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      • Research on Value Creativity of Taiwan's Small and Medium-sized Enterprises

        Tien, Shiaw-Wen,Chung, Yi-Chan,Tsai, Chih-Hung,Hsieh, Chia-Hsiang,Chen, Hung-Hsi The Korean Society for Quality Management 2007 The Asian Journal on Quality Vol.8 No.1

        This research probes into the execution of small and medium-sized enterprises' value creativities by a difference analysis with different classifications, different capital, different turnover, different employees, and different established years. This study develop a questionnaire about value creativity with five dimensions and thirty-five items according to "Valuation" by McKinsey and Company, Inc. and Copeland et al., such as: "Aspiration and target," "Portfolio management," "Organization design," "Process management," and "Business and individual performance management." The results are as follows: (1) Most small and medium-sized enterprises (SMEs) have executed value creativities; (2) There is a difference in the execution of value creativities between the livelihood industry and the chemical industry; the execution of value creativities by livelihood industry is better than the chemical industry; (3) For value creativities of the execution of different capital and turnover for SMEs, bigger entities are better than smaller ones; (4) For the value creativities of the execution of different numbers of staff in SMEs, those with more staff are better than those with fewer staff; (5) For the value creativities of the execution of different established years for SMEs, those established longer are better than those established shorter.

      • KCI등재

        The study on piezoelectric transducers: theoretical analysis and experimental verification

        Chia-Chung Sung,Szu-Chi Tien 국제구조공학회 2015 Smart Structures and Systems, An International Jou Vol.15 No.4

        The main purpose of this research is to utilize simple mathematical models to depict thevibration behavior and the resulted sound field of a piezoelectric disk for ultrasonic transducers. Instead ofusing 1-D vibration model, coupled effect between the thickness and the radial motions was considered to beclose to the real vibration behavior. Moreover, Huygens-Fresnel principle was used in both incident andreflected waves to analyze the sound field under obstacles in finite distance. Results of the testedpiezoelectric disk show that, discrepancies between the simulation and experiment are 2.5% for resonantfrequency and 12% for resulted sound field. Therefore, the proposed method can be used to reduce thecomplexity in modeling vibration problems, and increase the reliability on analyzing piezoeletric transducersin the design stage.

      • Enhancing Elderly Long-Term Care Service Uing Kinect Exergame

        ( Tien Lung Sun ),( Ta Min Hung ),( Chien Hua Huang ),( Chia Hsuan Lee ),( Chun Pei ) 한국감성과학회 2014 춘계학술대회 Vol.2014 No.-

        Kinect based somatosensory exergame is useful to support long-term care as it can motivate chronic rehabilitation patients or elderly with decreasing motor ability to do physical exercise in a pleasant and interesting gaming environment. Dynamic game difficulty adjustment (DDA) technique is implemented in all games to keep players engaged and adhered to the game. For long-term care service, game difficulty has to be manually adjusted as players are not able to or not willing to adjust game settings by themselves. To support manually difficulty adjustment, it is important to conduct player experience study to understand the impact of different game settings or gaming parameters on game difficulty. This paper evaluates the dif-ficulty of a Kinect exergame using objective player experiences derived from Kinect sensor and gameplay based player experience. Specifically, a Kinect exergame for upper arm exercise is developed and deployed to a nursing center at central Taiwan. The challenge (psychological difficulty) and intensity (physiological difficulty) of the game are analyzed using hand movement speed derived from Kinect sensor (objective player experience) and game score (gameplay based experi-ence). The results show that the objective player experience derived from Kinect sensor can help understand the exergame intensity. With cross reference to game performance, subjects who are more engaged in the exergame can be identified.

      • Research on the Structure and Application of Fuzzy Environmental Impact Assessment Model

        Tien, Shiaw-Wen,Hsneh, Chia-Hsiang,Chung, Yi-Chan,Tsai, Chih-Hung,Yu, Yih-Huei The Korean Society for Quality Management 2004 The Asian Journal on Quality Vol.5 No.2

        Any business activities may have impact on environment to a certain extent. Enterprises must find appropriate approaches to measure the impact on these environmental aspects, which can be used as the basis to direct enterprises' efforts to improve the environmental impact. The method used to evaluate significant factors in life cycle assessment standards is the one most commonly used by enterprises in general to measure environmental impact. By this method, the decisive factors of each environmental aspect are given scores according to the preset scoring standard of the organization. The scores are added up for each aspect and ranked to assess major environmental aspects. The drawback of this assessment method, that is, it ignores the degree to which each of these factors affects the environment, results in poor credibility. Therefore, this study attempts to solve some qualitative problems by applying to fuzzy theory, in particular, by identifying appropriate fuzzy numbers through fuzzy sets and membership function. Moreover, the study seeks to obtain a crisp value in the process of defuzzifization in order to make up for the shortfall of the original method in dealing with relative weight of decisive factors and thus increase its applicability and credibility. The department of light production of an electronics company is used as an example in this study to measure environmental aspects by employing both the traditional significant factor method and the fuzzy environmental impact assessment model proposed in this study. Based on verification and comparison of results, the model proposed in this study is more feasible as it reduces partiality in decision-making by taking the relative weights of decisive factors into consideration.

      • Enhancing elderly long-term care service using Kinect exergame

        Tien-Lung Sun,Ta-Min Hung,Chia-Hsuan Lee,Chien-Hua Huang,Chun Pei 대한인간공학회 2014 대한인간공학회 학술대회논문집 Vol.2014 No.5

        Kinect based somatosensory exergame is useful to support long-term care as it can motivate chronic rehabilitation patients or elderly with decreasing motor ability to do physical exercise in a pleasant and interesting gaming environment. Dynamic game difficulty adjustment (DDA) technique is implemented in all games to keep players engaged and adhered to the game. For long-term care service, game difficulty has to be manually adjusted as players are not able to or not willing to adjust game settings by themselves. To support manually difficulty adjustment, it is important to conduct player experience study to understand the impact of different game settings or gaming parameters on game difficulty. This paper evaluates the difficulty of a Kinect exergame using objective player experiences derived from Kinect sensor and gameplay based player experience. Specifically, a Kinect exergame for upper arm exercise is developed and deployed to a nursing center at central Taiwan. The challenge (psychological difficulty) and intensity (physiological difficulty) of the game are analyzed using hand movement speed derived from Kinect sensor (objective player experience) and game score (gameplay based experience). The results show that the objective player experience derived from Kinect sensor can help understand the exergame intensity. With cross reference to game performance, subjects who are more engaged in the exergame can be identified. Specifically, analysis of the hand movement speed shows that the Kinect exergame considered in this work does not present enough physiological difficulty (intensity) to elderly with level-4 muscle power but does present difficulty to elderly with level-3 muscle power. Subjects with level-3 muscle power who are engaged in the game can be identified from their game scores. As the optimum difficulty level as well as other game settings varies from individual to individual, an important task in exergame design is to dynamically adjust its challenge and intensity so that elderly players can be engaged in and adhered to the game. The results of this paper show that player experiences derived from Kinect sensor and gameplay performance can help game developers better understand, and hence adjust, the game difficulty levels.

      • Fabrication of Gas-permeable Die Materials Having Orthogonally Arrayed Pore Channels

        Chan Tien-Yin,Lin Shun-Tian,Chang Hua-Jun,Chen Chia-Liang 한국분말야금학회 2006 한국분말야금학회 학술대회논문집 Vol.2006 No.1

        Gas-permeable metal die materials are developed using tool steel powder, packed in a mold having the insertion of orthogonally arrayed polymer wires. Linear gas-permeable channels in orthogonal array are thus developed by the burning out of the polymer wires, which yield a microstructure with wear resistance value and air permeability much larger than those of the conventional gas-permeable die material.

      • SCIESCOPUS

        The study on piezoelectric transducers: theoretical analysis and experimental verification

        Sung, Chia-Chung,Tien, Szu-Chi Techno-Press 2015 Smart Structures and Systems, An International Jou Vol.15 No.4

        The main purpose of this research is to utilize simple mathematical models to depict the vibration behavior and the resulted sound field of a piezoelectric disk for ultrasonic transducers. Instead of using 1-D vibration model, coupled effect between the thickness and the radial motions was considered to be close to the real vibration behavior. Moreover, Huygens-Fresnel principle was used in both incident and reflected waves to analyze the sound field under obstacles in finite distance. Results of the tested piezoelectric disk show that, discrepancies between the simulation and experiment are 2.5% for resonant frequency and 12% for resulted sound field. Therefore, the proposed method can be used to reduce the complexity in modeling vibration problems, and increase the reliability on analyzing piezoeletric transducers in the design stage.

      • Research on Value Creativity of Taiwan`s Small and Medium-sized Enterprises

        ( Shiaw Wen Tien ),( Yi Chan Chung ),( Chih Hung Tsai ),( Chia Hsiang Hsieh ),( Hung Hsi Chen ) 한국품질경영학회 2007 The Asian Journal on Quality Vol.8 No.1

        This research probes into the execution of small and medium-sized enterprises` value creativities by a difference analysis with different classifications, different capital, different turnover, different employees, and different established years. This study develop a questionnaire about value creativity with five dimensions and thirty-five items according to “Valuation” by McKinsey and Company, Inc. and Copeland et al., such as: “Aspiration and target,” “Portfolio management,” “Organization design,” “Process management,” and “Business and individual performance management.” The results are as follows: (1) Most small and medium-sized enterprises (SMEs) have executed value creativities; (2) There is a difference in the execution of value creativities between the livelihood industry and the chemical industry; the execution of value creativities by livelihood industry is better than the chemical industry; (3) For value creativities of the execution of different capital and turnover for SMEs, bigger entities are better than smaller ones; (4) For the value creativities of the execution of different numbers of staff in SMEs, those with more staff are better than those with fewer staff; (5) For the value creativities of the execution of different established years for SMEs, those established longer are better than those established shorter.

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