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Autore: |
Martins Nuno
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Titolo: |
Advances in Design and Digital Communication IV : Proceedings of the 7th International Conference on Design and Digital Communication, Digicom 2023, November 9-11, 2023, Barcelos, Portugal
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Pubblicazione: | Cham : , : Springer, , 2024 |
©2024 | |
Edizione: | 1st ed. |
Descrizione fisica: | 1 online resource (992 pages) |
Altri autori: |
BrandãoDaniel
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Nota di contenuto: | Intro -- Preface -- Organization -- Contents -- Digital and Interaction Design -- Using Augmented Reality for Training Computer Workstation Ergonomic Issues: An Exploratory Project -- 1 Introduction -- 2 Theoretical Background -- 2.1 The Workstation Ergonomics AR Experience (WEARE) -- 3 Methodology -- 3.1 Data Collection and Participants -- 4 Results and Discussion -- 5 Conclusions -- References -- Design Methodology for a Shared Mobility App -- 1 Introduction -- 2 Interaction Design and User Experience (UX) -- 3 The Methodology Used for Developing the On.Move App -- 3.1 The Strategy Plane -- 3.2 The Scope Plane -- 3.3 The Structure Plane -- 3.4 The Skeleton Plane -- 3.5 The Surface Plane -- 4 Conclusions and Future Work -- References -- Brain Computer Interface: Behavioral Differences in the Calmness Level and Reading Time, Considering Screen or Paper, Serif or Sans Serif Typefaces -- 1 Introduction -- 2 Material and methods -- 2.1 Procedures and Participants -- 2.2 Signal Acquisition -- 3 Results -- 4 Discussion and Conclusion -- References -- Anticipation as a Tool for Designing the Future -- 1 Introduction -- 1.1 The Essence of Anticipation -- 2 Literature Review -- 2.1 Anticipation and the Philosophical Roots of Causality -- 2.2 Future Studies, Anticipation, and its Capabilities -- 3 Methodology: Analyzing the Role of Anticipatory Design -- 4 Unraveling Anticipatory Experiences: Insights from Grounded Theory Analysis -- 4.1 Importance of Anticipation in Shaping the Future -- 4.2 Anticipation in Application to Future Studies and Strategic Foresight -- 4.3 Three levels of Future Studies -- 5 Closing Insights and Prospects for Future Exploration -- References -- Designing Audio-Based Multimodal Interfaces for English Teaching: A Conceptual Model Based on an Integrative Literature Review -- 1 Introduction -- 2 Design and Method. |
3 Work Field and Data Analysis -- 4 Results -- 4.1 Multimodal Interfaces and Auditive Mode -- 4.2 Principles for Multimedia Learning -- 4.3 English Teaching Skills -- 4.4 Studies Summary -- 5 Conclusion -- References -- From the Algorithm to the New Art Collector. Design, Development and Launch of an Innovative NFT Collection -- 1 Introduction -- 2 State of the Art in Generative Art -- 2.1 Generative Art and the New Role of the Collector -- 2.2 Primary Collectors and Secondary Collectors -- 3 Design, Development and Launch of an Innovative NFT Collection -- 3.1 Concept for a Practical Project -- 3.2 Continuity and Evolution -- 3.3 Launch of the Collection and Conclusions -- References -- From Print to Pixels: Prototyping a Virtual Exhibition for the Faro Museum Poster Collection -- 1 Introduction -- 2 Museums in the Twenty-First Century -- 3 Creating a Virtual Exhibition -- 3.1 Setting a Structure for a Prototype -- 3.2 Searching for the Ideal Workspace -- 3.3 Prototyping the virtual room. -- 4 Future Work -- References -- Identifying Design Guidelines of Interactive Whiteboard Interfaces Through Usability Evaluation -- 1 Introduction -- 2 Literature Review -- 3 Methodology -- 3.1 Heuristic Evaluation -- 3.2 User Study -- 4 Research Findings -- 5 Proposed Design Guidelines -- 6 Discussions and Conclusions -- References -- Peer-Produced Archives, Peer-Designed Solutions -- 1 Introduction -- 2 Methodology -- 2.1 Sampling -- 2.2 Thematic Analysis -- 3 Findings -- 3.1 Users as Hosts, Users vs Hosts -- 3.2 Editing, Curating and Reviewing -- 3.3 Enhancing Quality and Validity through Collaboration -- 3.4 Enhancing Communication -- 3.5 Reconsidering Browsing, Archiving, Preserving and Distributing -- 4 Conclusion -- References -- Usability Analysis of Augmented Reality-Based Learning Applications for Kids: Insights from SUS and Heuristic Evaluation. | |
1 Introduction -- 2 Literature Review -- 3 Methodology -- 4 Usability Evaluation -- 4.1 Heuristics Evaluation -- 4.2 User Study -- 5 Comparative Analysis and Findings -- 6 Conclusion -- References -- Investigating Usability Indicators for the Adoption of AI Models in Heuristic Evaluation -- 1 Introduction -- 2 Background and Related Work -- 3 Methodology -- 4 Discussion -- 5 Conclusion -- References -- Critical Digital: A Taxonomy to Classify Digital Integration in the Museum Domain -- 1 Introduction -- 2 Methodology -- 3 Visualization Modes and Virtualization -- 4 Observation Distance and Technological Embodiment -- 4.1 Technological Embodiment -- 5 Interactivity -- 6 Taxonomy Application -- 7 Conclusion and Future Work -- References -- Exploring Hazard Perception and Compliance: A Pilot Study on the Influence of Safety Signs in a Non-conspicuous Hazard Situation -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 System Set-Up -- 2.3 Virtual Environment (VE) -- 2.4 Strategy to Assess Behavioural Compliance -- 2.5 Measures -- 2.6 Procedure -- 3 Results -- 3.1 Behavioural Data -- 3.2 Subjective Data -- 4 Conclusion -- References -- The Impact of Tangibility in the Input of the Secondary Car Controls: Touchscreens vs. Physical Buttons -- 1 Introduction -- 2 Methodology -- 2.1 Experimental Conditions -- 2.2 Participants -- 2.3 Tools -- 2.4 Procedures -- 2.5 Data Processing -- 3 Results -- 4 Conclusions -- References -- Dep-Project: Comparative Analysis of Online Solutions Aimed at Personalization and Purchasing Prostheses -- 1 Introduction -- 2 State of the Art -- 2.1 Universal Design & -- Inclusive Design -- 2.2 Usability Heuristics -- 3 Methodologies -- 4 Development of UX Benchmarking Analysis -- 4.1 Define and Understand the Goals -- 4.2 Definition of Competitors -- 4.3 Competitive Analysis Matrix. | |
4.4 Analysis of Competing Online Platforms -- 5 Heuristic Evaluation -- 6 Conclusions -- References -- Digitization Project of Museum Collections as a Way of Preserving Memory and Cultural Heritage -- 1 Introduction -- 2 Textile Conservation and Its Difficulties -- 3 Digitization of Historical Collections and Costumes -- 4 Technologies for 3D Garment Representation -- 4.1 3D Capture and Modeling -- 4.2 Devices and Types of Presentation -- 5 Museum and Virtualization -- 6 Project -- 7 Conclusions -- References -- A Social IoT Hybrid Scenario to Promote the Physical, Psychological, and Social Well-Being of Elderly -- 1 Introduction -- 2 Research Method -- 2.1 Target Population -- 2.2 Sample -- 2.3 Study Instruments -- 2.4 Survey Procedure -- 3 The Social Hybrid Scenario Model -- 4 Results -- 4.1 Part 1. Social Interaction with Family and Friends -- 4.2 Part 2. Medical Follow-Up -- 4.3 Part 3. Your Opinion About the System's Advantages and Disadvantages -- 4.4 Part 4. Your Predisposition to use or not use a System of this Nature -- 5 Discussion and Conclusion -- 6 Conclusion -- References -- The Expanded Book - Various Perspectives in Augmented Reality -- 1 Introduction -- 2 Methodology -- 3 State of the Art -- 3.1 Expanded Books in Augmented Reality -- 3.2 Case Studies -- 4 Project: The book "My Monster Friends" -- 4.1 Narrative -- 4.2 Visual Component -- 5 Tests and Results -- 6 Final Considerations -- References -- Society, Communication and Design -- Design and Development of a Pill Dispenser: Prototype Assembly, Electronic and Mechanical Hardware -- 1 Introduction -- 2 CAD Modelling -- 3 3D Printing and Prototype Assembly -- 3.1 Frame 3D Printing -- 3.2 Prototype Assembly -- 3.3 Preliminary Tests of the Pill Dispensing Mechanism -- 4 Conclusion -- References -- Design and Craft Come Together - A New Perspective to Synergistic Interactions. | |
1 Introduction -- 2 Design and Craft Come Together - A New Perspective to Synergistic Interactions -- 2.1 Comparative Analysis of the Essential Characteristics of Crafts and Design -- 2.2 Comparative Analysis of the Areas of Overlapping and Differentiation Between Crafts and Design -- 2.3 What Happens in Practice? -- 3 Conclusion -- References -- Guidelines for Sustainable Online Behaviors. Green Computing Practices to Reduce the Digital Carbon Footprint -- 1 Introduction -- 2 Metrics on Digital Consumption -- 3 Expansion of Digital Infrastructure -- 3.1 Impact of Digital Technologies on Ecological Footprint -- 4 Constraints and Motivations for Adopting Sustainable Online Behaviors -- 4.1 Pro-Environmental Practices -- 4.2 The Intangibility of Pro-Environmental Online Behavior -- 5 Green Technology and Green Computing -- 6 Green Computing Guidelines for Reducing the Digital Carbon Footprint -- 7 Challenges and Future Work -- 8 Conclusion -- References -- Emotional Design to Create Furniture for Children's Well-Being -- 1 Introduction -- 2 Methodology -- 3 Emotional Design for Children's Well-Being -- 3.1 The "Ti 3a" Chair by Marcel Breuer (1920s) -- 3.2 The "Elephant Stool" by Charles & -- Ray Eames (1940s) -- 3.3 "the Place of Games" by Enzo Mary (1960s) -- 3.4 "Sena" Chair by António Sena Da Silva (1970s) -- 3.5 "Porcupine Desk" by Hella Jongerius (2007) -- 4 Conclusions -- References -- Analysis of Cyberaggression in Social Networks Involving Students and University Environments -- 1 Introduction -- 2 Methodologies -- 2.1 Interview Methodology -- 2.2 Group Analysis Methodology -- 2.3 Content and Thematic Analysis of the Aggressive Content -- 3 Results -- 3.1 Interviews -- 3.2 Open Social Media Group Analyses -- 4 Discussion -- 5 Final Remarks -- References. | |
Child Safety on Bicycle Seats. A Study Evaluating the Need for Additional Markers to Increase the Visibility of Children When Transported by Bicycle. | |
Titolo autorizzato: | Advances in Design and Digital Communication IV ![]() |
ISBN: | 3-031-47281-0 |
Formato: | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione: | Inglese |
Record Nr.: | 9910767520803321 |
Lo trovi qui: | Univ. Federico II |
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