an in-depth understanding, this study analyzes whether Taiwanese people continue to increase their willingness to consume vegetable food in the post-pandemic era. An integrated model of consumers' willingness to eat vegetables.
This survey takes Taiwanese people aged 18 or over as the research object. The questionnaire collects 263 valid samples online and in paper form, and uses SPSS and SmartPLS statistical software for statistical analysis. Finally, based on the research results combined with practical implications, it provides a reference for product marketing and academic fields in the vegetable and food industry. The results of the study show that having a good attitude toward plant-based eating, subjective norms, and behavioral control perceptions can affect the willingness to eat plant-based foods, but Taiwanese people have no influence on the consideration of ecology, the environment, and health and thus the use of plant-based diets