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Exploring the Willingness to Use a Functional Chatbot in the LINE APP with the Technology Acceptance Model
[[abstract]]根據Global Information, Inc.的聊天機器人全球市場預測調查報告書,顯示目前聊天機器人瘋迷全球,加上在台灣滲透率高達九成的通訊軟體LINE開放了Messaging API的功能,讓有能力的開發商可以透過聊天機器人,將自己的服務24小時不間斷地以對話的方式與使用者進行交流。因此本研究認為未來聊天機器人將深入日常生活,故以針對使用者接受新資訊科技行為所設計的科技接受模式(Technology Acceptance Model, TAM)為理論模型,加上四項外部變數「便利性」、「互動性」、「即時性」及「未來趨勢」,探討使用者在「知覺態度」上選擇LINE APP內的功能型聊天機器人作為查詢管道或紀錄資料的原因。本研究使用線上網路問卷調查方式,以使用過LINE APP功能型機器人的使用者為研究對象,一共回收247份有效樣本,以SPSS統計軟體進行量化分析。分析結果顯示,本論文選擇之外部變數、知覺有用性、知覺易用性及行為態度皆會正面影響使用者。若越能滿足使用者取得資訊或更有效率完成使用目的,就越能提升對聊天機器人的使用意願。以此分析供後續聊天機器人研究學者及服務商進行參考。[[abstract]]According to the Global Market Forecast Survey Report of Chatbots from Global Information, Inc., it shows that chatbots are very popular around the world now. In addition, the Instant Messaging App LINE, which has the usage rate of up to 90% in Taiwan, has opened the function of the Messaging API; this leads to that capable developers can use chatbots to communicate with their users in the form of dialog 24 hours a day. In this thesis, we believe that in the future, chatbots will penetrate into our daily life. Therefore, this study uses the Technology Acceptance Model (TAM) as the research framework and considers four external variables (convenience, interaction, immediateness and future trends) to study the reasons why users choose functional chatbots in the LINE APP as query channels or record data on the perceptual attitude. In this study, the research objects are the users who have used the LINE APP functional chatbot. The online questionnaire was used to collect data and 247 valid samples were collected. With these samples, the SPSS statistical software was used for quantitative analysis. The research results show that external variables, perceived ease of use, perceived usefulness, and behavioral attitudes all positively affect users. The more satisfyingly users obtain information or more efficiently complete the purpose of use, the more willingly they use chatbots. As a result, this analysis can provide a reference for researchers and service providers of chatbots
A Exploratory Study on Color Reduction and Retro Style Conversion before Image Embroidery
[[abstract]]隨著智慧型電腦刺繡機的出現,能將照片轉化為獨特刺繡商品的影像刺繡功能也隨之出現,若能結合時下流行的影像風格轉換,便能增加影像刺繡商品的多樣性與獨特性。而進行影像刺繡前,由於受到刺繡機繡線的限制,需先將影像進行降色處理,以便順利進行影像刺繡,因此降色處理成為影像刺繡成功與否至關重要的一環。此外,透過婚紗攝影能夠了解到復古風格的流行對於影像的影響力之大,而在風格轉換中復古風格也是最常見、大眾最喜愛的風格之一,然而影像刺繡現階段,在功能與風格轉換上尚有發展與優化的空間,如目前刺繡機器無法做出影像處理中的材質、特效等效果,且降色後的照片在進行風格轉換時效果會產生變化,使風格轉換的效果降低等問題。基於智慧型電腦刺繡機的未來發展與影像刺繡目前面臨的瓶頸,將進行影像刺繡前的降色手法與復古風格轉換之研究,因此本研究的目的為1)透過口語分析針對設計師對於影像降色之手法、思考進行探討;2)分析整理出不同平台之復古風格共通手法;3)進行量化分析統計出大眾偏好的降色手法;4)找出照片在降色後大眾認為最適合應用的復古風格。再者,本研究分為三部分,首先針對復古風格,從4大平台中蒐集影像復古風格轉換手法製作樣本,邀請13位專家篩選出具復古感的樣本,並以12色基礎色相環與折線圖分析出各平台轉換復古風格的共通手法。其次,將針對影像降色處理,邀請12位設計師將景物、人像照片,以電繪方式進行降色處理,輔以錄音錄影進行口語分析了解設計師的降色手法與思考方式。最後,將降色成品圖與專家篩選出的復古風格結合,利用Survey Cake製作網路問卷,針對降色圖手法喜好與復古降色圖之復古強度進行調查與量化分析。本研究的結論發現,1.復古風格的核心手法為,整體主色調調整為黃或褐色、降低整體飽和度、降低整體明度等三項。2.經由口語分析得知,設計師認為降色控制在9~10色較為適當,且挑色上應以所佔面積較大區塊部份為主。3.大眾偏好明度高於飽和度的降色圖,偏好細節較為豐富的景物降色圖,複雜度約為二~四間為大眾最喜好的程度,反之,細節簡化的人像降色圖較受大眾偏好,複雜度約在二~三。4.色相與飽和度相較於明度對復古感的影響力較大,因此懷舊復古、藍調復古、老舊復古,為最大眾最喜歡的復古風格,也是降色後最適合進行復古轉換的風格。本研究作為結合影像刺繡前的降色與影像處理復古風格之研究,期望研究的成果能夠作為智慧型電腦刺繡領域之參考,成為優化智慧型電腦刺繡之功能與發展的契機。[[abstract]]With the advent of intelligent computer embroidery machines, image embroidery functions that can transfer photos into unique embroidery products also emerge. The uniqueness and diversity of image embroidery merchandise will increase if we can combine the fashion image style. Before the process of image embroidery, the color reduction processing is necessary due to the limitation of the embroidery machine’s thread. Therefore, the color reduction processing is the crucial key of success of image embroidery. Furthermore, we can realize the influence of retro style on image through wedding photography, and the retro style is the most common and popular among multiple distinct styles. However, there are still some room for improvement for the image embroidery currently. For example, the current embroidery machine is unable to make effects such as materials and special effect, and the effect of the style conversion will be changed when color-reduced photo is converted, which will reduce the effect of the style conversion.Based on the future development of intelligent computer embroidery machines and the current bottleneck of image embroidery, we will conduct research on the color reduction method and retro style conversion before image embroidery. Therefore, the purpose of this research are: 1) To discuss the designer’s methods and thinking of image color reduction through oral analysis. 2) To analyze the common methods of retro style on different platforms. 3) Quantitative analysis the preferences method of reduction method. 4) Find out the most suitable retro style after color is reduced in public’s opinion.Furthermore, the research can be separate into three parts. First, we will collect the retro style transformation to make our sample from the four major platforms, and we will invite 13 experts to select the sample with retro style, and analyze the common retro transformation methods of different platforms with twelve color wheel and analyze method. Second, for the image color reduction process, 12 designers will be invited to use the electrographic method to reduce the color of the scenes, portraits and photos, supplemented by audio and video recordings to understand the designer’s color reduction methods and thinking methods. Third, Combining the color-reduced finished image with the retro style selected by experts. The Survey Cake was used to create an online questionnaire to investigate and quantify the preference of the color-reducing image technique and the retro intensity of the retro color-reducing image.There are four major conclusions of this research. 1. The core technique of retro style is to adjust the main color to yellow or brown, reduce the saturation, and the brightness. 2. Through the oral analysis, the designer believes that is more appropriate to control the color reduction to 9~10 colors, and the color selection should be based on the larger area of the block. 3. The preference of public are color-reduced image with higher brightness than saturation, color-reduced images with richer details, and the complexity is about 2~4. On the contrary, the reduced-color portrait simplifications are more popular, and the complexity is about 2~3. 4. Hue and saturation have a greater influence on retro feeling than lightness, so nostalgic retro, blues retro, and old retro are the most popular retro styles for public, and they are also the most suitable for retro conversion after color reduction.This research expect that this result can be one of the reference of artificial intelligence, and be the opportunity to optimize the function and development of intelligent computer embroidery
Effectiveness of Short-term Neurofeedback Training for Children with ADHD
[[abstract]]背景:注意力不足∕過動症(Attention Deficit/Hyperactivity Disorder, ADHD)的兩大核心症狀為注意力不足與過動衝動。過去雖有許多研究顯示神經回饋訓練可以改善ADHD核心症狀,但課程訓練次數普遍需要長達30-40次;也因此受限於參與者的時間,具有一定高比例的退出率。本研究目的欲了解短期神經回饋訓練治療方案後注意力以及過動衝動症狀是否能改善ADHD的症狀。研究方法:研究對象為17名確診ADHD歲兒童(混合型 = 11;不專注型 = 6;平均年齡9.83,SD = 2.35)和41名一般發展中兒童(平均年齡10.78,SD = 2.62)為控制組。評估工具為魏氏兒童智力測驗第四版(WISC-IV)、克氏持續度表現測驗第三版(CPT-3)、注意力網絡測驗(ANT)、多重作業(MTT)和兒童行為檢核表(CBCL)。控制組及ADHD組於加入研究後皆接受WISC-IV、CPT-3、ANT、MTT和CBCL。爾後,僅ADHD組接受十二次的神經回饋訓練,並於訓練完成後進行CPT-3、ANT、MTT和CBCL的測驗。研究結果:無母數曼-惠特尼U檢定分析比較ADHD組與控制組在基準點的神經心理功能表現,結果顯示,CPT-3遺漏和變應時間變化指標顯著差異,ANT無顯著差異,MTT正確反應時間、目標與刺激物一致時反應時間、目標與刺激物不一致時反應時間、隨機目標與刺激物一致與不一致時反應時間有顯著差異,家長評量的症狀表,兩組有顯著差異 (p < .05)。藉由無母數魏克森符號檢定,針對ADHD接受訓練前後比較其神經心理表現,發現ADHD組於後測MTT與家長評量部分指標達顯著差異 (p < .05) 結論:短期神經回饋對於ADHD兒童的注意力有改善,面對視覺信息處理能力和以及面對訊息有衝突時反應速度降低,表示透過短期訓練有潛在幫助注意力維持改善。[[abstract]]Introduction: The two core symptoms of Attention deficit/ hyperactivity disorder (ADHD) are inattention and hyperactivity-impulsivity. There have been studies demonstrated clinical efficacy of Neurofeedback (NF) training in improving symptoms among ADHD; however, the training sessions mostly need 30-40 training sessions, that are somehow too long for participants. Therefore, this study proposed to evaluate the efficacy of short-term NF training on ADHD cognitive performance. In addition, there been an argument about ADHD subtypes, but rarely compared whether NF training has different efficacy on them. The ADHD with different subtypes, combined and inattentive types (ADHD-C vs. ADHD-I) were compared as well. Methods: Seventeen ADHD patients (Combined type = 11; Inattentive subtype = 6; Mean age 9.83, SD = 2.35) and 41 typical developmental participants recruited from communities were defined as control group (mean age 10.78, SD = 2.62). All participants underwent assessments including Wechsler Intelligence Scale for Children Wechsler Intelligence Scale for Children-Fourth Edition (WISC-IV), Conners’ Continuing Performance Test (CPT-3), Attention Network Test (ANT), Multitasking Test Task (MTT) and Child Behavior Checklist (CBCL). After receiving 12 sessions of NF training, the ADHD group were given post-tests again. Results: The Mann-Whitney U test analysis showed that the indicators of CPT-3 omission and ISI change were significant different between two groups (p < .05); the indicators of MTT reaction latency, congruent response time, incongruent response time and multitasking response time and CBCL also show significant differences (p < .05). In addition, for the ADHD group, the Wilcoxon test analysis showed that the indicator of MTT reaction latency, congruent response time, incongruent response time, multitasking response time were significantly improved (p < .05). Moreover, tow subtypes of ADHD (ADHD-C vs. ADHD-I) were compared and showed significant difference. Subtypes of ADHD-I have shown more improvement in CPT-3, ANT and CBCL than the ADHD-C; Subtypes of ADHD-C have showed more improved in MTT than ADHD-I. Conclusion: This study demonstrated a possible alternative training for ADHD, but the results might be hardly generalized due to small sample size of ADHD subtypes. A larger sample of participants receiving training should be need in the future in order to confirm this finding
Relationships between Cognitive Deficits and Physiological Functions during Sleep among Patients with Obstructive Sleep Apnea: A Preliminary Study
[[abstract]]阻塞性睡眠呼吸中止(obstructive sleep apnea, OSA)是一種最常見的睡眠呼吸障礙,影響約2%至4%的成年人,OSA會引起一連串的生理變化,並常與高血壓、心血管疾病、糖尿病、及中風等多種疾病共病,認知功能缺損也可能是OSA的相關症狀。過去研究以睡眠呼吸障礙(sleep-disordered breathing, SDB)之程度來定義OSA的嚴重程度,然而,OSA可能通過慢性間歇性低血氧(intermittent hypoxemia, IH)和睡眠片段化(sleep fragmentation, SF)影響認知功能,過去研究對於OSA患者的IH、SF與認知功能的關係仍未有充分討論。本研究之目的為(1)探討OSA患者的認知缺損型態;(2)釐清相對於SDB,IH和SF對OSA患者認知功能的影響。研究邀請20名OSA患者(呼吸中止淺呼吸指數(apnea hypopnea index, AHI) > 5)和20名無睡眠困擾之認知功能正常對照組,並進行神經心理評估,包括一般認知功能、記憶、注意力和工作記憶、執行功能、精神運動速度與協調的比較。研究結果顯示,與對照組相比,OSA患者在再認記憶、執行功能、及精神運動速度與協調表現明顯缺損,然而,本研究中OSA患者認知表現存在高度異質性,這可能可歸因於患者人口學變項(即教育程度和性別)和睡眠期間生理功能的差異。在排除人口學和生理功能差異的影響後,IH和SF仍與精神運動速度與協調和執行功能相關,而SDB所造成的認知影響可能可由人口學與生理功能差異解釋。本研究初步揭示OSA患者認知缺損的本質,並對於過去研究報告OSA患者認知缺損表現的不一致性提出可能解釋。IH和SF在評估OSA早期認知效果方面可能比SDB更重要,IH和SF可能能夠用於促進認知障礙的早期發現和評估早期介入的有效性。[[abstract]]Obstructive sleep apnea (OSA) is one of the most common sleep-disordered breathing (SDB) conditions, affecting about 2% to 4% of adults. OSA causes a series of physiological changes and is a common comorbid of hypertension, cardiovascular disease, diabetes, stroke and other metabolic diseases. Cognitive impairment may also be a symptom associated with OSA. Previous researchers defined the severity of OSA using the levels of SDB. However, OSA may affect cognitive function through chronic intermittent hypoxemia (IH) and sleep fragmentation (SF). The relationships between IH and cognitive functions and the relationship between SF and cognitive functions among patients with OSA remain poorly appreciated. The purposes of the present study were (1) to investigated the cognitive profiles of patients with OSA; and (2) to clarified the impacts on cognitive functions of IH and SF as compared to those of SDB among patients with OSA. Twenty patients with OSA (AHI > 5) and 20 cognitively normal individuals without sleep disturbance were recruited in this study and undertook a neuropsychological assessment including evaluations of general cognitive function, memory, attention/working memory, executive function, psychomotor speed and coordination. The results showed that compared with the control group, OSA patients had significantly cognitive impairments in recognition memory, executive function, and psychomotor speed and coordination. However, high extents of heterogeneity in the cognitive profiles among the patients with OSA were observed, which may be attributable to differences in demographic variables (i.e., educational levels and gender) and physiological functions during sleep among the patients. After excluding the effects of differences in demographics and physiological functions, IH and SF, but not SDB, still correlated with psychomotor speed and coordination and executive functions. The preliminary study shed light into the nature of cognitive deficits among patients with OSA and reconciled the inconsistency in the cognitive effects of OSA reported in previous studies. IH and SF might be more important in evaluating early cognitive effects in OSA than SDB. IH and SF might be able to be used to indicators facilitating the early detection of cognitive impairment and evaluation of the effectiveness of early intervention
The Interactive Effect of College Students’ Gender and Gender Role Orientation on the Intimate Partner Violence
[[abstract]]本研究目的在探討大學生性別、性別角色取向之交互作用效應在親密關係暴力類別之差異。研究參與者為有交往經驗之大學生(滿20歲),研究方式使用自陳式網路問卷,經參與者同意後填寫「性別角色取向」與「親密關係暴力」2份量表,回收有效問卷共367份,所得資料以描述統計及MANOVA進行統計分析。研究問題與結果如下:(一)研究問題一:目前大學生經驗遭受與施行親密關係暴力之現況?;結果:參與者在遭受或施行親密關係暴力,均以精神暴力最高,依序為肢體暴力和性暴力,且90.7%參與者屬於同時遭受與施行暴力者。(二)研究問題二:不同生理性別、性別角色取向對於大學生遭受親密關係暴力(精神暴力頻率、肢體暴力頻率、性暴力頻率)是否具有交互作用?;結果:性別與性別角色取向在遭受親密關係暴力沒有交互作用效應。(三)研究問題三:不同生理性別、性別角色取向對於大學生施行親密關係暴力(精神暴力頻率、肢體暴力頻率、性暴力頻率)是否具有交互作用?;結果:性別與性別角色取向在施行暴力(含所有暴力類別)與性暴力有交互作用效應。 研究結論與建議:依上述研究結果,建議校實務工作者可協助個案接納與尊重自我及他人性別角色取向,並找出合適的親密溝通方式以增進校園親密關係暴力之三級預防策略降低親密暴力產生。[[abstract]]Purpose: This study is to discover the interactive effects of gender and sex role orientation of college students on differences in various types of intimate partner violence. Participants in the study are college students (20 years of age or older) who’ve already been in relationship before. The online self-report questionnaire is adopted as the research method in this study. After the participants agreed, they filled out two scale forms of “sex role orientation” and “intimate relationship violence”. A total of 367 valid questionnaires were collected, and the data are analyzed via descriptive statistics and MANOVA. The research questions and results are as follows: (1) Question 1: What is the current situation of college students experiencing and practicing intimate partner violence? Results: When participants suffered from or committed intimate relationship violence within the past year, it’s most commonly mental violence, followed by physical violence and sexual violence. 90.7% of the participants are both those who suffered from and those who committed violence at the same time.(2) Question 2: Do different physical genders and sex role orientation have an interactive effect on college students experiencing intimate partner violence (including frequency of mental violence, physical violence, and sexual violence)? Results: There is no interactive effect between gender and sexual orientation in the violence of intimacy. (3) Question 3: Do different physical genders and sex role orientation have an interactive effect on college students’ intimate partner violence (including frequency of mental violence, physical violence, and sexual violence)? Results: Gender and sex role orientation have an interactive effect on violence (including frequency of mental violence, physical violence, and sexual violence) and sexual violence. Conclusions and recommendations: It is recommended that school practitioners assist the students in accepting and respecting themselves and other people’s sex role orientation, and find out the appropriate way of intimate communication to fortify the tertiary prevention strategies against intimate relationship violence in schools
The Impact of College Students' Participation in Social Care Activities on The Community.
[[abstract]]大學生到社區從事社會關懷,是為了個人的私利或是因為修課被迫?還是從透過助人利他與社會參與,進而達成自我的實現?為了解大學生到社區從事社會關懷動機和對社區影響,有必要加以研究之,進而消除現有質疑,解決當今大學生到社區從事社會關懷所面臨困境。本研究採用半結構式深度訪談法,訪談在社區工作並帶過大學生從事社會關懷的管理階層及曾到過社區服務的大學生,探討大學生參與社會關懷對社區影響差異,來達到本研究之目的。本研究發現:大學生參與社會關懷是因學校課程要求、為增進知識與技能、培養社會關懷與善盡社會責任;大學生從事社會關懷之差異在志願服務有自願性、純粹服務、與積極主動;服務學習則有強制性、反思學習、消極應付;給服務對象的正面印象具創意、陪伴、社區人力資源;負面印象衣著不整,服務對象對觀感不佳、無動力且心態不正確、服務時間短,造成服務對象情感無法抽離、和社區服務理念不同;困境與阻礙有語言阻礙、缺乏動機、主動性低、對環境的不熟悉、場地空間限制等。因此,建議學校能提供出多元服務學習以激發學生的服務動機,並適時地協助大學生面對與克服服務過程中各項障礙,讓大學生到社區不論從事志願服務或服務學習都是社區助力。[[abstract]]Did college students go to the community to engage in social care for personal gain or because they were forced to take courses? Or do you achieve self-realization through helping others, altruism and social participation? In order to understand the motivation of college students to engage in social care in the community and the impact on the community, it is necessary to study it, so as to eliminate existing doubts and solve the dilemma faced by college students in social care in the community. This research uses a semi-structured in-depth interview method to interview management class who work in the community and bring college students to engage in social care and college students who have been to community service to explore the differences in the impact of college students’ participation in social care on the community to achieve the purpose of this research .This study found that college students’ participation in social care is due to school curriculum requirements, for the purpose of enhancing knowledge and skills, caring for social care and fulfilling social responsibilities; the difference in social care among college students is voluntary, pure service, and proactive in voluntary service; Learning is compulsory, reflective learning, and passive coping; positive impressions of the client are creative, accompanied, and community human resources; negative impressions are not well-dressed, the client has poor perception, unmotivated and incorrect mentality, service time Short, resulting in the emotional insufficiency of the service object, which is different from the concept of community service; difficulties and obstacles include language barriers, lack of motivation, low initiative, unfamiliarity with the environment, space limitations, etc. Therefore, it is suggested that schools can provide diversified service learning to stimulate students' service motivation, and timely assist college students to face and overcome various obstacles in the service process, so that college students can help the community whether they engage in voluntary service or service learning in the community
Effects of nutrition labels on health awareness of school-age children in food
[[abstract]]超重和肥胖症已被描述為一種全球流行病,嚴重影響到成年人和兒童的健康。包裝正面營養資訊標籤(Front of Package Nutrition Labeling, FOP)可以提高消費者對不健康食物的警覺性。本研究目的是找尋有效嚇阻,並提高兒童的健康意識之FOP營養標籤。本研究使用4款FOP營養標籤,檢視兒童對零食包裝的健康意識,包括:每日攝取量(guideline daily amounts, GDA)、交通信號燈(traffic light system, TLS)、黑色警告系統,與蘋果圖案(本研究設計)之標籤。本研究招募343位六年級的兒童,包括223位居住城市及120位居住鄉村的兒童。首先,由30位三至六年級的兒童評選出經常購買的8款零食。接著,每款零食按照它們的營養成份,分別合成4款FOP營養標籤圖片,共計有32款樣本。最後,以問卷方式評估零食包裝的健康程度與營養標籤的注目性。研究結果可以得出四個結論,包括:(1)鄉村兒童對零食包裝的健康意識薄弱,(2)經常購買零食的兒童的健康意識較低,(3) GDA、蘋果及TLS標籤可幫助兒童確定更健康的零食的選擇,(4)黑色警告標籤無法誘使兒童做出更健康的選擇。此研究結果可提供包裝的標籤設計,期能有效提高兒童的健康意識。[[abstract]]Overweight and obesity have been described as a global epidemic that seriously affects the health of adults and children. Front of Package Nutrition Labeling can increase consumers' awareness of unhealthy foods. The purpose of this study is to find effective deterrence and improve children's health awareness on the FOP label. This study uses four FOP labels to examine children’s health awareness of snack packaging, including: guideline daily amounts (GDA) label, traffic light system (TLS) label, black warning system label, and label with an apple pattern (designed in this study). This study recruited 343 children in sixth grade, including 223 children living in cities and 120 children living in rural areas. First, 30 children in grades 3 to 6 selected 8 snacks that they often buy. Then, each snack was synthesized into 4 FOP label images according to their nutritional content, and there were a total of 32 samples. Finally, a questionnaire was used to evaluate the health of snack packaging and the noticeability of nutrition labels. Four conclusions can be drawn from the research results, including: (1) rural children have weak health awareness of snack packaging, (2) children who often buy snacks have low health awareness, and (3) GDA, Apple and TLS labels can help children Determine healthier snack choices, and (4) Black warning labels cannot induce children to make healthier choices. The results of this research can provide packaging label design, which can effectively improve children's health awareness
Business Model of the Design Industry toward Platform Transformation
[[abstract]]全球經濟的深入發展,在整個建築產業居重要地位,室內設計產業產值逐年提升,故提供良好環保居住空間為對顧客服務最後一哩。透過商業模式四構面,包含顧客價值主張、關鍵資源、關鍵流程與利潤公式等,分析設計產業經營方式;以蒐集次級資料與深度訪談之內容,以文本分析對於設計人員管理、施工團隊與業務範圍加以歸納。研究結果獲得在關鍵資源,發現台灣區室內設計產業朝 M 型化發展趨勢,本個案公司以金字塔頂端族群為目標客群,提供房屋設計材料、工法上與歐美齊步。在關鍵流程上,以 20 年之設計師群、施工團隊形成工作默契,降低需長時間來回討論與業主確認等流程。在顧客價值主張上,發現室內設計產業已為分眾行銷服務模式,顧客價值主張移動至強化環保,金字塔頂端族群在選材上朝向具特殊性,在年輕族群偏好北歐風、工業風;且在材質選擇上,則以環保及地球永續利用,選擇更環保的材質,少量多樣化,此亦為本個案之利潤公式,反饋至顧客著重企業社會責任的利潤面向。文末提出相關理論回饋與對本產業之實務建議。[[abstract]]With the in-depth development of the global economy, the interior design industry occupies an important position in the entire construction industry, Its output value is increasing year by year, therefore, providing good environmentally friendly living space is the last mile of customer service. Through the four dimensions of the business model,including customer value propositions, key resources, key processes and profit formulas,etc. We analyze and design the business mode of the industry; to collect secondary information and the content of in-depth interviews, and use text analysis to summarize the designer management, construction team and business scope. The research results were obtained from key resources and found that the interior design industry in Taiwan is moving towards an M-shaped development trend. In this case, the company targeted at the top of the pyramid, and provided housing design materials and construction methods that were in line with Europe and the United States. In the critical processes, with 20 years of designer group and construction team forming a tacit understanding of work, reducing the need to go back and forth for a long time to discuss and confirm the process of the owner. In terms of customer value proposition, we found that the interior 3 design industry has become a service model for Focus Marketing, the customer value proposition moves to strengthen environmental protection, the ethnic group at the top of the pyramid has a particular orientation in the selection of materials. Among young people, they prefer Nordic style and industrial style; and in terms of material selection, environmental protection and sustainable use of the earth are used, and more environmentally friendly materials are selected, and this is also the profit formula of this case, which feeds back to the customer's profit aspect that emphasizes corporate social responsibility
The path of attention deficit hyperactivity disorder symptoms, outcome expectancy of internet gaming, violent gaming to internet gaming addiction among primary school students: one-year follow-up
[[abstract]]研究背景與目的: 兒童網路遊戲成癮議題備受重視;過去研究指出,注意力缺陷多動症障礙 (Attention-Deficit/Hyperactivity Disorder, ADHD) 和網路遊戲成癮之間高度相關,但之間的路徑機制及因果關係尚未明瞭。故本研究擬透過一年追蹤資料的分析,檢驗網路遊戲正向預期以及暴力遊戲在國小4-6年級學童ADHD與網路遊戲成癮間的可能中介作用。研究方法: 本研究資料採用「103年度與104年度學生網路使用情形調查計畫」中所收集之部份資料進行分析。689名國小4-6年級學童於二年皆參加該計畫調查,第一年 (簡稱T1) 參與填寫「個人資料表」、「網路遊戲成癮量表」、「網路遊戲正向預期量表」;再於第二年 (簡稱T2) 追蹤施測 ,並增加填寫「網路遊戲使用調查」瞭解所玩暴力網路遊戲之情況。統計部分,使用SmartPLS檢驗測量模型的信效度、區別效度以及結構模型的路徑係數。研究結果: 結果顯示,T1 ADHD直接且間接透過T1網路遊戲正向預期預測T1網路遊戲成癮;T1 ADHD也直接且間接透過T1和T2 網路遊戲正向預期預測T2網路遊戲成癮;T1 ADHD直接且間接透過T1網路遊戲正向預期及T2暴力遊戲正向預測T2網路遊戲成癮;T1 ADHD也透過T1網路遊戲正向預期中介T2暴力遊戲,再透過T2網路遊戲正向預期正向預測T2網路遊戲成癮。研究結論: 本縱貫研究證實,ADHD正向預測網路遊戲成癮;但進一步發現網路遊戲正向預期和暴力遊戲在ADHD與網路遊戲成癮間的可能中介作用;此中介路徑的發現,有助於解釋先前ADHD與網路遊戲成癮間高度相關的可能機制;成果可做為未來預防和處遇ADHD兒童網路遊戲成癮策略擬定參考。[[abstract]]Purpose: The association of attention deficit hyperactivity disorder (ADHD) with internet gaming addiction (IGA) were documented. However, the possible underlying psychological mechanisms remained unclear. This study is an attempt to examine the mediation role of internet gaming positive outcome expectancy and violent gaming in the association of ADHD symptoms with IGA among children in fourth and fifth grade. Methods: This study is part of the investigation of internet use of students among teenagers, held by Prof. HC Ko. A total of 689 students in fourth and fifth grade (347 males and 342 female) recruited from elementary schools completed survey in 2013 (time 1) and 2014 (time 2).Results: Structure equation modeling results revealed that , 1) ADHD symptoms directly and indirectly predicted IGA (T1) mediated through internet gaming positive outcome expectancy (T1); 2) ADHD (T1) predicted IGA (T2) mediated by internet gaming positive outcome expectancy measured in T1 and T2 ; 3) ADHD (T1) affected violent internet gaming (T2) mediated by internet gaming positive outcome expectancy (T1); 4) violent internet gaming (T2) indirectly predicted IGA (T2) by the mediation of internet gaming positive outcome expectancy (T2). The model obtained an adequate fit.Conclusion: This longitudinal study over the course of one year approved that ADHD predicted an increase in internet gaming addiction by the mediating role of internet gaming positive outcome expectancy and violent gaming. These nuanced mediation findings help to explain previous results for the ADHD-internet gaming addiction association. More attention should be paid to ADHD and violent games intervention to prevent internet gaming addiction
Sales Pricing Strategy of Domestic Vegan Cheese – Case Study of FG Company
[[abstract]]目前國產起司區分為天然起司及再製起司,天然起司製成後成本價格高於進口天然起司,導致推廣不易,而國產再製起司使用一種或多種進口天然起司,經攪碎加熱後,再依不同用途製作出品質穩定的高熔點起司、起司醬或起司片,推廣銷售業績較佳。本研究以實際個案FG起司公司研發之新產品-純素起司作為探討對象,務必使純素起司成為其公司高毛利銷售商品,探討內容包含制定相關商業模式、銷售定價策略方向與市場拓展業務相關事宜。個案FG起司公司從事起司進口分裝製造銷售已有18年歷史,深知國內外銷售在產品價格部份非常競爭,因而對於純素起司定位非常重視,必須先界定新產品的消費市場定義為素食類別或植物替代食品,方能制定售價及銷售策略,故引發本研究探討動機。本研究包括收集國內外廠商銷售經驗相關資料及市場趨勢,瞭解外部環境及產品定位,結合相關理論文獻,制定訪談題目,訪談國內專業銷售進口天然起司,以及國產起司再製公司總經理、銷售主管與研發主管,另訪問素食餐廳業者、純素食品進口業者,從再製起司銷售經驗及定價策略,搜集各方銷售價格開始,再訪問純素起司相關不同產業業者,例如植物奶進口業者總經理、中盤代理商,及連鎖超商通路鮮食部經理、烘焙中盤商老闆、知名麵包店老闆,從中獲取寶貴建議,深入研究後給予行銷定價策略規劃與建議供FG起司公司參考。FG起司公司已於2022年3月順利推出純素起司絲,在導入期階段,選擇潛在有純素起司需求之舊客戶為主要銷售目標客群,採報價低於義大利進口起司的定價策略來推廣純素起司,4月份開始已有客戶陸續訂購;FG起司公司月計畫銷售目標達5,000KG,5月已達成月銷售數量2,500KG,比該公司舊有產品平均毛利高20%,已超過進口純素起司月銷售數量,證明此研究定價策略有效。[[abstract]]At present, the domestic cheese area is divided into natural cheese and remanufactured cheese. The cost of natural cheese in Taiwan is higher than that of imported natural cheese, so it is not easy to promote it. The domestic re-made cheese is made by using one or more kinds of imported natural cheese, stirred and heated to produce high melting point cheese, cheese sauce and cheese slices with stable quality according to different applications. We have good sales promotion.This study takes the actual case of FG Cheese Company, which recently produced a new product - vegan cheese, as the object of study, to make vegan cheese the star product of the company, including the development of related business model and sales pricing strategy direction and market development business related issues. Further research and development is needed to explore related technologies. The case company has been engaged in importing and distributing cheese for 18 years, and we know that the price of the product is very competitive for domestic and foreign sales, therefore, the positioning of vegan cheese is very important. Therefore, the motivation for this study was triggered.This study includes collecting information and literature related to the sales experience of domestic and foreign manufacturers, understanding the external environment and product positioning, interviewing the general managers and sales executives of domestic companies specializing in selling imported natural cheese and domestic reproduction companies, as well as R&D executives and vegetarian restaurant operators and vegan food importers. Then, we interviewed various operators in the vegan cheese industry to obtain information and make recommendations on marketing and pricing strategies for FG Cheese reference it.The FG Cheese Company has successfully launched vegan cheese silk on March in 2022. During the introduction stage, it selects old customers as sales target customers, and adopts a low pricing strategy then import cheese of Italy, the business coming up from on April in 2022; The FG Cheese Company planning 5000 KG per month of sales target and achieved 2500 KG/ month on May. There are more 20% profit then in current products and the sales amount over import natural cheese. The results shows out this pricing strategy was success