11018nam 22004453 450 991086527140332120240604080223.09783031609015(electronic bk.)9783031609008(MiAaPQ)EBC31360198(Au-PeEL)EBL31360198(CKB)32213034700041(EXLCZ)993221303470004120240604d2024 uy 0engurcnu||||||||txtrdacontentcrdamediacrrdacarrierCross-Cultural Design 16th International Conference, CCD 2024, Held As Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 - July 4, 2024, Proceedings, Part II1st ed.Cham :Springer International Publishing AG,2024.©2024.1 online resource (338 pages)Lecture Notes in Computer Science Series ;v.14700Print version: Rau, Pei-Luen Patrick Cross-Cultural Design Cham : Springer International Publishing AG,c2024 9783031609008 Intro -- Foreword -- HCI International 2024 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 16th International Conference on Cross-Cultural Design (CCD2024) -- HCI International 2025 Conference -- Contents - Part II -- Cross-Cultural Communication and Interaction -- Construction and Evaluation of Digital Experience Evaluation Index System in the Communication Industry -- 1 Introduction -- 2 Concept Definition and Research Foundations -- 2.1 Definition of Digital Experience Concept -- 2.2 The Industry Research Base for Digital Experience Evaluation -- 3 Research Design -- 3.1 Sample Selection and Data Sources -- 3.2 Basic Principles of Modeling -- 3.3 Model Building -- 3.4 Evaluation Methodology -- 4 Analysis of Evaluation Results -- 4.1 Summary of Overall Conclusions -- 4.2 Comparative Analysis of Different Generations of Users -- 4.3 Comparative Analysis of Users in Different Geographic Regions -- 5 Analysis of Causes and Recommendations -- 5.1 Analysis of the Reasons for the Current State of the Digital Experience -- 5.2 Suggestions for Enhancement Digital Experience -- References -- Understanding How Virtual 360-Degree Videos Generate Behavioral Intention to Visit Projected Destinations -- 1 Introduction -- 2 Theoretical Background and Hypothesis Development -- 2.1 Storytelling and Immersion -- 2.2 Authenticity and Telepresence -- 2.3 Authenticity and Immersion -- 2.4 Authenticity and Joy -- 2.5 Informativeness and Immersion -- 2.6 Telepresence and Behavioral Intention to Visit -- 2.7 Immersion and Behavioral Intention to Visit -- 2.8 Joy and Behavioral Intention to Visit -- 3 Materials and Method -- 3.1 Research Method -- 3.2 Descriptive Statistics -- 4 Results -- 5 Discussion -- 5.1 Theoretical Implications -- 5.2 Practical Implications -- 6 Conclusion.References -- The Human-Computer Dynamic Structural Analysis of Interactive Installations -- 1 Introduction -- 2 Human-Technology Relationship -- 2.1 Embodiment Relations -- 2.2 Hermeneutic Relations -- 2.3 Alterity Relations -- 2.4 Background Relations -- 3 Human-Computer Dynamic Structure Relationship -- 3.1 Dynamic Passive Structure -- 3.2 Dynamic Interactive Structure -- 3.3 Dynamic Interactive Crossing Structure -- 3.4 Dynamic Intelligence Structure -- 4 Conclusion -- References -- The Study of Cross-Cultural Differences in Online Visual Merchandising of Imagery Fluency and Pleasure Between Eastern and Western Consumers -- 1 Introduction -- 2 Literature Review -- 2.1 Online Visual Merchandising -- 2.2 Imagery Fluency -- 2.3 Cross-Cultural Differences -- 3 Hypotheses -- 4 Experiment -- 4.1 Method -- 4.2 Results and Discussion -- 5 General Discussion -- References -- IPSD-EM Experience Evaluation System for Internet of Things Solution -- 1 Background -- 1.1 Internet of Things -- 1.2 Internet of Things Solutions -- 2 Building the IPSD-EM Experience Evaluation System -- 2.1 The Service of IoT Solution -- 2.2 The Usability Evaluation of IoT Solution -- 3 Application of the IPSD-EM Experience Evaluation System -- 3.1 Scoring Criteria for Different Kinds of Indicators -- 3.2 Experience Evaluation Data Presentation -- 3.3 Experience Evaluation Benchmarking Analysis -- 4 Conclusion -- References -- Addressing Cross-Cultural Design Challenges in Social Media Platforms: A Human-Computer Interaction Perspective -- 1 Introduction -- 1.1 Background and Challenges -- 1.2 Purpose and Significance of the Study -- 2 Related Works -- 3 Methodology -- 3.1 Exploring the Functions of Social Media Platforms -- 3.2 Survey on Social Media Usage Needs in Multicultural Contexts -- 4 Results -- 4.1 Results of the Multicultural Survey Analysis -- 4.2 Analyzing the Results.5 Conclusion -- References -- Comparative Case Studies: Cross-cultural Communication Strategies of the Digital Platforms of Global Trade Fairs -- 1 Introduction -- 2 Literature Review -- 2.1 Digital Transformation in Trade Fair Industry -- 2.2 Cross-cultural Communication Considerations -- 3 Research Methodology -- 4 Findings and Discussions -- 4.1 Overview of Digitalization Approaches -- 4.2 Commonalities and Differences Among Platforms -- 4.3 Cross-cultural Communication Differences -- 4.4 Effective Practices for Online Engagement -- 4.5 Key Considerations for Communication Design -- 5 Conclusions -- References -- Exploring User Engagement with Smartwatch Health Services: A Comparative Study Between Taiwan and Singapore -- 1 Introduction -- 2 Literature Review -- 2.1 Health Attitudes -- 2.2 The Role of Smartwatches in Health -- 2.3 User Experiences and Continuance with Smartwatches -- 3 Methodology -- 4 Results -- 5 Discussion -- 5.1 Health Attitude -- 5.2 The Roles of Smartwatches -- 5.3 Perceived Persuasiveness -- 5.4 Satisfaction -- 5.5 Continuance Intention -- 6 Conclusion -- References -- Research on the Design of Digital Interactive Medical Goggles with Integrated Modeling -- 1 Medical Goggles Status and Problem Analysis -- 2 Theoretical Foundations -- 2.1 Entropy Weight Method -- 2.2 Kano Model -- 2.3 QFD-TRIZ -- 2.4 Design Process Under Entropy Weight Method-Kano-QFD-TRIZ Integration Model -- 3 Design Process -- 3.1 Technical Function Analysis of Medical Goggle Products -- 3.2 Establishing and Defining User Requirements -- 3.3 Design Quality House Construction and Analysis -- 4 Specific Program Design -- 4.1 Design Description -- 4.2 Design Evaluation -- 5 Conclusion -- References -- Exploring the Impact of Emotional Valence in Advertisements and Compassion Fade on Donation Intention for War Victims -- 1 Introduction.1.1 Research Background -- 1.2 Research Objectives -- 2 Literature Review -- 2.1 Prospect Theory and Message Framing Effectiveness -- 2.2 Theory of Planned Behavior and Donation Intentions -- 2.3 Emotions and Decision-Making in Charitable Giving -- 2.4 Compassion Fade and Victim Identifiability in the Ukraine War -- 3 Method -- 3.1 Experimental Design and Participants -- 3.2 Stimulus Materials -- 3.3 Measures -- 4 Results -- 4.1 Effects of Frame Valence on Attitudes -- 4.2 Effects of Attitudes on Donation Intentions and Amounts -- 4.3 Frames' Effects on Emotions and Mediating Effects of Emotions on Attitudes and Donation Intention -- 4.4 Effects of Compassion Fade -- 4.5 Frames' Effects on Emotions and Mediating Effects of Emotions on Donation Intention and Intended Donation Amount -- 5 Discussion and Conclusion -- 5.1 Positive Framing Leads to Improved Attitudes and Higher Donation Intentions -- 5.2 The Effects of Compassion Fade -- 5.3 The Mediating Role of Hope -- 5.4 Limitations and Future Directions -- References -- Research on the Collaborative Mechanism of Project Robots in Online Knowledge Production Communities: An Analysis of GitHub -- 1 Introduction -- 2 Literature Review -- 3 Data and Methods -- 3.1 Data Collection -- 3.2 Measurement Model -- 4 Results and Analysis -- 4.1 Template Bot and Dedicated Bot -- 4.2 The Impact of Dedicated Bots on Online Knowledge Collaboration -- 4.3 The Effect of Dedicated Bots on the Popularity of Projects in Knowledge Collaboration -- 5 Further Discussion -- 6 Conclusion -- References -- The Application of Immersive Virtual Digital Imaging Art in Cross-Cultural Communication of Internet Aesthetics Education -- 1 Introduction -- 1.1 The Formation of Aesthetic Education on the Internet -- 1.2 The Current Status of the Dissemination of Aesthetic Education on the Internet -- 2 Literature Review.2.1 Immersive Virtual Digital Image Art -- 2.2 Aesthetic Education on the Internet -- 2.3 Cross-Cultural Communication -- 3 Practical Creation of Virtual Digital Image Art in Intercultural Communication of Internet Aesthetic Education -- 3.1 Content Overview -- 3.2 Display Form -- 3.3 Exhibition Entrance -- 4 Experimental Effect Evaluation -- 4.1 Experimental Object -- 4.2 Experimental Design -- 5 Experimental Results -- 5.1 User Aesthetic Experience Evaluation -- 5.2 User Interaction Experience Evaluation -- 5.3 User Immersion Experience Evaluation -- 5.4 User Emotional Experience Evaluation -- 5.5 Result -- 6 Discussion and Conclusions -- References -- Research on the Application of Design Thinking in Sustainable Food Design-Taking the Afternoon Tea on Earth Day as an Example -- 1 Introduction -- 2 Literature Review -- 2.1 Food Design -- 2.2 Design Thinking -- 2.3 Food Design and Sustainable Design -- 3 Research Methods -- 4 Design Case Analysis -- 4.1 Cognitions of The Afternoon Tea on Earth Day -- 4.2 Behaviors of The Afternoon Tea on Earth Day -- 4.3 Experiences of The Afternoon Tea on Earth Day -- 4.4 Sympathies of The Afternoon Tea on Earth Day -- 5 Discussion -- 6 Conclusions -- References -- To Split or Not to Split? Evaluating IA Roles Providing Knowledge and Emotional Support -- 1 Introduction -- 2 Related Studies and Hypotheses -- 3 Method -- 3.1 Experiment Design -- 3.2 Participants and Task -- 3.3 Procedure -- 3.4 Measures -- 3.5 Apparatus and Manipulation -- 4 Results -- 4.1 Task Performance and Cognitive Load -- 4.2 Subjective Evaluation -- 4.3 Discussion -- 5 Conclusion -- References -- Cultural Perception, Attention and Information Processing -- A Study of Differences in Audience Affective Perceptions of Non-heritage Documentaries -- 1 Introduction -- 2 Literature Review -- 2.1 Documentary on Intangible Cultural Heritage.2.2 Emotional Cognition.Lecture Notes in Computer Science SeriesRau Pei-Luen Patrick1372684MiAaPQMiAaPQMiAaPQ9910865271403321Cross-Cultural Design3403565UNINA