Dissertations / Theses on the topic 'MP3 players'
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Crane, Robert Morrison. "Social distance and loneliness as they relate to headphones used with portable audio technology /." California : Humboldt State University, 2005. http://hdl.handle.net/2148/28.
Full textNáplava, Tomáš. "Přehrávač MP3 souborů v FPGA." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236597.
Full textMiraldi, Peter Nello. "Influence of College Students’ MP3-Player Motives on Their Social Interaction." Kent State University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=kent1289513209.
Full textBanjac, David. "Erfolgsfaktor Produktdesign? Einfluss vom Produktdesign auf die Bewertung der technischen Produktfunktionen sowie die Beurteilung des Produktpreises /." St. Gallen, 2008. http://www.biblio.unisg.ch/org/biblio/edoc.nsf/wwwDisplayIdentifier/03390960001/$FILE/03390960001.pdf.
Full textLucena, Samuel Euzédice de. "Registrador de sinais analógicos usando MP3 player portátil com entrada para voz /." Guaratinguetá : [s.n.], 2008. http://hdl.handle.net/11449/116079.
Full textAbstract: This work proposes the use of portable MP3 player for recording non-audio signal in its flash memory, by means of its voice recording function. To evaluate the proposal, a 1200-Hz FM carrier modulated by the signal of interest replaced its electrete microphone signal. The FM signal is saved in the instrument in a WAV file. The signal recovery was made using a PLL-based FM demodulator whose input is the FM signal captured in the coil leads of the MP3 player's earphone. The tests used sinusoidal signal and eletrocardiogram signal. Although the quality of low frequency signal needs improvement, overall the results indicate the viability of the proposal. Suggestions are made for improvements and extensions of the work.
Saverna, Adeline. "Les baladeurs MP3 en classe d'anglais au lycée : représentations et attitudes des apprenants." Thesis, Le Havre, 2016. http://www.theses.fr/2016LEHA0004/document.
Full textThis PhD thesis concerns the learning/teaching of the English language. It consists in an exploratory study of 170 high school students’ beliefs and attitudes as regards the introduction and use of an MP3 player in English classes. Our investigation was based on a systemic approach of the learning context. In order to expose the learners’ attitude, we used questionnaires. Our results highlighted the absence of consensus in the acceptation of the MP3 player in English classes. A frequent use of the MP3 player in the daily life does not involve its appropriation in a school context. The MP3 player is not a real object – it is an artefact that is reconstructed according to the uses. Our study also showed that the learners’ beliefs of the technological object depended on their beliefs of the other elements belonging to the learning context
Rinsema, Rebecca Marie. "Listening in Action: Students' Mobile Music Experiences in the Digital Age." Scholar Commons, 2012. http://scholarcommons.usf.edu/etd/4396.
Full textChiarelli, Fernanda Gelsomini Villas Bôas François. "Hábitos auditivos em adolescentes." Pontifícia Universidade Católica de São Paulo, 2013. https://tede2.pucsp.br/handle/handle/11955.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior
The use of portable listening devices (PLD), among teenagers, has grown and caused an increase in time exposure to high sound pressure levels. Is important to know the hearing habits of a group of young people from a private school and a public school in the city of São Paulo and to verify the level of awareness about the potential hearing damage caused by improper and prolonged exposure to high levels of loudness in recreational activities in order to promote good hearing habits. Objective: to investigate the hearing habits of teenagers from 14 to 18 years of age regarding to the use of portable listening devices, situations experienced after the use of devices and hearing loss prevention measures. Method: This is a cross-sectional study in a population of adolescents between 14 and18 years of age. The questionnaire used was based on a research conducted by Zogby et al. (2006). Method: the questionnarie was given by the researcher and answered by the students at home. The descriptive results analysis and association analysis were carried out through the chi- square and the Fisher s exact tests . Results: the sample was constituted by 86 students from 14 to 18 years old. The results show that more than 73,9% of the students , males and females, and of the two schools use music portable devices with earphones. In general, boys use the PLD in a higher volume, during more hours and many times during a week. The answer pattern for girls from public schools is similar to the boys from private schools. The general pattern for both boys and girls, shows that the higher volume comes in association to a major frequency of use. 60% of the students use computer/ laptop with earphones. 100% of the girls from public school use VI mobile phone with earphones, in private schools we found 60% for girls and 72,6 % for boys. Girls are more inclined to reduce the time of using and the volume of the PLD. 50% frequent parties /shows / samba school rehearsal. The hearing symptoms and extra-symptoms aren t different between males and females. The girls from private school, regarding to the public school, showed a minor interest in using hearing protection, and to know the influence of the sound pollution and to participate of hearing health. The students that use PLD / mobile phones showed more need in rising the volume of the TV/ radio, beside saying ham and feeling more tired. The boys that are inclined to use hearing protection, demonstrate worry concerning to lose hearing. Conclusion: The use of portable listening devices with earphones and mobile phones is a common habit among teenagers. Go to parties and shows are, at least, part of the daily life of the half of the analysed public. The interference of these facts in the hearing health of this population is already noticed by part of it. Although this behavior is settled among adolescents, we can see a tendency to a change of habits and a worry in losing the hearing datas that can benefit the implementation of hearing health at schools
O uso de dispositivos portáteis de música (DPM) entre adolescentes tem crescido e provocado aumento no tempo de exposição à elevados níveis de pressão sonora. É importante conhecer os hábitos auditivos e a forma como os adolescentes se comportam diante de situações ruidosas para verificar seu nível de consciência sobre os potenciais riscos auditivos e extra auditivos a que se expõem nas atividades de lazer. Objetivos: investigar os hábitos auditivos de adolescentes entre 14 e 18 anos de idade. Método: estudo transversal em uma população de adolescentes entre 14 e 18 anos de idade de uma escola particular e de uma escola pública da cidade de São Paulo. Foi utilizado um questionário sobre hábitos auditivos baseado na pesquisa de Zogby et al. (2006). O instrumento foi entregue pela pesquisadora e respondido em casa pelos alunos. Foi realizada análise descritiva dos resultados e análise de associação através dos testes quiquadrado e exatos de Fisher. Resultados: a amostra foi constituída por 86 estudantes com idade entre 14 e 18 anos. Os resultados mostram que mais de 73,9% dos alunos de ambos os sexos e das duas escolas usam dispositivos portáteis de música com fones de ouvido. Meninos geralmente utilizam os DPM em volume mais alto, por mais horas e várias vezes durante a semana. O padrão de respostas para as meninas da escola pública se assemelha ao dos meninos da escola particular. O padrão geral de respostas para ambos os sexos mostra que geralmente o volume mais alto vem IV associado a uma maior frequência de uso. 60% dos alunos utilizam computador / laptop com fones de ouvido. 100% das meninas da escola pública utilizam telefone celular com fones de ouvido, na escola particular encontramos 60% para as meninas e 72,6% dos meninos. As meninas são mais propensas a diminuir o tempo de uso e o volume dos DPM. 50% frequentam baladas / shows / ensaios de escola de samba. Os sintomas auditivos e extra-auditivos não diferem entre os sexos. As meninas da escola particular, em relação à escola pública, apresentaram menor interesse em utilizar proteção auditiva, conhecer a influência da poluição sonora e participar de programas de saúde auditiva. Os alunos que utilizam DPM / telefones celulares apresentaram maior necessidade de aumentar o volume da TV / rádio, apresentaram necessidade de falar ham e sentiram-se mais cansados. Os meninos que estão propensos a usar proteção auditiva apresentam preocupação em perder a audição. Conclusão: a utilização de dispositivos portáteis de música com fones de ouvido e de telefones celulares é um hábito generalizado entre os adolescentes. Frequentar baladas e shows também faz parte do cotidiano de pelo menos metade do público analisado. A interferência desses fatos na saúde auditiva dessa população já é notada por parte dela. Embora esse comportamento esteja arraigado entre os adolescentes, observa-se uma propensão à mudança de hábitos e uma preocupação em perder a audição dados que podem favorecer a implementação de programas de saúde auditiva nas escolas
Singh, Kevin. "Multimediální přehrávač pro iOS." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2019. http://www.nusl.cz/ntk/nusl-400949.
Full textZuckerman-Parker, Michelle. "MP3 and culturally free." 2007. http://etd1.library.duq.edu/theses/available/etd-10232007-195245/unrestricted/Zuckerman-ParkerDissertation.pdf.
Full textTsai, Fu-En, and 蔡敷恩. "Design and Implementation of a Table-based GUI for MP3 Players." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/82095150476309036565.
Full text輔仁大學
電子工程學系
95
In addition to the two present methods for programming mechanism of MP3 players, due to the marketing competition of MP3 players, there is a need for a fast GUI design for various customers. The first method stores only the boot code in the internal ROM of the controller chip which includes the initializing program code. The main program is stored in the NAND gate flash memory. As long as the initialization is completed, the main program will be loaded into the internal RAM of the controller chip from the NAND gate flash memory. The advantages of this method are that the main program can update the GUI anytime and provide more flexibility. However, the controller chip area will increase due to the need of internal RAM for loading the main program. The second method is to store the main program into the internal ROM of the controller chip, by which this design does not need to use an extra internal RAM of the controller chip in order to save the controller chip area. However, when the main program is once stored into the internal ROM of the controller chip, the function of the MP3 player can not change any more. In this paper, we propose a table based GUI design which provides a fast way to obtain the different programmable GUI from the pre-stored NAND gate flash memory. A couple of tables are used to support various customer GUIs, such as, a command table for the starting display procedure, a display table for the basic display components, a menu table for the basic function of the MP3 player and a button table for the button function used with the MP3 player operation. These tables can be pre-stored in the NAND gate flash memory. When users turn on the MP3 player, the main program in the internal ROM of the controller chip will load in the customer required tables from the NAND gate flash memory. Hence, by using our design, a different set of these tables will provide users with different GUIs even if the same chip set in the hardware modules is utilized.
Lin, Hsiu-Miao, and 林秀妙. "An Evaluative Study of Applying User Emotion into Design Innovation of MP3 Players." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/5u6ysx.
Full text國立臺北科技大學
創新設計研究所
93
This research investigates the shape of MP3 players with differential in users’ emotions. First, clarifies what emotion is and how emotions affect humans’ intent. Then compares with several experimental tools of user emotion in product design, which starts in visual point “pleasure”, and seeks for appropriate method into this study. This research discovers that “visual pleasure” could be weaken by time. How “user emotion” applies into products design can be related to personal culture background, experience and life style. In the buying motives of this questionnaire, the essential factors for consumers are function, price and brand. The first order motive is function>price>brand, then is price>function>brand. The population statistics and life style of this questionnaire are obvious different in 10 of the MP3 players. The statistics investigates 7 of user emotions with the shape of products all fall in the same line, which are desire、pleasant surprise、inspiration、amusement、admiration、satisfaction and fascination. The phenomenon explains user’ impression with the shape of product are partial to equal pleasure or unpleasure.
Lever, Katie Marie. "Mobile music technology, communication isolation and community building an analysis of college students' use of digital entertainment." 2007. http://hdl.rutgers.edu/1782.2/rucore10001600001.ETD.16720.
Full textLee, Chin-Chung, and 李進忠. "Design and Implementation of an Automatic Testing System for MP3 Players and Digital Photo Frames." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/70376053554841209331.
Full text輔仁大學
電子工程學系
96
This paper includes two subjects. The first subject section is about how to design and implement an automatic testing system for MP3 players. We design a test program which includes several kinds of program code. For instance, the “function code table” provides the program of operation functions, the “picture code table” provides the picture display, the “transfer code table” provides the test module transformation, and the “button code table” provides the press button test and the test program which is stored with the main program of the MP3 player in the NAND Flash. When the operator turns the MP3 player on, the first flag decides whether the test program will go into “automatic test mode” or “normal mode”. When the first flag points at the automatic test mode, the MP3 player executes the test program from the NAND Flash. It also guides the operator in carrying out the tests, such as sound effects, OLED display, record module, line in module, lock and press button. In the second subject section is about how to design and implement an automatic testing system for digital photo frames. We extend the first sub-topic design concept to design a test program which is stored with the main program of the digital photo frame in the NAND Flash. When the operator turns the digital photo frame on, the first flag decides whether the test program will go into “automatic test mode” or “normal mode”. When the first flag points at the automatic test mode, the digital photo frame executes the test program from the NAND Flash. It also guides the operator in carrying out the tests, such as Compact Flash card, Memory Stick card, Secure Digital card, USB Flash Drive, press button, headphone, loudspeaker and sound effects test.
Tsai, Fu-Shiuan, and 蔡福軒. "Virtual vs. Physical Prototypes for Product Usability Problem Identification-A Case Study of MP3 Players." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/09514066288206520006.
Full text國立臺北科技大學
工業工程與管理研究所
92
Product usability is one of the most significant concerns in the use of consumer electrical products. In the product development process, the product prototype is a common and useful tool for identifying product usability problems. The objectives of this study are to compare the efficiency and effectiveness between two different types of product prototypes (virtual and physical) on the identification of product usability problems, and to suggest the best application of these prototypes for future product development. In this study, eight hypotheses have been proposed and tested by using think aloud method. Results from this study indicate that the physical prototype is more efficient and effective than the virtual prototype for identifying the usability problems regarding to users’ feels about product exterior features and overall impression. However, the virtual is more effective than the physical prototype for identifying the usability problems in respect to users’ performance on interacting with the product. In is concluded that product designers should be aware of the effectiveness and efficiency of these two product prototypes for identifying two different types of usability problems. The possibility of integrating these two product prototypes is also addressed in this study.
Hu, Ya-Ting, and 胡雅婷. "Relations between Consumer’s Self-concept and Their Preferences on Product's Form - A Case Study of MP3 players." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/8fgs48.
Full text大同大學
工業設計學系(所)
95
This study investigated university students with different ideal self-concept types and their preferences and image on appearance of MP3 player. First, we used Malhotra’s self-concept scale to survey university students’ ideal self-concept and use main principal component analysis, cluster analysis, and Scheffe multiple comparison to sum up four ideal self types, followed with appearance image testing of MP3 players, and used regression analysis to explore the image that affects preferences of every ideal self-concept groups. Finally, we used Class I of Lin’s volume to analyze the preferences of every ideal self-concept group on the appearance features of MP3 players. The preferences of every ideal self-concept group on the appearance features and form images of MP3 players are as follows: 1 Elegant comfortable group: the form images of MP3 players impacted by their preferences are "vogue", "fashionable", "elegant", and the form features of the appearance are "no surface decoration," "thin-shaped", "small screen", "rectangle" "small surface area." 2. Simple and low-key group: the form images of MP3 players impacted by their preferences are "vogue", "light" and the form features of the appearance are "no surface decoration," "thin-shaped", "small surface area", "positive button", "square button." 3. Pure taste group: the form images of MP3 players impacted by their preferences are "vogue", "feminine" and the form features of the appearance are "no surface decoration," "small surface area", "small master keys," "Circular keys", "pressure-type button." 4. Sensible and steady group: the form images of MP3 players impacted by their preferences are "vogue", "avant-garde", "simple", and the form features of the appearance are "no surface decoration", "large surface area", "no screen", "square button", "pressure-type button."
Bickford, Tyler. "Children's Music, MP3 Players, and Expressive Practices at a Vermont Elementary School: Media Consumption as Social Organization among Schoolchildren." Thesis, 2011. https://doi.org/10.7916/D800081S.
Full textWu, Guo-Wei, and 巫國瑋. "A Study of Creativity on the Application of Human - Computer Interaction of Product Design – an example of MP3 players." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/52918050843114503302.
Full text銘傳大學
設計創作研究所碩士班
97
How to make sure the public can feel free and comfortable when using the state of the art technology devices is the major subject to the product designer. According to the popularization of digital music and the decreasing price of MP3 player, the population of MP3 users is growing rapidly. However, there are only a few costumer-oriented-designed MP3 players which are designed for using easily or user friendly on the market now. This article will discuss the interface design for MP3 player in detail for developing handy devices. This article discussed by relative literature to realize MP3 player, analyze the present situation of MP3 player interface design, the functions and problems for using of MP3 player, and the usage environment relation, so that discuss one step ahead about the trend of design. According to questionnaire survey, we would like to find out the likes and dislikes to the interface design of each kind of MP3 players. On the side of human-computer interaction, this article collected and arranged related records written by international scholars papers and found out the concept of human-computer interaction which the designers should know and follow when they are working for a new era product. After integrated all bibliographies above, we analyzed from the cases of human-computer interaction and chose three outstanding cases of them. They are iPod, MOTOROKR E8, and wii. In this work, we would discuss the essential factors for success and the merits and the defects of functional interface for the basis to design and to draft a set of design rule for the users in the following section. At last, we would integrate the bibliographies and the results of analysis to introduce human-computer interaction into product design including the development feasibility of design to MP3 player and realized the operation process. In this thesis, we propose and build up four different design projects and present with 2D-drafting software and choice a project to develop a real product with practicability and convenient operation.
Lin, Che-Wen, and 林哲文. "Verification of the Axiomatic Design Principles on the Usability Problem Identification for Consumer Electronic Products- A Case Study of MP3 Players." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/72696958379047551902.
Full text國立臺北科技大學
工業工程與管理研究所
92
The object of this study is to verify the effectiveness of axiomatic design principles on the usability problem identification for consumer electronics products. An analysis according to axiomatic design principles and a usability test were conducted on a prototype of an MP3 player model. In the analysis, we use card sorting and cluster analysis methods to gather and group the data from the subjects for their cognition on the function requirements of the MP3 player. Then, the design parameters of the MP3 player were classified based on the control buttons and their functions. Finally, the possible usability problems were identified by applying the design matrix to analyze the mapping between the function requirements and the design parameters. In the usability test, the usability problems were identified through the observation of subjects’ operations with the MP3 player for fulfilling assigned tasks. A great consistency has been found between the results from the analysis and the results from the usability test. It is then concluded that the analysis with axiomatic design principles is an effective tool for the product usability problem identification.
Chin-Tsung, Wu, and 吳金宗. "A study of consumers' behavior on MP3 player." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/03969927416356186287.
Full textYuan, Angel, and 袁安琪. "Sony Walkman:Revolutionizing the Portable MP3 Player in Taiwan." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/26836799478853753453.
Full textHsu, Chun Han, and 許淳涵. "Examining the Usability of iPod Mp3 Player Interface." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/ps2r66.
Full text國立臺北科技大學
創新設計研究所
96
Followed by advenced technologies, our music listening and mechanism operating behavior has also been improved. From early analog cassette players the music players have been transformed into digitalized form. MP3 players have already take over CD players’ market dramactally. With greater mobilbility, MP3 players have become young generation’s favurite product, as well as the number of the distribution is still increasing in amazing speed. The aim of this study is to analyze users’ understanding ability and learning experience for using MP3 players. Thus construct a framework for product design.This study brings up the product ameliorative analyze strategy by compairing the reaction differences between various level of using experiences. Through integrating datas that collects from observing, questionnaire and actual practice, brings up newer ideas for control platform. The result shows: 1. According to the research, there are 28% of the researchees feel that iPod is difficult for operating functional setup. 2. There are 40% of iPod users consider that music playing mode as the most used frequent functions. 3. It is proved that, by modifying iPod’s operating H/W and S/W system can improve iPod’s usability. 4. Better simplified operating platform makes user experience ease of operating.
Hsieh, Shu-Hui, and 謝淑惠. "The Evolution of the U.S. Portable MP3 Player Industry." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/77791804106240950948.
Full text元智大學
企業管理與服務科學學程
99
In the field of technology and innovation management, innovation evolution historically has enjoyed high level of attention. The theories such as dominant design, technological guidepost have been used to describe the evolution nature of the innovations. However, various innovations still demonstrate developments outside the descriptions of existing theory. We hope to address this issue by conducting a data rich detailed longitudinal study on an innovation to see whether existing theories, more specifically the dominant design theory, can describe the evolution of the innovation. We collected detailed information (especially on product level) of the portable MP3 player innovation in U.S. between 1998 and 2012 from various secondary sources including industry magazines, popular press, and company websites. Using this information, we try to understand the convergence nature of the innovation and test whether the dominant design theory can explain the evolution of the innovation well or how it is different from the theory.
Hu, Ching-Ting, and 胡景婷. "An Exploratory Study of Consumer Aesthetic Response to MP3 Player." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/87411309069975609814.
Full text國立中正大學
企業管理所
93
Regarding product design as a process of communication, businesses put design products into market, and through some marketing strategies they can only wait for consumer’s purchase decision. However, they do not know consumer’s response to product aesthetics during the communication process. Under this circumstance, a black-box stuck in the communication process. There is no way for businesses to know the reason that their product designs are popular or not. This study arranged in-depth interviews with 11 consumers who value aesthetic attribute of MP3 players and the interviews focused on their aesthetic response to MP3 players. Aesthetic response was described as three categories: 1. Aesthetic impression: the attributes of product appearance that consumers value include small-and-thin in look, simplicity, high quality in look, and uniqueness. 2. Semantic interpretation: out of aesthetic concern, consumers prefer less description in appearance. Attributes such as size, button, and look of product appearance may assist or constrain the use of MP3 players. 3. Symbolic association: consumers may communicate their identity through MP3 players. The association is divided into self-expressive and categorical meanings. The self-expressive symbolism associated with products is derived from personal preferred style, self- expecting image, and brand recognition. The categorical symbolism associated with products includes the association with acquaintances and brand image. Besides product itself, there are also other aspects of marketing strategies influence consumers’ aesthetic cognition. Thus, the influences that price, place, and brand awareness have on aesthetic response were also examined in this study.
Yi-Jen, Chen, and 陳奕仁. "The Innovation Diffusion of The MP3 Player─Example as iPod." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/90861758363556102435.
Full text大葉大學
事業經營研究所
94
In recent years, because of the rise of the internet, the MP3 music spread more easily, and made the MP3 player be appeared. Apple’s iPod is most popular in all MP3 players because mass media, words of mouse and iTunes software which can dispose the law’s questions. And except above-mentioned reasons, still have other factors? On the basis of this reason, this research tries to find out the factors for iPod’s diffusion for the theory of innovation diffusion. this research structure of this research take the Milling’s model as the concept. It may influence in the aspect of iPod, and make a an integrity casual loop diagram. This research’s model is the case study and the research’s tool is System Thinking, it attempts to find out the reason why iPod succeeds. This research argues that iPod integrated with iTunes to approve a legal music mechanism, and the complementary foods that the peripheral manufacturer of ipod product not only offer a more perfect service for it, but also form a network effect. They made other manufacturers difficult to compete with Apple. It is why iPod can succeed.
Huang, Zih-Cheng, and 黃梓城. "Implementation & Performance Analysis of MP3 Player over ARM9 Platform." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/94031529868032591677.
Full text國立中山大學
資訊工程學系研究所
93
This paper has mentioned the detailed process in which MP3 has been porting so as to being executed on the plate of ARM9 and working device of AACI、MMU、I-Cache、D-Cache、DMA、I-TCM、D-TCM on the developing board of Versatile VPB926EJS; the device has reduced clock Rate of ARM926EJ CPU. On the basis of lowest Clock Rate, the software of MP3 player could be executed smoothly with the little hardware resource.
Pai, Ray-Teng, and 白睿騰. "Designing the Menu Presentation of User Interface for MP3 Player." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/85068330995057770370.
Full text大同大學
工業設計學系(所)
96
The aim of this study is to investigate the usability of the operating interface of MP3 players in terms of the user mental model and to propose new models based on the results of the pilot test. This study first applied both the quantitative and qualitative approaches to analyze and compare users’ operating efficiency and feelings about MP3 players. Then, two novel, emulated MP3 player interfaces were developed according to results of the literature review and pilot test. A practical test, survey and interviews were conducted on these two interfaces to provide full-scaled research results as shown below. (1) The effect between operating efficiency and user preferences is indefinite. In the pilot tests, the operating efficiency of the iPod samples is lower than that of Sony, but the former has better subjective ratings. Also in the practical test, instead of interfaces with higher operating efficiency, users prefer interfaces with pleasant feelings, interactions and better visual effects. As such, it is clear that designers seeking to enhance the operating efficiency of MP3 players without considering the subjective views of consumers will be unable to fulfill the consumer preferences. Observations of this study also indicate that visual effects play a decisive role in user preferences, particularly the dynamic effect, iconic display design and color scheme, which are the essentials of user preferences. Therefore, it is recommended that MP3 player designers should add suitable dynamic effects to their products in order to help users establish a correct mental model of product operations and to increase the pleasant feelings of product use. (2) The effect of iconic interfaces is superior to tab interfaces. In the practical test, though the difference in operating efficiency between iconic and tab interfaces is insignificant, the difference is significant in the subject feelings of users between both types of interfaces in terms of user feelings, interaction, visual effect, structure expression, SUS usability and QUIS satisfaction. Therefore, menus presented in iconic interfaces (with text tips) impress users more than tab interfaces (with icon tips) and have better comments. Results of interviews indicate that if previews of items in the submenus are provided in the function menu in the first page, this can increase the confidence and trust of users in operating the interface. (3) The difference in the same emulated interface between young and old users is insignificant. This suggests that the interface design satisfying one user group will not bring trouble to another group according to this study; i.e. emulated interfaces have better comments in the young user group also have the better comments in the old user group.
Lin, Yun-Chung, and 林允中. "Design of a Network MP3 Player on a SOPC Platform." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/43950695503024489126.
Full text南台科技大學
電機工程系
93
Although ISO MPEG 1/2 standard is widely used in the network, wireless, multimedia system and video industry, and the MP3 digital music can be easily obtained from the Internet network or from CD disc market, but MP3 players are mostly realized with a PC or using a special-purpose decoder chip, the former has difficultly to carry-out and the later lacks the flexibilities for system expansion. In this paper a SOPC platform was used to realize a MP3 audio player design, and with the "SOPC Builder" to build-up a network MP3 receiver quickly. A Stratix FPGA from Altera Company was used as the main chip in the design, which was linked to an external network chip and two DAC chips. Various solutions of MP3 decoder design and theirs efficiencies were analyzed in this paper also.
Chen, Pin-jen, and 陳品仁. "The improvement and application of the Diffusion Model to MP3 Player." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/57766675254777760567.
Full text國立中正大學
企業管理所
94
The fast pace of technology improvement has led to shortened life cycles for products in many industries. New products present continuously , but the failure rate of new product sales presentation is still high due to the high risk of new products sales. We could make new products more successful if we can forecast the market correctly. The primary purpose of this study is to propose a modified Bass model,adding in unit sales of relevant products,prices,advertisement expenditure and the multi-adoption behavior by consumers,and use the new model to analyze the MP3 Player market in Taiwan and to prove its better ability in sale forecast. According to the study, we can find that the modified model got better performance than Bass model or Robinson & Lakhani model in the prediction of the sale and analysis of the MP3 Player market in Taiwan . In diffusion model of MP3 Player: 1. PC unit sales have a positive impact on market potential of MP3 Player 2. The influence of public praise is stronger than mass media in MP3 Player market in Taiwan 3. MP3 Player unit sales are negatively influenced by prices. 4. the rate of the multi-adoption behavior by consumers in MP3 Player market in Taiwan is 0.01103742.
Cheng, Kao Ming, and 高明正. "Design of PLL-Based Frequency Synthesizer for DSP in MP3 Player." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/21868013160222381300.
Full text國立交通大學
電機學院碩士在職專班電子與光電組
96
MP3 compression format has been widely used in multimedia player and storage application for its convenient. It is an essential standard for digital audio compression nowadays. A MP3 player can implement different sampling rate in software or hardware design method. It is usually implemented in hardware design method especially for hand-held devices. It can be realized by adjusting the operating frequency of digital signal processing circuit. In addition, it will reduce the power consumption since the power consumption of digital circuit is proportional to operating frequency. In this thesis, the design of PLL-based frequency synthesizer for a digital signal processor (DSP) is described. It provides a programmable clock signal with variable frequency for DSP to operate in different condition. For higher speed and performance, a clock signal with higher frequency is used. For power saving requirement, a lower frequency clock signal is used. This circuit was fully integrated with a 0.18 μm 1P6M CMOS process. An 24 MHz crystal oscillator is used as a fundamental clock for this PLL. To generate the reference frequency for this PLL, a frequency divider is used to divide down the 24 MHz clock first. In addition, there includes a programmable frequency divider for frequency synthesizer. The frequency synthesizer is designed to generate a clock frequency from 31.059 MHz to 81.882 MHz. The supply voltage is 1.8 V with a ± 10% tolerance. The PLL has been tested and it can lock to all frequency range. The measured jitter is 85ps at 81.882 MHz, and the maximum current consumption is around 570uA.
Huang, Chi-Min, and 黃吉民. "Development of Embedded Image Capture System over Network and MP3 Player." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/99282436110518450059.
Full text國立成功大學
工程科學系碩博士班
93
The topic of this thesis is to develop Image Capture System and MP3 Player based on the embedded platform. Our development platform is ARNUX7511 with uClinux operating system. The ARM7TDMI is the kernel of development platform. All the software includeded uClinux operating system, device derivers and application program are served with ARM7TDMI. uClinux operating system provides essential system calls for the application program and communicates the peripheral with device drivers. The peripheral devices include CMOS image sensor, MP3 decoder and hard disk. The image captured by image sensor will be transmitted to host pc in distant place over TCP/IP. We can pick songs in the hard disk and play them with MP3 decoder.
Pi, Chun-Ping, and 畢忠平. "The Application of Conjoint Analysis in ProductDevelopment and Design-Example: MP3 Player." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/43140747544525888572.
Full text中國文化大學
國際企業管理研究所
94
The purpose of this dissertation wants to apply conjoint analysis in product devel-opment and design, and example for mp3 player. Besides, we also can understand which mp3 player style will be appetizing in current market through conjoint analysis. We use purposeful sampling to sample these young people who live in Taipei. These people’s occupations are college students, graduate students, or people who work in Taipei. Questionary design uses Adaptive Conjoint Analysis software. Then we diffuse 205 questionaries, and available questionaries are 187. After ANOVA, factor analysis, cluster analysis, and cross analysis, we find the se-quence of factor that consumers consider buying mp3 player is: brand, form, capability, price, control button’s form, continue playiny’s time, reserve way, effective number of pixels in screen, weight. We also find there are five segments in mp3 plyer market, in-cludes: special savor segment, pragmatic segment, people who swims with the tide segment, adventureful segment, and sureness segment. In the last, we suggest firms should make different marketing strategy by different segments, so that they could gain the niche in this complicated market.
馬光宇. "Brand Spokesperson and Advertising Effects - Case Study for BenQ Joybee Mp3 Player." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/14347580491811611679.
Full text國立交通大學
管理科學系所
93
This study aimed to BenQ Joybee Mp3 player which invited Jolin to be a spokesperson .We doubt if Jolin bring the growth of the sales.So we further analyze the consumer whose favor in Mp3 player market. Due to the favor of the Mp3 player.The local enterpreuner -- BenQ ,not only promoted its Joybee Mp3 player series but also invited the most famous singer - Jolin be a spokesperson in March 2004.It was the first coporation that promote its brand as well.BenQ Joybee Mp3 player was even one time higher than another Mp3 player before. According to the result the sales.BenQ had been won great performance during this year.The case study deeply analyse the major consumer group of Joybee Mp3 player and the favor of advertising.Finding out the reason why BenQ could made it. Then the study was provided the useful suggestions for BenQ but to another brands. The main sampling scope is between 16 and 25 years old in the study.It was used BenQ Joybee Mp3 player to be a model.Trying to realize how benefit degree Joylin could created.It analysied the sample by frequency method and the factors model as well.It computed the advertising favor degree of Jolin who was the spokesperson of BenQ Joybee Mp3. Besides ,it set up the Mp3 player customer factors and advertising favor to be the segment variances as well. Finally, analysing the relative of segment vraiences and the others by Chi-Square analysis.
Chen, Po-chih, and 陳柏志. "The Research and Design on the Carrying Position and Visual Angle of MP3 Player." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/gn7cj3.
Full text大同大學
工業設計學系(所)
95
Current MP3 Player is gradually characterized by miniaturization, portability and multi-function. In addition to music function, MP3 Player even includes FM broadcast and language learning functions. In general, most functions of MP3 Player need to be manipulated by users through the screen. Therefore, MP3 Player should enhance users’ facilitation in browsing screen besides portability. However, users still have to substantially make use of their heads, arms or hands for browsing information on screen due to fixed cradle of MP3 Player in the market. This study aims to make MP3 Player more convenience in portability and browsing. Mainly aiming at users, visional angles and comfortable usage toward MP3 Player, this study divided the experiments into two stages. The first stage is the pilot test which aims to positively investigate MP3 Player users, habits. The second stage is the post test collecting 30 subjects (whose age ranges from 16 to 45 years old) for visual angle testing on two portable positions - arms and waist, which taking vertical and horizontal adjustable angles of MP3 Player devices for independent variables. According to one way ANOVA with Randomized Complete Block Design and Least Significance Difference (LSD) test on the 30 test data, the optimum browsing angle on arms and waist was 75° and 90° respectively. Besides, the data showed there was no significant difference between the variation in horizontal adjusting angles and the whole browsing efficiency. Therefore, the study proposed two product concepts of the portable device according to the final analysis conclusion of the experiments.
盧君枏. "A research on brand price premium-The cases of MP3 Player and LCD TV." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/67105610576298206551.
Full textMalik, Jagdeep, and Sowmya Ratna P. "Design of MP3 Player Application with Nios II Embedded Evaluation Kit, Cyclone III Edition." Thesis, 2010. http://ethesis.nitrkl.ac.in/1988/2/My_thesis.pdf.
Full textChyan, Yu-Wei, and 錢昱瑋. "The Design of FPGA Based MultiMediaCard Host Controller and MP3 Player System with USB Interface." Thesis, 2001. http://ndltd.ncl.edu.tw/handle/51757189903766085724.
Full text國立交通大學
電機與控制工程系
89
The thesis has two topics: the first part is “MultiMediaCard Host Controller Design, based on FPGA”. The content includes how to design an MMC host controller, the design flow, an embedded flash memory management about the flash card, and the evaluation of an MMC internal controller. The second part is “The MP3 player with USB interface”. The content is about the design flow of a highly integrated MP3 player with the USB interface and a CompactFlash card. Low power, multi-function, small size are its main features of the design.
Huang, Ya-Yu, and 黃雅毓. "Applying Conjoint Analysis on Exploring Optimal Design of the product - Using MP3 Player as an Example." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/73028484637454325867.
Full text國立臺灣科技大學
設計研究所
95
MP3 Player has been one of the most classic digital products these years. Because of its short lifr cycle and simple technique for production, manufacturers should realize their consumers' preference further while designing this product. This study intended to analyze the key factors that consumers are concerned while choosing a MP3 player. Conjoint analysis could be used to analyze users' preference and make the forecast, so that it is one of the best research methods for this study. This study focused on young groups, then obtained the part-worth attributes and levels, and established the optimal model for evaluation. The conclusions are as follows: 1. Based on the priority of all attributes, the order of subjects' preference is : size , control pattern, front surface , textur, the corner. 2. The optimized combination of MP3 players is one with plane front surface、round corner, metalic texture,the size of 73x38x13(mm), and the pressing button control panel. 3. According to the result above, two equations for evaluation the form of MP3 players are esteblished. This study benefits all MP3 player users, and could be a reference for manufacturers and designers to develop a new MP3 player, or orther related products as well.
Huang, Pi-Ying, and 黃碧瑩. "The Influence of Products on Purchasing and Usage for 3R-A Case Study of MP3 Player." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/70418185531083052778.
Full text真理大學
管理科學研究所
96
In recent years, with the rapid development of technology, new consumer electronic products are continuously promoted to lead to high level of convenience and entertainment for people. However, the serious damage on the environment and resource waste during the process of production and waste should never be neglected. Since past studies tended to focus on product design and the manufacturing effect of meeting the environmental laws, instead of the influence of green products on 3R (Reduce, Reuse, Recycle) and green product effect according to consumer feedback, it is difficult to probe into the reasons of negative effects of products in the market and improve them. This research intends to study the influences of the consumers’ purchase and product use on 3R and construct MIR model upon consumer feedback. The research will divide the consumer into three typologies of green consumption by using cluster analysis. The consumers’ consideration of MP3 player purchase is analyzed by analysis hierarchy process (AHP) to find different influences of their consideration on 3R. According to the research finding, using MP3 player as an example, from the perspective of the consumers’ purchase, we find that in 3R, ”Reduce”, ”Reuse” are the most frequent whereas ”Recycle” is the aspect which should be improved.
wan, chin jie, and 秦桔萬. "Design and Implementation of the Integration Applications for Multi-Functions of a Bluetooth Wireless MP3 Player." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/98202955475328874780.
Full text國立臺灣師範大學
工業教育學系
94
Abstract Owing to the limited function of current MP3 player walkman, and its shortage of power supply duration, some improvement must be considered to enhance this device. Besides, since the Bluetooth wireless communication system has advantages of low electromagnetic radiation, difficult to capture during frequency-hopping processing, and easy to encrypt in the transmission procedure, it can be made a safe environment for wireless communication. The purpose of this research is to integrate Bluetooth Hand-free/set wireless techniques and MP3 player with low power, low cost embedded system to enhance its performance. The developed MP3 player system using SDK software develops kits includes the function of microphone sound recording, telephone secret recording, external memory card interfacing, earphone output, and being able to receive Bluetooth cellular phone. In addition, the low power dissipation, durable LED display circuit with single tone to alarm the working status was designed to avoid embarrassed condition of facing power failure unexpectedly. The overall function of this developed system has been proved successfully after experiment. Keywords: MP3, SDK software develops kits, Bluetooth
Chun-Lee, Chiang, and 蔣君勵. "Design and Implementation of the Integration Applications for Multi-Functions of a Bluetooth Wireless MP3 Player." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/29699125987323332949.
Full text輔仁大學
電子工程學系
93
ABSTRACT Considering the increasing demand for a wireless connection to a portable MP3 player, we propose the integration design of a MP3 Player with a Bluetooth hand-free/set. The Bluetooth module serves as the wireless channels between the MP3 player and wireless headphone, the wireless microphone and recording memory cards, the FM receiver, as well as the cellular phone. Audio switches in our design are used to facilitate the corresponding audio paths. We have chosen a highly integrated chip set to fulfill the required functions, resulting in less power consumption, and extension of the recharge cycle. In this integration design, we use a simple operational amplifier with a negative feedback circuit to suppress the common mode noise resulting from high frequency signal coupling between the audio paths. Overall, our prototype design has already demonstrated good sound quality for a wireless MP3 player.
Liu, Meng-Hsi, and 劉孟熙. "An Analysis of the Determinants of High-technology Products' Distributor Selling Price - A Case Study on MP3 Player." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/23691292572861261973.
Full text國立交通大學
管理科學系所
95
As time evolves and technology advances, technology products are continually improved, which makes the product life cycle shortened and the price changes swiftly. This research takes one of the popular products, MP3 players, for example. The thesis analyzes the reasons affecting the price and which main factors influence the decision of pricing with distributor’s viewpoint. Through the research, we are capable of knowing the marketing information to decide the price of a product to make it more precisely. From the viewpoints of distributors, this research applies the transaction records to conduct empirical study and with the standpoints of distributors of technology products to analyze and discuss the issue. With the authentic transaction data, the researcher made a comparison regarding the levels and difference resulted from the related factors to set up the price as well as the variables that affect the price. To begin with, this research applies 1-way ANOVA to the relative price and divides the prices of MP3 into three level, i.e. high-priced level (high-priced and higher-priced levels), middle-priced level (higher-middle, middle, and lower-middle levels), low-priced level (low and lower-priced levels). Next, the research examines the relation between the price and eight independent variables with regression model. The eight independent variables are retailer grade, memory size of products, capacity/price , selling months, sales amount, unit cost, cost ratio, and gross margin. The empirical research reveals that the relation between retailer grade and selling price is not signification. Among the variables, the positive effect variables are memory capacity of products, capacity/price, unit cost, the rate of cost, and gross profit. The negative effect variables are duration of selling and sales volume. On the other hand, the researcher conducts the stepwise regression analysis. The chosen variables are the same as the seven distinct relative variables in regression model, but the critical one in affecting the price is unit cost. This research concludes that the unit cost is the priority factor for distributor to set up price.
Lee, Hsiao-Wen, and 李筱雯. "Investigation of Relationship between Psychological Involvement and Purchasing Behavior on High-technology Products - Using MP3 Player as an Example." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/84819056947381618431.
Full text國立交通大學
管理科學系所
94
High-technology products keep being innovated, while individual purchasing behaviors are different. The involvement theory reasonably explains why consumers do not always undertake a complex decision process requiring substantial amounts of time and energy while making a consumption decision. The study applied involvement to a high-technology product—MP3 player, combining and revising the involvement scales developed by Zaichkowsky(1985), Laurent and Kapferer(1985) and Mittal(1989) to measure consumers’ involvement. In addition, relevance between purchasing behaviors and purchasing types was examined, and consumers of various purchasing types based on involvement were profiled. The survey was conducted by Internet. After collecting the raw data, Factor Analysis was used to extract the constructs of involvement, and Cluster Analysis was conducted to sort the consumers into five types. They are Information Surfers, Comparison Shoppers, Fashion Chasers, Indifference Shoppers and Impulse Buyers. Different purchasing types represent different involvement levels. Then, Chi-Square Analysis was applied to examine the differences both in the purchasing behaviors and in the individual characteristics among consumers of various purchasing types. The empirical studies indicated that there are significant differences in age and education among consumers of various purchasing types, while there is no significant difference in purchasing behaviors. According to the results, MP3 player consumers could be segmented in terms of their involvement. Finally, the marketing implications of involvement theory were discussed and some valuable strategies were suggested for promoting MP3 players.
Hsu, Chia-Ching, and 許家慶. "A Study on the Web Page Structure of Product Exhibition for Internet Shopping—A Case Study of MP3 Player." Thesis, 2001. http://ndltd.ncl.edu.tw/handle/38004774012676984308.
Full text大同大學
工業設計研究所
89
Abstract Owing to the increase population using internet, many companies and corporations all look the bright future of the internet market and set shopping website on the internet. Therefore, the product information offered on the internet is getting more and more plentiful, the whole framework of the Internet and the structure of the web page are getting more and more complicated. There are some problems in the shopping website, for example, the product listed on the selling list can’t be found, lack of the information classification items, and the same information repeat again and again. Those problems make uses unable to get the information they need and waste lots of their time. The purpose of the study is mainly to discuss which kind of web page exhibition structure can improve the way to displaying information of web page and help users become efficient in searching for information. First, the study analyzed the current shopping website framework, the structure of product exhibition page and the classification of information display and inquire about the users’ viewpoints to the information classification. And then design the experimental web page and test it. The experimental web page design is with the collocation of three kinds of partition ways and two types of index location. Three kinds of partition ways are that one column model, two-column vertical partition model, and two-column horizontal partition model. Two types of index location are that the index is located at the top of the web page and at the bottom of all information. The study measured the time of searching for information, the accurate possibility of search for information, and the frequency of searching for information through the index and through scroll bar, and the preference degree of the web page. The results from the experiment are that it will take the least time on searching for information on web pages of two-column vertical partition model and the index on the top of the web page. In the test of preference degree, subjects like one column model most. The web page of two-column horizontal partition model is at the bottom of all kind of information. The number of times of using index and scroll bar is the most. All experiment combinations don’t affect the accurate rate of searching for information. Therefore, when designing the product exhibition web page of shopping website, not only the information of product displayed should be separated as well as more detail information should be linked but also it will help search for information to set two-column vertical partition frame and guiding index on the product exhibition web page. But the index should be located between the content of web page and browse tools. Key Words:Shopping website, Product exhibition web page, Information classification, Frame, Index.
Su, Chien-Yu, and 蘇倩玉. "A Study on MP3 Player Purchasing Behavior and Brand Association–National University Students in Hsin-Chu City As an Example." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/59491599293106283761.
Full text國立交通大學
管理科學系所
96
People place importance on entertainment function of digital video and audio, so the consuming electronic products combining with recreation are in the character of a lead today. The diversified, fast, and convenient MP3 players become essential supplies for daily use because of not only the advacement on digital video and audio but also the diversified market demand. Therefore, the greatly profitable opportunities attract enterprises to develop a variety of products to obtain profits in this flourishing market. Because the preferences of consumers are diverse and changeable, the key point to obtain niche is the grip of MP3 player purchasing behavior. Nowadays, there are numerous brands developed in the market, so exploring brand association can understand more about MP3 player purchasing behavior. The conceptual framework of this study the decision process of the EBM model and the brand association is considered to research if different demographic variables have significant differences on the decision process variable, consumption reality variables and brand association. The MP3 players of this thesis exclude CD-based one and only include Flash-based and HDD-based one which are the mainstream. The samples are students who own MP3 players and study in national university in Hsin-Chu City. The Stratified Random sampling survey is from October 2007 to January 2008 in three national universities in Hsin-Chu City. The final result shows that students of different demographic variables in national university in Hsin-Chu City have significant differences on the decision process variable, consumption reality variables and brand association. Besides, the students of different consumption reality have significant differences on the product attribute and brand association.
Garber, Letal. "The Relationships Between Energy Balance, Timing and Quantity of Protein Consumption, and Body Composition in Collegiate Football Players." 2016. http://scholarworks.gsu.edu/nutrition_theses/79.
Full textHuang, Chi-Hua, and 黃致樺. "An investigation on the purchasing intentions of young consumers of new generation toward digital fashion goods-A case study of MP3 Player." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/29779550249080149839.
Full text國立高雄第一科技大學
行銷與流通管理所
94
Abstract This research intends to probe into product perceived attributes and environment variables that affect new generation of young consumer’s purchasing digital fashion music player intentions. And probe into the situation both product perceived attributes and environment variables that affect purchasing intentions, and which one is the strong influence factor. Researcher hopes this research can help firms in marketing affairs and product research and development. MP3 Player will be the object of this research, and selected interviewers of student consumers are research targets for questionnaires. The research uses convenience sampling method. For the 600 questionnaires, there are 451 effective questionnaires. The effective received rate is 75%. First, researcher proceeded with reliability and validity analysis. Then descriptive statistics analysis, Pearson related analysis, simple regression analysis, multiple regression analysis, one-way ANOVA and independent sample t-test, are used as the quantitative research method of this study. In empirical studies, the major findings are as the follow:Function attribute, formal attribute and psychological satisfaction attribute are significantly positive related to purchasing intentions of digital fashion goods;In regard to environment variables, social support and peer relationship are significantly positive related to purchasing intentions of digital fashion goods. And idolization can increase the young consumers of new generation to purchasing digital fashion goods intentions. This research has also found that both product perceived attributes and environment attributes are effecting on the young consumers of new generation to purchasing intentions, and idolization is the stronger factor of effect. In regard to demographic statistics, gender, age, living place and level of education are significantly difference to purchasing intentions of digital fashion goods, but the average of everyone’s disposable income in a month is not significantly difference to purchasing intentions of digital fashion goods. III According to the effective questionnaires, we found that a motive of young consumers to purchasing MP3 Player besides listening music, also use it to be their fashion accessories;They like to buy MP3 Player in brand monopolized shop, cause this place has a lot of goods and quality assurance;They got the information of MP3 Player from digital fashion magazine or their network members.
Ting-Jen, Chang, and 張廷任. "The Research about Style of Product Package for Influence of Experiential Quality, Brand Attitude, Emotion, and Purchase Intention--taking the MP3 Player as an Example." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/60325315289623968284.
Full text輔仁大學
管理學研究所
94
The package is equal to advertisement. It is always the focus for firms how do the packages keep the consumer’s eyes, or touch consumer’s hurt with product. In the past, the research of package is always belong to the territory of communication or commercial design, but their researches focus on the messages from package, and consumer’s response. The study quotes the concept from style of esthetics to find the factors of style, and understand that will these packages which is composed of style factors make different experience for consumers? The study divide style factors into complex, concrete, and life, and discusses influence of experiential quality which is learning, fun, and surprise, emotion, and brand attitude. According the result of study: (1)The concrete of package composition will get more experience of surprise. (2)The life of package composition will get more experience of fun and learning. (3)After complex and concrete affect each other, experience of learning will be made. (4)Package style does affect brand attitude. (5)Emotion will affect brand attitude. (6)Emotion, experiential quality, and brand attitude will affect purchase intention.
Bouchard, Matthew. "The Null Game: feature-specific player enjoyment in massively multiplayer online role playing games." Master's thesis, 2010. http://hdl.handle.net/10048/1155.
Full textTitle from PDF file main screen (viewed on July 29, 2010). A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Master of Arts, Department of Humanities Computing, University of Alberta. Includes bibliographical references.