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Статті в журналах з теми "3D digital strategy"
Shojaei, D., H. Olfat, M. Briffa, and A. Rajabifard. "3D DIGITAL CADASTRE JOURNEY IN VICTORIA, AUSTRALIA." ISPRS Annals of Photogrammetry, Remote Sensing and Spatial Information Sciences IV-4/W5 (October 23, 2017): 117–23. http://dx.doi.org/10.5194/isprs-annals-iv-4-w5-117-2017.
Повний текст джерелаKarimpouli, Sadegh, and Pejman Tahmasebi. "Conditional reconstruction: An alternative strategy in digital rock physics." GEOPHYSICS 81, no. 4 (July 2016): D465—D477. http://dx.doi.org/10.1190/geo2015-0260.1.
Повний текст джерелаPan, Bing, Bo Wang, Dafang Wu, and Gilles Lubineau. "An efficient and accurate 3D displacements tracking strategy for digital volume correlation." Optics and Lasers in Engineering 58 (July 2014): 126–35. http://dx.doi.org/10.1016/j.optlaseng.2014.02.003.
Повний текст джерелаMasri, T., and D. R. Paudyal. "DEVELOPMENT OF 3D CADASTRE IN NEW SOUTH WALES THROUGH E-PLAN LODGEMENT." ISPRS Annals of the Photogrammetry, Remote Sensing and Spatial Information Sciences V-4-2021 (June 17, 2021): 139–46. http://dx.doi.org/10.5194/isprs-annals-v-4-2021-139-2021.
Повний текст джерелаMönchinger, Stephan, Elisabeth Brandenburg, and Rainer Stark. "Digital vernetztes, automatisiertes 3D-Scanning mit CAD-Rückführung." ZWF Zeitschrift für wirtschaftlichen Fabrikbetrieb 115, no. 3 (March 27, 2020): 144–47. http://dx.doi.org/10.3139/104.112252.
Повний текст джерелаPan, Jiao, Liang Li, Hiroshi Yamaguchi, Kyoko Hasegawa, Fadjar I. Thufail, Brahmantara, and Satoshi Tanaka. "Integrated High-Definition Visualization of Digital Archives for Borobudur Temple." Remote Sensing 13, no. 24 (December 10, 2021): 5024. http://dx.doi.org/10.3390/rs13245024.
Повний текст джерелаArribas, Veronica, and José A. Alfaro. "3D technology in fashion: from concept to consumer." Journal of Fashion Marketing and Management: An International Journal 22, no. 2 (May 14, 2018): 240–51. http://dx.doi.org/10.1108/jfmm-10-2017-0114.
Повний текст джерелаCho, Wan Hee. "A study on the Utilization of 3D Printing Techniques in Contemporary Jewelry." Korea Institute of Design Research Society 7, no. 4 (December 31, 2022): 430–41. http://dx.doi.org/10.46248/kidrs.2022.4.430.
Повний текст джерелаMohammed, Mazher Iqbal, Joseph Tatineni, Brenton Cadd, Greg Peart, and Ian Gibson. "Advanced auricular prosthesis development by 3D modelling and multi-material printing." KnE Engineering 2, no. 2 (February 9, 2017): 37. http://dx.doi.org/10.18502/keg.v2i2.593.
Повний текст джерелаUniversität Tübingen, Matthias Lang, Ramadan Hussein, Benjamin Glissmann, and Philippe Kluge. "Digital Documentation of the Saite Tombs in Saqqara." Studies in Digital Heritage 4, no. 1 (June 30, 2020): 16–31. http://dx.doi.org/10.14434/sdh.v4i1.27449.
Повний текст джерелаДисертації з теми "3D digital strategy"
Chen, Chien-Lung, and 陳建龍. "On Competitive Strategy of 3D Printing for Digital Manufacturing." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/66494090387307104895.
Повний текст джерела國立臺灣大學
資訊管理組
104
As Europe and US industrial powers waving "The third industrial revolution" big flag, use 3D printing technology for core concept, promoted "Reindustrialization" to guide manufacturing return domestic, not only for recovery manufacturing, stimulate the entity economic to create employment opportunities, more is for consolidation its global industry leadership and sustainable development. Face 3D printing technology of fast development trend, global of manufacturing will suffered huge impact, especially small and medium ODM/OEM service providers of Taiwan. This thesis will use company T a Multi-Function Peripheral ODM/OEM service provider as case study target, in literature discussion use Michael E. Porter proposed three core analysis models: Five force analysis, Value chain analysis and Generic Competitive Strategies plus SWOT analysis as basic schema of industry competition strategies analysis. Explore global 3D print technology in digital manufacturing related application, to understand the application trend and faced problem of cutting edge 3D print technology in digital manufacturing. Through case study, try to find out the competition strategies for company T to enter 3D printing industry in digital manufacturing, use five force analysis to discussion competition situation of 3D printing industry, with value chain analysis to see what value added can be created, through SWOT analysis to find out the opportunities, threat, strength and weakness, and summarize with generic competition strategies. Hope to establish a reference for allocation of resources and capacity, to overcome the crisis and opportunity of future manufacturing. At end of this thesis will also suggest derivative research topics which related with smart manufacturing. The industry 4.0 will be the future direction of digital manufacturing.
Wu, Yi-Hsuan, and 吳怡瑄. "The Research of Knowledge Management and Innovation Strategy Development of Digital Content Industry in Taiwan - Case Study of Game and 3D Animation Company." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/00980636224437832664.
Повний текст джерела國立臺灣大學
商學研究所
91
The 21st century is the era of knowledge economy. Knowledge and innovation are crucial for global companies in order to enhance their core competency. Because of the importance of knowledge content industry in this digital economy age, the Taiwan government has announced the year 2002 “the First Digital Year,” and has formulated its "Two Trillion and Twin Star Industries Development Plan” last year. This plan indicated that the digital content industry is a promising area of which the expected production value will reach NT$ 370 billions in 2006. With the continual increase of broadband width wireless network and population surfing the internet, also due to a trend in digitized internet application, our priority for the development of knowledge economy has emphasized digital content industry, including games, 3D animations, media applications, communication applications, internet services, digital content software, and e-learning. Therefore, this study explores the current situation of knowledge management and innovative strategy development of games and 3D animation companies in Taiwan. This study selected seven representative digital content developers including games and 3D animation companies to conduct an exploratory study. This study used qualitative in-depth interviews and multi-case analysis methods. This study reviewed these companies’ backgrounds and analyzed their ways of knowledge management and innovation management. Major findings are started as follows. 1.Knowledge management (1)The contents of knowledge are influenced by the characteristics of the industry. Digital content developers tend to possess tacit knowledge. The ways to managing and to creating knowledge are influenced by these contents. (2) Creating knowledge. (a) The process of creating knowledge is related to the size and the value processes of the organization. (b) The ways creating knowledge are influenced by its corporative strategies or value processes. Slight differences in this aspect exist among industries than among companies. (c) Difficulties with knowledge creating are resulted mostly from the external industrial environment and partially affected by the internal organizational culture, management system, as well as the degree of diversification. (3)Industries and companies show no significant differences on their ways acquiring knowledge from outside the organization; however, games and animation industries show slight differences depending on internal knowledge creation. (4) The organizational learning is more affected by the company’s strategies and cultural values but is less affected by the characteristics of the industry. Most digital content developers keep innovative through enhancing their competencies and through experimental learning. (4) The application of information technology is influenced by the characteristics of the industry and their strategies of knowledge management. Games companies demonstrate diversification when applying information technology than animation companies. (5)The strategies for knowledge management are affected by the characteristics of the industry and the strategies the company uses. Digital content developers are consistent on their long-term goals and adjustment to external environment, but they are different depending on their specialties of their knowledge depth; externalization is influenced by the individualized strategies of each company. The types of strategies for knowledge management in a company are related to these factors: the span and depth of the knowledge the company attains, the extent of diversification of knowledge, and the degree to which the knowledge is relevant to their needs. 2. Innovation Strategies (1)Differences are detected between industries regarding the types of creativity. Marketing is a special alternative for the games companies in Taiwan. To animation companies, global marketing is very important but not easy to actualize. New services are a necessity for the Online Game business model for the games industry, but it is not the mainstream for the 3D animation industry. Reform of the contents of products is the most important type for all companies, but the animation industry faces more challenges and risks in marketing. (2)The proportion of the employees of innovation development is not related to the size of the company but is related to the industry type that the company is classified as and the strategies used by the company. (3)For the reform of programming techniques, 3D graphics programming is the common technique shared by games and animation companies. The level of the technique is influenced by the standards developed by the industry, the types of product, and the consumer market culture. Games companies are often pro-active reformer in programming, but animation companies often need-led. (4)The type of sub-industry and the strategies used by the company affect the company’s external evaluation for innovation. The methods the company uses for internal evaluation does not relate to its size but more relates to its strategies used, leaderships, and culture within. As to the types of industry, self-developed games companies contain more rigorous internal programming evaluation procedures, but the evaluation in animation companies tends to be restricted by the human power inside. (5)A reward system is the common incentive used in all companies. Games companies provide a variety of incentives, but animation companies tend to employ traditional management and consist relatively few incentives. (6)The four major elements for knowledge innovation are: elite development, personalities of employee, cultures in the company, and the ecology of the industry. These elements vary based on the strategies used in the company (e.g., procedures of value, production lines). 3. Analysis of Competition Strategies Used in Industries (1) The strategies used in the company affect the company’s value procedures. The common ground of games companies and animation companies includes unclear sources or upper stream providers, and lacking procedures for object logistics. The differences between the two industries include the contents in the value procedures and their definitions (e.g., service, operation, product content development), and strategies used in each company (e.g., game service, marketing, sales). (2) Several finding regarding complementary innovative resources are as follows. (a) Building strategic alliances and product-sale relationships are the common efforts of network positioning strategy among all companies. (b) Aggregationalized companies possess more complementary resources and networks. (c) A virtual central production system in the 3D animation industry in Taiwan has emerged gradually. (d) The networking strategies are in close relationship to the general strategies used by the company. Under the circumstances of OEM and working for hire, the network relationships within a company usually develop toward upper stream providers; contrariwise, those companies that are competent with product development primarily develop toward downstream. (e) Cooperative and competition both exist in games and 3D animation industries. (3) Companies’ strategies for competition indicate the characteristics of product as well as industry. For example, TV/online games companies focus on specification of products; PC games companies focus on variability of products, and animation companies focus on cost savings. (4) Developmental trends of industries may include: (a) Cross-platform integration, such as multi-users, multi-platforms, and multi-languages. (b) Self-owned brands, which require the government to establish a nurturing industrial environment in order to assist with the globalization of these companies. (c) Global cooperation of industries, including TV games, movie animation. (d) Cross-nation marketing, especially important for animation industry. (e) Targeting Mainland China, which is for games industry. And finally, (f) 3D animation industry demonstrates more strategic alliance findings due to its multiple cultural values.
Книги з теми "3D digital strategy"
Cappellini, Vito, ed. Electronic Imaging & the Visual Arts. EVA 2013 Florence. Florence: Firenze University Press, 2013. http://dx.doi.org/10.36253/978-88-6655-372-4.
Повний текст джерелаCappellini, Vito, ed. Electronic Imaging & the Visual Arts. EVA 2015 Florence. Florence: Firenze University Press, 2015. http://dx.doi.org/10.36253/978-88-6655-759-3.
Повний текст джерелаCappellini, Vito, ed. Electronic Imaging & the Visual Arts. EVA 2014 Florence. Florence: Firenze University Press, 2014. http://dx.doi.org/10.36253/978-88-6655-573-5.
Повний текст джерела3DO Games Secrets: Book Two. Maui, HI: Sandwich Islands Publishing, 1996.
Знайти повний текст джерелаЧастини книг з теми "3D digital strategy"
Di Benedetto, Alessandro, and Margherita Fiani. "Integration of LiDAR Data into a Regional Topographic Database for the Generation of a 3D City Model." In Geomatics for Green and Digital Transition, 193–208. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-17439-1_14.
Повний текст джерелаSampson, Demetrios G., and Pavlos Kallonis. "3D Virtual Classroom Simulations for Supporting School Teachers' Continuing Professional Development." In Adult and Continuing Education, 474–97. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-5780-9.ch026.
Повний текст джерелаSampson, Demetrios G., and Pavlos Kallonis. "3D Virtual Classroom Simulations for Supporting School Teachers' Continuing Professional Development." In Educational Stages and Interactive Learning, 427–50. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-4666-0137-6.ch023.
Повний текст джерелаWernicke, Immo H. "Industry 4.0." In Encyclopedia of Organizational Knowledge, Administration, and Technology, 1551–64. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-3473-1.ch106.
Повний текст джерелаAdeniyi, Adeshina Olushola, and Idris Olayiwola Ganiyu. "Reshaping Education and Entrepreneurial Skills for Industry 4.0." In Advances in Business Strategy and Competitive Advantage, 64–77. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-3171-6.ch004.
Повний текст джерелаN., Guruprasad. "Object 3D Effect With Photometric Lighting With Real-Time View." In Advances in Web Technologies and Engineering, 191–217. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-4139-8.ch008.
Повний текст джерелаBarua, Ranjit, Amit Roychowdhury, and Pallab Datta. "Study of Different Additive Manufacturing Processes and Emergent Applications in Modern Healthcare." In Advanced Manufacturing Techniques for Engineering and Engineered Materials, 239–59. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-7998-9574-9.ch014.
Повний текст джерелаLittle, Chris, Dale Patterson, Liubov Skavronskaya, Brent Moyle, and Alexandra Bec. "Digital Storytelling and 3D Technologies for Visitor Experience and Contested Heritage Preservation." In Global Perspectives on Strategic Storytelling in Destination Marketing, 215–29. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-3436-9.ch011.
Повний текст джерелаLiu, Zhibo, Feng Han, Guoqing Ni, Tao Liang, and Miaomiao Qi. "3D Visualization of Railway Development Using GIS and BIM Techniques." In Advances in Transdisciplinary Engineering. IOS Press, 2020. http://dx.doi.org/10.3233/atde200233.
Повний текст джерелаSilva, Dante L., Bernard S. Villaverde, Vhea Anne M. Agapito, Patricia Marie V. Loo, and Neil Martin C. Olais. "Digital Information Mobility Schema: A Data-Flow Model Featuring Risk-Resilient Approach Towards Effective Construction Worksite Synergy Utilizing Fuzzy-Analytic Hierarchy Process." In Modern Management based on Big Data III. IOS Press, 2022. http://dx.doi.org/10.3233/faia220083.
Повний текст джерелаТези доповідей конференцій з теми "3D digital strategy"
Castaneda, Raul, and Ana Doblas. "Joint Reconstruction Strategy for Telecentric-based Digital Holographic Microscopes." In 3D Image Acquisition and Display: Technology, Perception and Applications. Washington, D.C.: OSA, 2021. http://dx.doi.org/10.1364/3d.2021.3w5a.4.
Повний текст джерелаZhao, Zhongyuan, and Hongtao Shen. "The construction and strategy of Wuhan 3D digital map system." In 2010 International Conference on Mechanic Automation and Control Engineering (MACE). IEEE, 2010. http://dx.doi.org/10.1109/mace.2010.5536346.
Повний текст джерелаRyu, Jaeho, Minsuk Kim, Yeonhong Min, Minhee Jung, Jungin Lee, Sangyul Lee, Eunsang Cho, and Wonjong Joo. "Exhibition Strategy of Digital 3D Data of Object in Archives using Digitally Mediated Technologies for High User Experience." In Green and Smart Technology 2016. Science & Engineering Research Support soCiety, 2016. http://dx.doi.org/10.14257/astl.2016.140.29.
Повний текст джерелаDeng, Jiehang, Zheng Li, Zhuorong Lv, and Canhui Xiao. "Analysis of Filtering Effects Based on Low Dose 3D Hepatic MDCT Images by Applying an Optimized Feature Preserving Strategy." In 2012 4th International Conference on Digital Home (ICDH). IEEE, 2012. http://dx.doi.org/10.1109/icdh.2012.27.
Повний текст джерелаRuixin, Lin, Zhipeng Sheng, Bing Chen, Zeren Gao, and Yu Fu. "Modal shapes measurements of a rotating disc using stroboscopic 3D digital image correlation and down-sampling strategy." In International Conference on Optical and Photonic Engineering (icOPEN 2022), edited by Chao Zuo, Haixia Wang, Shijie Feng, and Qian Kemao. SPIE, 2023. http://dx.doi.org/10.1117/12.2667027.
Повний текст джерелаRisyad, M. "3D Natural Fracture Prediction Using Integrated Method of Structural Restoration and Geomechanical Forward Modelling: Case Study in South Sumatra Basin, Indonesia." In Digital Technical Conference. Indonesian Petroleum Association, 2020. http://dx.doi.org/10.29118/ipa20-g-150.
Повний текст джерелаAslanyan, Artur, Arkadiy Popov, Ivan Zhdanov, Evgeniy Pakhomov, Danila Gulyaev, Rushana Farakhova, Rodion Guss, and Mariya Dementeva. "Multiscenario Development Planning by Means of the Digital Twin of the Petroleum Field." In SPE Canadian Energy Technology Conference. SPE, 2022. http://dx.doi.org/10.2118/208970-ms.
Повний текст джерелаPieri, Sofia. "Strategie digitali e di progetto per un patrimonio costruito e il suo paesaggio nel sistema di fortificazione del Nord Sardegna." In FORTMED2020 - Defensive Architecture of the Mediterranean. Valencia: Universitat Politàcnica de València, 2020. http://dx.doi.org/10.4995/fortmed2020.2020.11541.
Повний текст джерелаCheverda, Vladimir, Vadim Lisitsa, Maksim Protasov, Galina Reshetova, Andrey Ledyaev, Denis Petrov, and Valery Shilikov. "Reconstruction of the Reservoir Fine Structure by Using Scattering Attributes." In SPE Annual Technical Conference and Exhibition. SPE, 2021. http://dx.doi.org/10.2118/206083-ms.
Повний текст джерелаCheng, Bo, Subin Shrestha, and Y. Kevin Chou. "Stress and Deformation Evaluations of Scanning Strategy Effect in Selective Laser Melting." In ASME 2016 11th International Manufacturing Science and Engineering Conference. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/msec2016-8819.
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