透過您的圖書館登入
IP:3.136.97.64
  • 學位論文

創意生活產業整合數位科技之加值探討 -以台中迴廊咖啡劇場為例

Study on Value-added Digital Technology Building for Creative Life Industry- Case Study of Haiway Coffee Theater in Taichung

指導教授 : 李鴻麟

摘要


為能提升創意生活產業的體驗價值,以符合高水準的體驗經濟時代,本研究以數位科技作為介入,以虛擬體驗輔助實質體驗,進而讓消費者在體驗過程中能有更完整的質感與深度感受。研究中應用擴增實境之基礎技術作發想,並配合研究對象的場域環境,規劃合適的結合概念,並將其整合,可提供創意生活產業參考的建構數位科技模型。實驗產品的概念係以活動創意為出發,輔以觸控螢幕設備作為表演媒介,規劃成擴增實境劇場的活動內容。研究中除了分析數位科技的應用方式,同時也探討科技創新的策略管理相關資料,整體架構從陌生探討到實際導入數位科技之外,亦提供創意生活產業商家相關評估資料作為參考。本研究成果可歸納出四大結論:1. 創意生活產業建構數位科技對其產業體驗價值具有提升效果;2. 數位科技創新應用,可視為創意生活產業發展關鍵成功因素之ㄧ;3. 透過五感科技的應用概念,適合發展於創意生活產業;4. 建構此數位科技模型,可供各形態創意生活產業參考。

並列摘要


To enhance the experience value of creative life industries, consequently to meet the high standards of the experience economy, we apply digital technology as an intervention on real experience with the add of virtual experience, and thus allow consumers to experience in process can have a more complete texture and depth perception. The application by the underlying technology of the Augmented Reality for our research and thought, in the field of environment object, planning the AR appropriate combination of concepts, and consolidating a suitable for creative life industries construction and the construction of digital technology strategy model. Experiment with the concept of our product is the active creative to start with touch screen devices as performing media, planning to AR theater of active content. Research in addition to the analysis of the application of digital technology, but also of digital technology innovation strategy management-related data, overall framework discussion from the strange to the actual import digital technology, also provides creative life industries business related assessment data for reference. The research results can be summarized into four major conclusion:1. Creative life industries built for deployment of digital technology in their industry value has elevated effect;2. Digital technology and innovative applications can be regarded as one of the creative life industries key success factor;3. Through the "five feel technology" concept, suitable for the development of the creative life industries;4. This model of creative life industries building digital technology, available to all forms of creative life industries reference.

參考文獻


陳佳興 (2008) 應用E-S-Qual量表探討線上服務品質對忠誠度之影響-以線上滿意度和顧客知覺價值為中介變數。大同大學事業經營研究所碩士論文。15~19頁。
國立臺灣師範大學科學教育中心 (2010) 電子舌技術研究。2010年1月20日,取自:http://www.sec.ntnu.edu.tw/
Azuma, R. T. (1997) A Survey of augmented reality. Teleoperators and Virtual Environments 6:355-385.
Bassi, F. and L. Parpagiola (2005) Experience goods and customer satisfaction measurement. Working Paper Series 5:1-9.
Chandler, A. D. (1962) Strategy and structure: Chapters in the history of the American Enterprise. MIT Press, Cambridge, Mass.

被引用紀錄


吳東洋(2010)。金融海嘯對企業智慧資本的影響-以個案公司為例〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2010.00760
張嘉文(2007)。會計準則強化與人力成本資本化對企業價值之影響〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2007.00498
張群豪(2012)。文化創意產業服務營運管理模組之驗證〔碩士論文,長榮大學〕。華藝線上圖書館。https://doi.org/10.6833/CJCU.2012.00227
盧瑩茜(2012)。文化創意產業服務營運管理模組之建構〔碩士論文,長榮大學〕。華藝線上圖書館。https://doi.org/10.6833/CJCU.2012.00013
陳逢時(2014)。公司成長機會與信用品質對私募股權折價幅度之影響〔碩士論文,國立臺灣大學〕。華藝線上圖書館。https://doi.org/10.6342/NTU.2014.10043

延伸閱讀