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Cross-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 IV



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Autore: Rau Pei-Luen Patrick Visualizza persona
Titolo: Cross-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 IV Visualizza cluster
Pubblicazione: Cham : , : Springer International Publishing AG, , 2024
©2024
Edizione: 1st ed.
Descrizione fisica: 1 online resource (441 pages)
Nota di contenuto: 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 IV -- Cross-Cultural Extended Reality -- Characteristics and Development of Digital Curators for Virtual-Physical Integration -- 1 Introduction -- 2 Literature Review -- 2.1 Application of Physical Curation Concepts in the Online World -- 2.2 Emergence of New Types of Curators -- 2.3 Emergence of New Curation Platforms - Social Media Platforms -- 2.4 Communication Functions of Social Media Platforms -- 2.5 Driving Social Marketing with Curation Concepts -- 3 Research Methodology -- 4 Research Analysis -- 4.1 Traits and Development of Curators -- 4.2 Elements of Digital-Physical Integration Curatorial Operations -- 4.3 Qualifications of Integrated Curators in the Virtual and Real World -- 5 Conclusion and Recommendations -- References -- Research on Interactive Design of Guangxi Bronze Drum Tourism and Cultural Creative Products Based on AR Technology -- 1 Introduction -- 2 Research on the Cultural Resources of the Guangxi Bronze Drum -- 2.1 The Design of the Bronze Drum -- 2.2 Layout and Patterns of Bronze Drum Decorations -- 3 Research on the Interaction Design Logic of Guangxi Bronze Drum Cultural and Creative Tourism Products -- 4 Feasibility Analysis of Applying AR Technology to Guangxi Bronze Drum Tourism Cultural and Creative Products -- 4.1 Analysis of the Current Application of AR Technology -- 4.2 Analysis of the Value of Applying AR Technology in Cultural and Creative Products -- 4.3 Interaction Methods in Cultural and Creative Product Design Using AR Technology.
4.4 Interaction Content Strategy in Guangxi Bronze Drum Tourism and Cultural Creative Product Design Using AR Technology -- 5 Practice in Guangxi Bronze Drum Tourism and Cultural Creative Product Design -- 5.1 Design of Carriers for Bronze Drum Tourism and Cultural Creative Products -- 5.2 Analysis of the Interaction System -- 5.3 AR Cultural and Creative Product Design Practice -- 6 Conclusion -- References -- Qianzhan Technology's 5F Perceptual Learning Research Takes VR Wearable Devices as an Example -- 1 Research Background and Purpose -- 1.1 Background -- 1.2 The 5 F's of Technologically Evolved Products -- 1.3 Research Purpose -- 2 Literature Discussion -- 2.1 The Evolution of Technology and Its Impact on Products -- 2.2 The 5F Theory Basis of VR Products -- 3 Research Methods and Structure -- 3.1 Research Methods and Processes -- 3.2 Research Structure -- 3.3 Communication Matrix Architecture of VR Products -- 3.4 VR Product Creation and Cognitive Model -- 4 5F Over All Analysis of VR Products -- 5 Conclusion and Suggestion -- 5.1 Conclusion -- 5.2 Suggestion -- References -- Research on the Application of Virtual Reality Technology in Short Video Production Within the Perspective of Cross-Cultural Arts -- 1 Introduction -- 2 Literature Review -- 2.1 Cross-Cultural Arts -- 2.2 Virtual Reality Technology -- 2.3 Short Video Production -- 3 VR Technology in Short Video Production Process -- 3.1 Applications in Pre-production -- 3.2 Applications in Post-production -- 3.3 Specific Applications -- 4 Experiment Investigation -- 4.1 Experimental Method -- 4.2 Experimental Subjects -- 4.3 Experimental Process -- 4.4 Experimental Results -- 5 Discussion and Analysis -- References -- Analysis of the Dissemination Effects of VR Audiovisual Arts on Local Culture in Cross-Cultural Contexts: A Case Study of the Broadcasting and Television Industry.
1 Introduction -- 2 VR Technology and Audiovisual Arts -- 2.1 Characteristics of VR Technology -- 2.2 Connotation of Audiovisual Arts -- 2.3 Innovative Expression of VR Technology Combined with Audiovisual Arts -- 2.4 VR Audiovisual Arts in the Broadcasting Industry -- 3 Specific Ways for VR Audiovisual Arts to Spread Local Culture -- 3.1 Concept, Characteristics and Significance of Dissemination of Local Culture -- 3.2 Integration of VR Audiovisual Arts and Local Culture Application -- 4 VR Audiovisual Arts Empower the Dissemination Effect of Local Culture -- 4.1 Enhance the Sense of Cultural Identity -- 4.2 Facilitating the Dissemination and Transmission of Culture -- 4.3 Promoting Cross-Cultural Communication -- 4.4 Enhance the National Image -- 4.5 Broaden Domestic and International Cultural Communication Channels -- 5 Analysis of the Audience Effect of VR Audiovisual Arts-Taking VR Cultural Variety Show "Poetry and Painting China" as an Example -- 5.1 Experimental Method -- 5.2 Experimental Subjects -- 5.3 Experimental Content -- 5.4 Experimental Results -- 6 Conclusions -- References -- Visual Continuity Revisited: Investigating the Effects of Edited Cuts, Long Take, and Cinematic Virtual Realty on Audience Emotional Response and Perception -- 1 Introduction -- 2 Methodology -- 2.1 Materials and Apparatus -- 2.2 Data Collection -- 2.3 Participants and Procedures -- 3 Results -- 3.1 Emotional Responses -- 3.2 Spatial and Temporal Perception -- 4 Discussion -- 5 Conclusion -- References -- Rethinking Defaults: Examining the Effects of Default Camera Height and Angle on Embodied Presence in Cinematic Virtual Reality -- 1 Introduction -- 2 Related Works -- 3 Methodology -- 3.1 Materials and Apparatus -- 3.2 Measurements -- 3.3 Participants and Grouping -- 3.4 Procedures -- 4 Result -- 5 Discussion -- 6 Conclusion -- References.
Cross-Cultural Design in Aviation and Transportation -- Exploring the Impact of Interpretable Information Types on Driver's Situational Awareness and Performance During Driving Take-Over -- 1 First Section -- 1.1 A Subsection Sample -- 2 Related Work -- 2.1 Autonomous Driving Takeover -- 2.2 Explanations in Autonomous Vehicles -- 2.3 Measures of Situational Awareness in AV -- 3 Method -- 3.1 Participants -- 3.2 Apparatus and AD System -- 3.3 Experiment Design -- 3.4 Procedure -- 4 Result -- 4.1 Driver Situational Awareness -- 4.2 Driver Situational Awareness -- 5 Discussion -- 5.1 The Impact of Interpretable Information Types -- 5.2 The Impact of Driving Experience and Gender -- 5.3 Limitations and Future Work -- 6 Conclusion -- References -- The Priority of Information for Crew Members in Various Flight Scenarios: An Eye-Tracking Study -- 1 Introduction -- 2 Methodology -- 2.1 Participants -- 2.2 Apparatus -- 2.3 Research Design -- 3 Results and Discussion -- 3.1 Participant Characteristics -- 3.2 Analysis of Attention Significance Across Different Flight Scenarios and Roles -- 3.3 Future Directions in Aircraft Cockpit Technology -- 3.4 Limitations and Future Research Directions -- 4 Conclusion -- References -- Tangible Narrative - An Intelligent Cockpit Design Methodology for Designers to Experience -- 1 Introduction -- 2 Literature Review -- 2.1 From Automotive to Intelligent Cockpit -- 2.2 Traditional Automotive Design Workflow -- 2.3 Creating Real Experiences -- 2.4 Tangible Narrative Design -- 3 Framing Tangible Narrative Design of Intelligent Cockpit -- 3.1 Elements in Intelligent Cockpit Design -- 3.2 Techniques of Automotive Interaction Design -- 3.3 Framework of Tangible Narrative Interaction -- 4 Case Study -- 4.1 Participants -- 4.2 Story Generating -- 4.3 Space Setting -- 4.4 Tangible Narrative Experience Process -- 4.5 Results.
5 Discussion -- 5.1 New Technology Used -- 5.2 Full Flow Experience -- 5.3 Future Scenario Building -- 6 Conclusions -- References -- Research on the Efficiency of Continuous Warning Sound Time Interval in Perceiving Hazards of eVTOL Low Altitude Flight Obstacles -- 1 Introduction -- 2 Aviation Safety Based on Sound Perception -- 3 Simulation Experiment of Obstacle Avoidance for eVTOL Low-Altitude Flight -- 3.1 Experimental Design -- 3.2 Experimental Content -- 4 Experimental Results -- 5 Conclusion -- References -- User Experience Evaluation Indicators for Automotive Autonomous Driving Takeover System -- 1 Introduction -- 2 Methods -- 2.1 Research Methodology -- 2.2 Preparation for Interview Research -- 2.3 The Process of Interview Research -- 3 Results and Discussions -- 3.1 Preliminary Analysis Based on Word Cloud -- 3.2 Open Coding -- 3.3 Focused Coding -- 3.4 Selective Coding -- 3.5 Theoretical Sampling and Saturation -- 3.6 Integration and Establishment of Indicators -- 4 Conclusion -- References -- Exploration of Narrative Design Method and Tool on Intelligent Cockpit Experience Design -- 1 Introduction -- 2 Literature Review -- 2.1 Technological Transformation Leads to Interdisciplinary Co-creation Design -- 2.2 User Experience and Narrative Design -- 2.3 Participatory Design for Complex Systems and Design Tools -- 3 Development and Practice of Narrative Design Tools Based on Cockpit Experience -- 3.1 Format and the Elements of the ICMA Toolkit -- 3.2 ICMA Toolkit's Technique -- 4 Design Workshop - ICMA Toolkit's Practice -- 4.1 The First Practical Case -- 4.2 The Second Practical Case -- 5 Discussion -- 5.1 Narrative Methods and Tools Facilitate Experience Achievement -- 5.2 Multiple Stakeholders Reached Co-Experience Through a Co-creation Toolkit -- 6 Conclusion -- References -- Artificial Intelligence from a Cross-Cultural Perspective.
Multidisciplinary Review of Artificial Empathy: From Theory to Technical Implementation and Design.
Titolo autorizzato: Cross-Cultural Design  Visualizza cluster
ISBN: 9783031609138
9783031609121
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 9910865290403321
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Serie: Lecture Notes in Computer Science Series