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[null,"1.","Record Nr.",null,"UNINA9910734858703321"]
[null,null,"Autore",null,"Rau Pei-Luen Patrick"]
[null,null,"Titolo",null,"Cross-Cultural Design : 15th International Conference, CCD 2023, Held as Part of the 25th International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part I / / edited by Pei-Luen Patrick Rau"]
[null,null,"Pubbl/distr/stampa",null,"Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023"]
[null,null,"ISBN",null,"3-031-35936-4"]
[null,null,"Edizione",null,"[1st ed. 2023.]"]
[null,null,"Descrizione fisica",null,"1 online resource (625 pages)"]
[null,null,"Collana",null,"Lecture Notes in Computer Science, , 1611-3349 ; ; 14022"]
[null,null,"Disciplina",null,"005.437"]
[{"$nulls":4},"004.019"]
[null,null,"Soggetti",null,"User interfaces (Computer systems)"]
[{"$nulls":4},"Human-computer interaction"]
[{"$nulls":4},"Software engineering"]
[{"$nulls":4},"Application software"]
[{"$nulls":4},"Computer networks"]
[{"$nulls":4},"User Interfaces and Human Computer Interaction"]
[{"$nulls":4},"Software Engineering"]
[{"$nulls":4},"Computer and Information Systems Applications"]
[{"$nulls":4},"Computer Communication Networks"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,"Nota di contenuto",null,"Intro -- Foreword -- HCI International 2023 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 15th International Conference on Cross-Cultural Design (CCD 2023) -- HCI International 2024 Conference -- Contents - Part I -- Contents - Part II -- Contents - Part III -- Service and Product Design for Cultural Innovation -- A Study on the Innovative Design of Fuzhou \"FU\" Cultural Tourism Products Based on Design Heuristics -- 1 Introduction -- 2 Literature Review -- 2.1 Cultural and Creative Products -- 2.2 \"Fu\" Culture -- 2.3 Design Heuristics -- 3 Development of \"FU\" Cultural Tourism Product Design Heuristics -- 3.1 Search of Keywords -- 3.2 Pre-processing Data -- 3.3 Discovering Design Heuristics Using the Kawakita Jiro (KJ) Method -- 4 Conclusion -- References -- From Pattern to Imagery Correlation: An Evaluation Method for the Redesign of Liangzhu "]
[{"$nulls":4},"Patterns Based on GRA-TOPSIS*-1pc -- 1 Introduction -- 1.1 Background -- 1.2 Overview of Liangzhu Culture -- 2 Research Process -- 2.1 Research Process -- 2.2 Selection of Experimental Samples -- 2.3 Cultural Imagery Modeling of Liangzhu Jade Cong -- 3 Visual Cognition of Patterns -- 3.1 Visual Cognition -- 3.2 Eye Movement Experiment Evaluation and Preference Measures Model -- 3.3 Eye Movement Experiment -- 4 Analysis of Cultural Imagery Based on Grey Correlation Analysis -- 4.1 Method -- 4.2 Specific Process -- 5 GRA-TOPSIS Comprehensive Evaluation -- 5.1 AHP Method -- 5.2 GRA-TOPSIS Evaluation Method -- 5.3 Evaluation Process -- 6 Dissusion -- References -- Construction and Design Application of Taohuawu New Year Woodblock Prints Color Database -- 1 Introduction -- 2 Study on the Importance of Cultural Elements of Cultural Products -- 2.1 Taohuawu New Year Woodblock Prints Culture -- 2.2 Continuous Fuzzy Kano Model."]
[{"$nulls":4},"2.3 Experiment on User Satisfaction of Taohuawu New Year Woodblock Prints Elements -- 2.4 Analysis of Experimental Results -- 3 Determination of the Color Image of Taohuawu New Year Woodblock Prints -- 3.1 Color Element Extraction of Taohuawu New Year Woodblock Prints -- 3.2 Coding of Experimental Color Objects for Taohuawu New Year Woodblock Prints -- 4 Experiment on Color Design Image of Taohuawu New Year Woodblock Prints -- 4.1 Selection of Color Image Vocabulary for Taohuawu New Year Woodblock Prints -- 4.2 Quantitative Analysis of Color Elements and Users Kansei Image in Taohuawu New Year Woodblock Prints -- 5 Design Practice and Verification -- 5.1 Design Positioning and Solution Display -- 5.2 Design Evaluation -- 6 Conclusion -- References -- Gaze Interaction Design for Displaying Characters of Taiwanese Glove Puppetry -- 1 Introduction -- 2 Method -- 2.1 Element Design of Puppet Character -- 2.2 Development of Gaze-Based Puppet Display Interface -- 3 Results -- 4 Discussion -- References -- Study on the Application of \"White and Black\" Concept to Ceramic Luminaire Design -- 1 Introduction -- 2 Literature Review -- 2.1 \"White and Black\" in the Art of Calligraphy and Painting -- 2.2 Ceramic Art Creation and Cognition -- 3 Materials and Methods -- 3.1 Stimuli -- 3.2 Research Design and the Content of the Questionnaire -- 3.3 Participants -- 3.4 Research Procedures -- 3.5 Statistical Analysis -- 4 Results and Discussion -- 4.1 Cognitive Differences -- 4.2 Experience the \"Connotation\" with \"Form -- 4.3 Factors Affecting Cognition -- 5 Conclusions and Suggestions -- 5.1 Conclusion -- 5.2 Suggestions -- References -- A Study on the Application of Urban Imagery Posters - A Case Study of Shanghai City Posters -- 1 Introduction -- 1.1 Research Background -- 1.2 Motivation and Purpose of the Study -- 2 Literature Review."]
[{"$nulls":4},"2.1 Theoretical Analysis of Urban Imagery -- 2.2 Five Elements of Urban Imagery and Localization Relevance -- 2.3 Poster Design Related Theory and Creation -- 2.4 Outline of Communication Theory and Cognitive Model -- 3 Research Methods and Procedures -- 3.1 Research Methodology and Framework -- 3.2 Data Analysis Process -- 4 Research Results and Analysis -- 5 Results and Discussion -- 5.1 Research Conclusion -- References -- From Eating to Cooking: A Case Study of the Development of the TiMAMA Deli &amp -- Café and the Creative Reproduction of Taste Based on the Mother's Menu -- 1 Introduction -- 2 Theoretical Framework -- 3 Methodology -- 3.1 Sample: The TiMAMA Deli and Café -- 3.2 Questionnaire Design -- 3.3 Participants -- 3.4 Data Analysis -- 4 Results -- 4.1 Respondents' Cooking Habits and How Often They Eat Out and Buy Frozen Food -- 4.2 Respondent's Subjective Assessment of Frozen Food -- 4.3 "]
[{"$nulls":4},"Differences in Views Between Different Respondents -- 5 Discussion -- 6 Conclusions -- References -- Research on the Characteristic of Speculative Design in Contemporary Jewelry -- 1 Introduction -- 1.1 Research Background and Motives -- 1.2 Research Purpose -- 2 Literature Review -- 2.1 Contemporary Jewelry as an Expression of Design -- 3 Research Method -- 3.1 Research Structure -- 3.2 Research Process -- 4 Model Evaluation and Analysis -- 4.1 Introduction of Contemporary Jewelry Works -- 4.2 Characteristics of Contemporary Jewelry Recommended by Experts -- 4.3 Analysis of Cognitive Assessment Matrix -- 4.4 Spatial Analysis of Characteristic Attributes of Contemporary Jewelry Works -- 5 Conclusions -- References -- Study on the Effect of the New Media Marketing Methods of the Palace Museum's Cultural and Creative Products-Take \"Gugong Taobao\" as an Example -- 1 Introduction -- 1.1 New Media Technology and Museums' Cultural and Creative Industry."]
[{"$nulls":4},"1.2 The New Media Marketing Strategy of the Palace Museum -- 2 Literature Review -- 2.1 Related Theories About New Media Marketing -- 2.2 Literature Related to \"Gugong Taobao\" -- 2.3 Untried Things in Existing Research -- 3 Methods -- 3.1 Aims and Objectives -- 3.2 Research Design and Reliability -- 3.3 Participants -- 3.4 Procedure -- 3.5 Feasibility Analysis -- 4 Results -- 4.1 Cognition of the Palace Museum CCI -- 4.2 Attention and Interest Generation -- 4.3 Impact on Behaviors -- 4.4 Perception of Cultural Communication -- 4.5 Unexpected Result -- 5 Discussion -- 5.1 Main Findings -- 5.2 Possible Reasons Analysis -- 6 Conclusion -- References -- Research on the Influence of Traditional Mythological Animation on the Spread of Festival Culture - A Case Study of Nian Beast -- 1 Introduction -- 2 Literature Discussion -- 2.1 The Spread of Festival Culture -- 2.2 The Significance of Traditional Mythological Theme Animation -- 2.3 Differences in Audiences' Cognition of Festival Culture -- 3 Research Methods -- 3.1 Questionnaire Design -- 3.2 Situation of the Questionnaire Samples -- 4 Research Results -- 4.1 Differences in Audience Gender in the Trait Measurement of the Animated Film Mr.Nian -- 4.2 Analysis of Audience's Different Education on Each Variable Measure -- 4.3 Analysis of Audience's Different Age on Each Variable Measure -- 4.4 Analysis of Audience's Different Majors on Each Variable Measure -- 4.5 Analysis of Audience's Different Occupations on Each Variable Measure -- 5 Conclusions -- References -- Virtual Display and Cross-Cultural Communication of Hejia Village Relics in Digital Media -- 1 Introduction -- 2 Research on the Status of Virtual Display of Chinese Traditional Cultural Relics -- 2.1 Digital Media Research -- 2.2 Hejiacun Treasures Research -- 2.3 User Requirement Research."]
[{"$nulls":4},"3 Design of Virtual Display Platform for Hejiacun Treasures -- 3.1 The Raise of the Question -- 3.2 Design Framework -- 3.3 Main Development Process and Content -- 3.4 Platform Levels -- 4 Conclusion -- References -- Design for Social Change and Development -- As with Wine, Life Gets Better with Age. Redefining Mobile User Interface (UI) Components in the Age-Friendly Design Transformation -- 1 Introduction -- 2 Methodology -- 2.1 The Fourth Classroom -- 2.2 The Corporate Partner -- 2.3 Transdisciplinary Student Teams -- 2.4 The Design Brief Assignment -- 3 Results -- 3.1 Team 1: Square Dance -- 3.2 Team 2: Choral Singing -- 3.3 Team 3: Intergenerational Dating -- 4 Discussion and Reflection -- 4.1 The Fourth Classroom -- 4.2 Transdisciplinary Learning -- 4.3 Collaboration Between University and Corporate Partner -- 4.4 What if We Start All Over -- References -- Building the Knowledge Base of Folk Beliefs Based on Semantic Web Technology -- 1 Introduction -- "]
[{"$nulls":4},"2 Literature Review -- 3 Research Design -- 3.1 Making Linked Data -- 3.2 Building a Knowledge Model -- 3.3 Knowledge Representation -- 4 Develop Chatbot Applications -- 4.1 Identify User Intent -- 4.2 Answer Processing -- 4.3 Question Answering Experiment of Chatbots -- 5 Conclusion -- References -- Perceptions and Expectations of Women-In-Tech (WIT) Application: Insights from Older Women in Rural Areas -- 1 Introduction -- 2 Background -- 2.1 Design Requirement for Women-In-Tech Chatbot -- 2.2 Chatbot Design -- 2.3 Older Women's Technology Usage Constraints and Limitations -- 3 Research Methodology -- 3.1 Initial Conceptualization -- 3.2 Iterative Co-design Approach -- 4 Refined and Propose Design -- 5 Conclusion -- References -- ``I Have Learned that Things are Different here'': Understanding the Transitional Challenges with Technology Use After Relocating to the USA*-1pc -- 1 Introduction."]
[{"$nulls":4},"2 Related Work."]
[null,null,null,"Sommario/riassunto","This three-volume set of CCD 2023, constitutes the refereed proceedings of the 25th International Conference on Cross-Cultural Design, CCD 2023, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark. The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The papers of CCD 2023, Part I address topics related to service and product design for cultural innovation, design for social change and development, sustainable design methods and practices, and cross-cultural perspectives on design and consumer behavior."]