LEADER 12141nam 22005775 450 001 9910865262803321 005 20250410133657.0 010 $a9783031611476$b(electronic bk.) 010 $z9783031611469 024 7 $a10.1007/978-3-031-61147-6 035 $a(MiAaPQ)EBC31360187 035 $a(Au-PeEL)EBL31360187 035 $a(CKB)32213025000041 035 $a(DE-He213)978-3-031-61147-6 035 $a(OCoLC)1438832159 035 $a(EXLCZ)9932213025000041 100 $a20240601d2024 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aCulture and Computing $e12th International Conference, C&C 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 ? July 4, 2024, Proceedings /$fedited by Matthias Rauterberg 205 $a1st ed. 2024. 210 1$aCham :$cSpringer Nature Switzerland :$cImprint: Springer,$d2024. 215 $a1 online resource (445 pages) 225 1 $aLecture Notes in Computer Science,$x1611-3349 ;$v14717 311 08$aPrint version: Rauterberg, Matthias Culture and Computing Cham : Springer International Publishing AG,c2024 9783031611469 327 $aIntro -- Foreword -- HCI International 2024 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 12th International Conference on Culture and Computing (C& -- C 2024) -- HCI International 2025 Conference -- Contents -- User Experience Design for Seamless Cultural Experiences -- Research on Museum App Service Design from the Perspective of User Experience -- 1 Introduction -- 2 Related Theories -- 2.1 Service Design -- 2.2 User Experience -- 3 Analysis of Museum Service Design -- 3.1 Introduction to Shanhaiguan Great Wall Museum -- 3.2 Stakeholders of Shanhaiguan Great Wall Museum -- 3.3 Service Design Value of Shanhaiguan Great Wall Museum -- 4 Investigation and Analysis on Service Demand of Shanhaiguan Great Wall Museum -- 4.1 Research Process -- 4.2 Stakeholder Research and Analysis -- 4.3 Service Flow Investigation and Analysis -- 4.4 Touchpoint Research and Analysis -- 4.5 Analysis and Summary of the Design Needs of Shanhaiguan Great Wall Museum -- 5 Shanhaiguan Great Wall Museum App Service Design Strategy -- 5.1 Create Personalized Service Content Provision -- 5.2 Focus on Accurate Service Information Support -- 5.3 Standardized and Transparent Service Data Display -- 5.4 Promote Collaborative Service Value Co-creation -- 6 Conclusion -- References -- Preliminary Exploration of User Experience in the Learning-Through-Play Language Learning App Duolingo -- 1 Introduction -- 2 Literature Review -- 2.1 Duolingo -- 2.2 User Experience -- 2.3 Gamification -- 3 Methodology -- 3.1 Research Subject -- 3.2 Interview Design -- 4 Results and Discussion -- 4.1 Challenge -- 4.2 Preference -- 4.3 Interactivity -- 4.4 Learning Effectiveness -- 4.5 Satisfaction -- 5 Conclusion and Suggestions -- References. 327 $aTaking Culture as the Axis to Discuss User Experience in Tour Guide Mobile Application of Taichung City -- 1 Introduction -- 1.1 Research Background and Motivation -- 1.2 Research Objectives -- 2 Literature Review -- 2.1 Cultural Travel Mobile Application Related Design Theory -- 2.2 Application of Cultural Anthropology and City Image Theory -- 2.3 Research on Cultural Tour Guide Mobile Application -- 2.4 Test of SUS -- 3 Methodology -- 3.1 Research Process -- 3.2 Research Tool -- 3.3 Application Interface -- 4 Results -- 4.1 SUS Questionnaire Analysis -- 4.2 Interview Analysis of Users' Feedback -- 5 Discussion and Suggestions -- 5.1 Discussion of Results -- 5.2 Conclusion and Suggestions -- Appendix -- References -- Market-Driven HCI Design Education Analysis and Cultivation Strategy -- 1 Introduction -- 2 Cultivation and Construction of Market-Driven HCI Design Education -- 3 Studio-Based Educational Models and Benefits -- 4 Comprehensive Training for Art and Technology Integration -- 5 Society, Culture, and Ethics in Market-Driven HCI Design Education -- 6 Discussion and Conclusion -- References -- ContentRank: Towards a Scoring and Ranking System for Screen Media Products Using Critical Reception Data -- 1 Introduction -- 2 Related Work -- 2.1 Audience and Critical Reception of Screen Media Content: Symbolic, Social, and Economic Relevance -- 2.2 Qualitative Research -- 3 Methodology -- 3.1 Industry Collaboration -- 3.2 Implementation Strategies -- 3.3 Building the ContentRank Survey Tool -- 3.4 Building the ContentRank Recognition Reporting Tool -- 3.5 Usefulness and Usability Strategies -- 4 Prototype Overview -- 4.1 Qualitative Survey Tool (Audience Survey Tool) -- 4.2 Live Event, Award, and Earned Media Citation Reporting Tool (Recognition Reporting Tool) -- 5 User Testing Trial for Survey Tool -- 5.1 Goal -- 5.2 Study Design -- 5.3 Results. 327 $a6 Conclusion -- 6.1 Future Work -- References -- Discussion of User Experience for Streaming Platform by Using Mouse Trajectory -- 1 Introduction -- 1.1 Research Motivation and Purpose -- 2 Literature Review -- 2.1 Mouse Trajectory and Behavior -- 2.2 Mouse Trajectory Analysis -- 2.3 Usability Evaluation -- 3 Research Method -- 3.1 Usability Task Design -- 3.2 Tool and Environment for Experiment -- 3.3 Analysis -- 4 Analysis and Discussion -- 4.1 Learnability Data Analysis -- 4.2 Error Data Analysis -- 4.3 Satisfaction Data Analysis -- 5 Conclusion and Suggestion -- References -- Feasibility Study on Touch Screen Interaction Technology Based on "The Sword of King Goujian" Exhibit -- 1 Introduction -- 2 Limitations of Traditional Museum Display Methods -- 3 The Application of Touch Screen Interaction Technology in Display -- 3.1 Principle of Transparent Touch Screen Interaction Technology -- 3.2 Comparison Between Traditional Touch Screen and New Transparent Screen -- 3.3 Transparent Touch Screen Interaction Technology Brings Immersive Change of Viewing Experience -- 4 Touch Screen Interactive Technology Based on the "the Sword of King Goujian" Display Program Design -- 4.1 Background of the Case -- 4.2 Research Steps -- 4.3 Result Analysis and Design Objectives -- 4.4 Interaction Design and Functional Modules -- 5 Conclusion -- 5.1 Research Results and Contributions -- 5.2 Future Research Directions and Prospects -- References -- Exploring User Behavior Based on Metaverse: A Modeling Study of User Experience Factors -- 1 Introduction -- 2 Factors of User Experience in Metaverse -- 2.1 User Experience Factor Model -- 2.2 Leisure Interaction Factor -- 2.3 UGC Creation Factor -- 2.4 Digital Economy Factor -- 2.5 Immersion and Belongingness -- 3 Methods -- 3.1 Hypothesis and Research Model -- 3.2 Participants and Questionnaire. 327 $a3.3 User Experience Measurement in Metaverse -- 4 Results -- 4.1 Descriptive Analysis -- 4.2 Reliability Analysis -- 4.3 Validation Factor Analysis -- 4.4 Relevant Analysis -- 4.5 Structural Equation Model -- 5 Discussion -- 6 Conclusion -- References -- Research on AR Cultural Heritage Museum Application Design Driven by User Demands -- 1 Introduction -- 2 Research Method -- 3 Combining Kano-AHP-QFD in the Design Research Process of AR CH Museum Apps -- 3.1 User Requirement Classification Based on Kano -- 3.2 Based on AHP, User Requirement Weight Calculation and Analysis -- 3.3 Design Feature Analysis Based on QFD Method -- 4 User-Driven Design Strategies for AR CH Museum Apps -- 4.1 Streamline Interface Interaction, Emphasize Core Functions -- 4.2 Multimodal AR Modes to Enrich Cultural Experience Scenes -- 4.3 Strengthening Exhibit Interaction and AR Animation to Enhance Entertainment -- 4.4 Immersive Panoramic Design to Deepen Cultural Experiences -- 4.5 Implement Feedback Mechanisms to Enhance Interaction Experience -- 5 Conclusion -- References -- Technology, Art, and Culture -- Studying the Usability of the Yunlin Puppet Theater Website -- 1 Introduction -- 2 Literature Review -- 2.1 The Meaning of the Puppet Show -- 2.2 Yunlin Puppet Theater Website Introduction and Description -- 2.3 Definition and Evaluation of Website Usability -- 2.4 Related Research on Improving Website Usability -- 3 Methodology -- 3.1 Research Subjects -- 3.2 Research Tools -- 4 Result and Discussion -- 4.1 SUS Score Results -- 4.2 Interview Results -- 5 Conclusions and Suggestions -- Appendix -- Appendix 1: The SUS Scale -- Appendix 2 User Interview Questionnaire -- Appendix 3 Interview Feedback -- References -- Construction of Immersive Art Space Using Mirror Display and Its Evaluation Through Heart Rate Measurements -- 1 Introduction -- 1.1 Research Background. 327 $a1.2 Outline -- 2 Literature Review -- 2.1 Tosa Art -- 2.2 Immersive Art Experience -- 2.3 Analysis of Physiological Data -- 2.4 Identifying Research Gap -- 3 Methodology -- 3.1 Research Design -- 3.2 Data Collection Method -- 3.3 Analytical Method -- 4 Result -- 4.1 Presentation of Collected Data -- 4.2 Statistical Analysis and Visualization -- 4.3 Description of Observed Trends and Patterns -- 5 Discussion -- 5.1 Interpretation of Results -- 5.2 Relation of Results to the Literature Review -- 6 Conclusion -- References -- Color Constancy Assuming Viewing Works Using a Display -- 1 Introduction -- 2 Effects of Lighting (Illuminance and Color Temperature) -- 2.1 Lighting Impressions -- 2.2 Lighting for Artworks -- 2.3 Color Constancy -- 3 Experimental Stimulus -- 3.1 3D Virtual Space -- 3.2 Experimental Stimulus -- 4 Experimental -- 4.1 Discussion -- 5 Conclusions -- References -- Application of Interactive Installation Art Design Based on Generalization Theory -- 1 Introduction -- 2 Interactive Installation Art Concept and Development -- 2.1 International Development of Interactive Installation Art -- 2.2 Development of Interactive Installation Art in China -- 3 Overview of Relevant Theories -- 3.1 Overview of Generalization Theory -- 3.2 Overview of Emotional Design -- 4 Interactive Installation Design Practice of ``or Symbiosis, or Imbalance'' -- 4.1 Interactive Device Design Method Based on Generalization Theory -- 4.2 Pre-scenario Research -- 4.3 Project Planning -- 4.4 Design Effectiveness Verification -- 5 Conclusions -- References -- Effect of Art's Increasing Human Creativity and Motivation When Viewed in an Immersive Environment -- 1 Introduction -- 2 Related Studies and Activities -- 2.1 Research on Immersive Spaces in VR -- 2.2 Fusion of VR and Art -- 2.3 Construction of Immersive Space Using Mirrors -- 3 Digital Art "Sound of Ikebana". 327 $a3.1 Concept of "Sound of Ikebana". 330 $aThis book constitutes the refereed proceedings of the 12th International Conference on Culture and Computing, C&C 2024, held as part of the 26th International Conference on Human-Computer Interaction, HCI International 2024, which took place in Washington DC, USA, during June 29 ? July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2023 proceedings was carefully reviewed and selected from 5108 submissions. The proceedings focus on topics related to user experience design for seamless cultural experiences, technology, art, and culture, innovations in digital cultural representation, and biomodernism and cultural computing. 410 0$aLecture Notes in Computer Science,$x1611-3349 ;$v14717 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aUser Interfaces and Human Computer Interaction 615 0$aUser interfaces (Computer systems) 615 0$aHuman-computer interaction. 615 14$aUser Interfaces and Human Computer Interaction. 676 $a005.437 676 $a004.019 700 $aRauterberg$b Matthias$01372784 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 912 $a9910865262803321 996 $aCulture and Computing$93403626 997 $aUNINA