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Design, User Experience, and Usability : 12th International Conference, DUXU 2023, Held As Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23-28, 2023, Proceedings, Part V / / edited by Aaron Marcus, Elizabeth Rosenzweig, and Marcelo M. Soares



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Titolo: Design, User Experience, and Usability : 12th International Conference, DUXU 2023, Held As Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23-28, 2023, Proceedings, Part V / / edited by Aaron Marcus, Elizabeth Rosenzweig, and Marcelo M. Soares Visualizza cluster
Pubblicazione: Cham, Switzerland : , : Springer, , [2023]
©2023
Edizione: First edition.
Descrizione fisica: 1 online resource (557 pages)
Disciplina: 005.437
Soggetto topico: Human-computer interaction
User-centered system design
Persona (resp. second.): MarcusAaron <1943->
RosenzweigElizabeth
SoaresMarcelo M.
Nota di bibliografia: Includes bibliographical references and index.
Nota di contenuto: Intro -- Foreword -- HCI International 2023 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 12th International Conference on Design, User Experience and Usability (DUXU 2023) -- HCI International 2024 Conference -- Contents - Part V -- DUXU for Cultural Heritage -- Research on the Development of Spatial Model and Value Perceptions of Lingnan's "Water Cultural Heritage" in the Context of Generative Whole Theory -- 1 Introduction -- 2 Methods -- 2.1 Bibliometric Analysis of the Status of Hydrological Heritage Conservation -- 2.2 Digital Information Modeling Techniques and Methods of Heritage Landscape -- 3 Results -- 4 Discussion -- 5 Conclusion -- References -- Design of a Multi-user Collaborative Innovation Digital Resource Library for Miao Embroidery -- 1 Introduction -- 2 Current Status of Digital Resource Library for Traditional Handicrafts in China -- 2.1 Digital Resource Library are an Effective Way to Preserve Intangible Cultural Heritage -- 2.2 Necessity of the Construction of Miao Embroidery Digital Resource Library -- 2.3 Problem Analysis of Traditional Handicraft Digital Resource Library -- 3 Design of a Multi-user Collaborative Innovation Digital Resource Library for Miao Embroidery -- 3.1 Construction Concept -- 3.2 System Construction -- 3.3 Multi-user Role Positioning -- 4 Conclusion -- References -- Scenes, Interaction, Community and Values: A Service Experience Design Framework for Museum Public Space Based on the Theory of Experience Preference -- 1 Introduction -- 2 The Development Trend of Public Space Under the Transformation of Museums -- 2.1 Definition of Public Space in Museums -- 2.2 Experience Preference Theory Based on Museum Audience Experience -- 3 Insights into Opportunities to Intervene in the Audience Service Experience.
3.1 Building a New Service Perception: The Palace Museum -- 3.2 Provide Multiple Experience Scenes: Nanjing Museum -- 3.3 Enhancing the Interactive Experience of Visitors: Suzhou Museum -- 3.4 A "Museum-Style" Consumer Space: Starbucks Workshop -- 4 SICV Service Experience Design Framework for Museum Public Space -- 4.1 Museum Embodied Scene and Space Construction -- 4.2 Character Interaction and Experience Optimization -- 4.3 Community Maintenance and Operational Segmentation -- 4.4 Value Transformation and Perception Empowerment -- 5 Conclusion -- References -- The Penta Model of Flow Experience: A Study on Service Design of Duan Inkstone Art Exhibition in Guangdong Museum -- 1 Introduction -- 2 Flow Experience Theory -- 3 The Construction of Penta-Model of Flow Experience in MPES -- 3.1 Goals and User Attraction -- 3.2 Challenges and User Involvement -- 3.3 Integration and Human-Computer/Objects Interaction -- 3.4 Feedback and Content Acquisition -- 3.5 Competence and Value Co-creation -- 4 Duan Inkstone Art Exhibition Public Education Services Design Based on Flow Experience of Penta-Model -- 4.1 The STQ of Duan Inkstone Art Exhibition in Guangdong Museum -- 4.2 User Research and Demand Insight -- 4.3 Guanyan: Curation and Visiting Services Design of Duan Inkstone Art Exhibition -- 5 Conclusion -- References -- A New Transmission Mode of Chinese Neo-confucianism Combined with Digital Technology: A Case of Guanhai Lou -- 1 Introduction -- 2 Literature Review -- 2.1 Digital Technology in Cultural Dissemination: Applications and Issues -- 2.2 Orienteering in Cultural Dissemination: Applications and Issues -- 2.3 Narrative Design in Cultural Dissemination: Applications and Issues -- 2.4 Analysis of the Complementary Advantages of Digital Technology, Orienteering, and Narrative Design -- 3 Method -- 3.1 Discover -- 3.2 Define -- 3.3 Co-create Workshop.
4 Results -- 4.1 Design Details -- 4.2 Prototype Design -- 5 Discussion -- 6 Conclusion -- References -- Gamified Participatory Exhibition Design Research for Future Museums -- 1 Introduction -- 1.1 Why Museum as Study Focus? -- 1.2 Why Do We Provide Participatory Experience and Do Participatory Design in Museums? -- 2 How to Create a Museum Participatory Experience -- 2.1 Gamified Participatory Design -- 2.2 Adopt Gamified Participatory Design Approach to Form the Co-design and Learning -- 3 Organize and Conduct the Gamified Participatory Design Workshop for the Museum Exhibition -- 3.1 Phases to Conduct the Workshop -- 3.2 Carry Out the Workshop -- 4 The Contribution of Gamification -- 5 Conclusion -- References -- Play and Interpret in Art Museum's Games: A Systematic Review -- 1 Introduction -- 2 Previous Work -- 3 Methodology -- 3.1 Keyword Search -- 3.2 Titles and Abstracts Screening -- 3.3 Full-Text Screening -- 4 Results -- 5 Discussion -- 5.1 Game Design -- 5.2 Learning Outcome and Evaluation -- 5.3 Other Findings -- 6 Conclusions -- References -- Research on the Design of Interactive Installation in New Media Art Based on Machine Learning -- 1 Introduction -- 2 Background -- 2.1 Media Convergence in the Context of Digital Narrative -- 2.2 New Media Interactive Device -- 3 Application of Artificial Intelligence in Interactive Installation Art -- 4 Application of Machine Learning Algorithms in New Media Interaction Devices -- 4.1 Application of Machine Learning Algorithms -- 4.2 Expression of Machine Learning Applied to the Art of Interactive Installation -- 4.3 Development Trend of New Media Interactive Installation -- 5 Conclusion and Future Work -- References -- A View of Chinese Character Design in Traditional Culture from the Perspective of Daily Articles -- 1 Introduction -- References.
The Experience Design of Cultural Heritage Tourism in the Perspective of Gamification -- 1 Research Background -- 2 Target: To Realize Users' Cultural Standard Demands -- 3 Method and Design: The Song Dynasty Cultural Heritage Park, Huanghuacheng Island Gamified Tourism Experience Project -- 3.1 A Gamification Experience Design Strategy Theory Model for the Purpose of "Sense of Learning of Participants" -- 3.2 Gamified Contens 1: To Build up Gamified Elements and Contents Using Narration as the Thread -- 3.3 Gamified Content 2: Establishment of Online and Offline Interactive Gaming Mechanism -- 3.4 Project Summary -- 4 Conclusion -- References -- Research on the Application of Participatory Design in the Digitalization of Traditional Culture -- 1 Background -- 2 Digitalization of Traditional Culture -- 3 Participatory Design -- 3.1 Introduction to Participatory Design -- 3.2 Participation Design Approach -- 4 Participatory Design is a Design Strategy in the Digitalization of Traditional Culture -- 4.1 Participatory Design is a Design Principle in the Digitalization of Traditional Culture -- 4.2 The Change of Method in Participatory Design for the Digitalization of Traditional Culture -- 5 The Participatory Design Activity of Yangzhen Dragon Lantern Festival -- 5.1 Research and Analysis -- 5.2 Plan Design -- 5.3 Application Design -- 6 Conclusion -- References -- Research on the Design of Red Cultural and Creative Products Based on Digitalization -- 1 Introduction -- 1.1 Review of Related Studies -- 2 Basic Overview of Interactive Technology, Red Culture and Digital Culture Industry -- 2.1 Overview of Interactive Technologies -- 2.2 Overview of Red Culture -- 2.3 Overview of the Digital Culture Industry -- 3 Exploring the Feasibility of Red Culture in Digital Product Design -- 3.1 Feasibility Summary.
4 Red Cultural and Creative Product Design Concept Based on Digital Technology -- 4.1 Digital Technology for Red Cultural and Creative Product Design Ideas -- 4.2 Combining Digital Applications with Red Culture to Strengthen Users' Emotional Experience -- 4.3 The Practice of Red Cultural and Creative Product Design with Digital Technology -- 5 Conclusion and Outlook -- 6 Fund projects -- References -- Research on Rural Cultural Tourism Service Design Based on Customer Perceived Value: Taking "TANXUN" Parent-Child Travel as an Example -- 1 Introduction -- 2 Overview of Chinese Rural Cultural Tourism -- 3 Rural Parent-Child Tourism Service System Based on CPV -- 3.1 Customer Perceived Value (CPV) -- 3.2 Customer Perceived Value and Rural Cultural Tourism Resources Integrated Framework -- 3.3 Explicit and Implicit Value in Rural Cultural CPV -- 3.4 Rural Parent-Child Tourism Service System Based on Customer Perceived Value -- 4 Design Practice of Rural Parent-Child Cultural Tourism: Take TANXUN as an Example -- 4.1 Design Survey and User's Position -- 4.2 Service Position and Service System Building -- 4.3 Service Touch Points Design -- 5 Conclusion -- References -- Study on the Digital Inheritance Path of Oral Literature Intangible Cultural Heritage -- 1 Introduction -- 2 Current Situation and Significance of Digital Inheritance of Oral Literature Intangible Cultural Heritage -- 2.1 Oral Literature Intangible Cultural Heritage is Facing Inheritance Crisis -- 2.2 The Lack of Overall Support for the Application of Digital Technology in Oral Literature Intangible Cultural Heritage -- 2.3 The Significance of Digital Inheritance of Oral Literature Intangible Cultural Heritage -- 3 On the Inheritance and Protection Path of Oral Literature Intangible Cultural Heritage Enabled by Digital Technology -- A Case Study of Minnan Nursery Rhymes.
3.1 To Construct the Digital Protection Database of Oral Literature Intangible Cultural Heritage.
Sommario/riassunto: This 5-volume HCII-DUXU 2023 book set constitutes the refereed proceedings of the 12th International Conference on Design, User Experience, and Usability, DUXU 2023, held as part of the 24th International Conference, HCI International 2023, which took place in Copenhagen, Denmark, in July 2023. A total of 1578 papers and 396 posters have been accepted for publication in the HCII 2023 proceedings from a total of 7472 submissions. The papers included in this volume set were organized in topical sections as follows: Part I: Design methods, tools and practices; emotional and persuasive design; Part II: Design case studies; and creativity and design education; Part III: Evaluation methods and techniques; and usability, user experience and technology acceptance studies; Part IV: Designing learning experiences; and chatbots, conversational agents and robots: design and user experience; Part V: DUXU for cultural heritage; and DUXU for health and wellbeing.
Titolo autorizzato: Design, user experience, and usability  Visualizza cluster
ISBN: 3-031-35705-1
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 996542667603316
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Serie: Lecture notes in computer science ; ; Volume 14034.