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Cross-cultural design. Interaction design across cultures : 14 International Conference, CCD 2022, held as part of the 24th HCI International Conference, HCII 2022, Virtual event, June 26-July 1, 2022, proceedings. Part I / / Pei-Luen Patrick Rau (editor)
Cross-cultural design. Interaction design across cultures : 14 International Conference, CCD 2022, held as part of the 24th HCI International Conference, HCII 2022, Virtual event, June 26-July 1, 2022, proceedings. Part I / / Pei-Luen Patrick Rau (editor)
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2022]
Descrizione fisica 1 online resource (559 pages)
Disciplina 004.019
Collana Lecture notes in computer science
Soggetto topico Human-computer interaction
User-centered system design
ISBN 3-031-06038-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910578692603321
Cham, Switzerland : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Cross-cultural design. Interaction design across cultures : 14 International Conference, CCD 2022, held as part of the 24th HCI International Conference, HCII 2022, Virtual event, June 26-July 1, 2022, proceedings. Part I / / Pei-Luen Patrick Rau (editor)
Cross-cultural design. Interaction design across cultures : 14 International Conference, CCD 2022, held as part of the 24th HCI International Conference, HCII 2022, Virtual event, June 26-July 1, 2022, proceedings. Part I / / Pei-Luen Patrick Rau (editor)
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2022]
Descrizione fisica 1 online resource (559 pages)
Disciplina 004.019
Collana Lecture notes in computer science
Soggetto topico Human-computer interaction
User-centered system design
ISBN 3-031-06038-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996478869203316
Cham, Switzerland : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
CyFall : a cyber-network game scenario / / Renée E. Etoty [and five others]
CyFall : a cyber-network game scenario / / Renée E. Etoty [and five others]
Autore Etoty Renée E.
Pubbl/distr/stampa Adelphi, MD : , : Army Research Laboratory, , August 2014
Descrizione fisica 1 online resource (v, 28 pages) : color illustrations
Collana ARL-TR
Soggetto topico User interfaces (Computer systems)
Human-computer interaction
User-centered system design
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Altri titoli varianti CyFall
Record Nr. UNINA-9910698636003321
Etoty Renée E.  
Adelphi, MD : , : Army Research Laboratory, , August 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Design solutions for user-centric information systems / / Saqib Saeed, Yasser A. Bamarouf, T. Ramayah and Sardar Zafar Iqbal [editors]
Design solutions for user-centric information systems / / Saqib Saeed, Yasser A. Bamarouf, T. Ramayah and Sardar Zafar Iqbal [editors]
Autore Saeed Saqib
Pubbl/distr/stampa Hershey, Pennsylvania : , : IGI Global, , 2017
Descrizione fisica PDFs (422 pages) : illustrations
Disciplina 004.21
Collana Advances in Human and Social Aspects of Technology (AHSAT) Book Series
Soggetto topico User-centered system design
Soggetto non controllato Cloud-based computing services
Digital retail
E-government adoption
Logistics evaluation
Personal finance management
User performance indicator tools
Web-based information retrieval systems
ISBN 1-5225-1945-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Digital retail and how customer-centric technology is reshaping the industry: IT-enabled digital disruption / Pablo Penas Franco -- Digitalization of death certification model: transformation issues and implementation concerns / Dalibor Stanimirovic -- E-government adoption in Nigeria and the journey so far: the end of corruption? / Sola Oni -- Freight transport and logistics evaluation using entropy technique integrated to TOPSIS algorithm / Mohammad Anwar Rahman, Vivian A. Pereda -- A multifactorial analysis of the acceptance of recommender system for Saudi universities the literature revisited / Hadeel Alharbi, Kamaljeet Sandhu -- A proposed framework factors of the acceptance of recommender systems in e learning for Saudi universities / Hadeel Alharbi, Kamaljeet Sandhu -- Outsourcing to cloud-based computing services in higher education in Saudi Arabia / Athary Alwasel, Ben Clegg, Andreas Schroeder -- Design solutions guided by user behavior: a practical inquiry approach / Mariam Ahmed Elhussein -- Mitigating ethno-cultural differences: ethical guidelines for ICT development in an indigenous community / Hasnain Falak, Tariq Zaman -- User interface design in isolation from underlying code and environment / Izzat Alsmadi -- Web caching system: improving the performance of web-based information retrieval system / Sathiyamoorthi V. -- User performance testing indicator: user performance indicator tool (UPIT) / Bernadette Imuetinyan Iyawe --
Development of ambient assisted living products and services: the role of international classification of functioning, disability, and health / Ana Isabel Martins, Alexandra Queirós, Nelson Pacheco Rocha -- Modelling cyber-crime protection behaviour among computer users in the context of Bangladesh / Imran Mahmud [and 4 others] -- The state of art in website usability evaluation methods / Renuka Nagpal, Deepti Mehrotra, Pradeep Kumar Bhatia -- Usability evaluation of e-government websites in Saudi Arabia by cognitive walkthrough / Hina Gull, Sardar Zafar Iqbal -- A mobile system for managing personal finances synchronously: a mobile system / Jabulani Sifiso Dlamini, Paul Okuthe Kogeda -- Towards visually impaired autonomy in smart cities: the electronic long cane project / Alejandro Rafael Garcia Ramirez [and 5 others].
Record Nr. UNINA-9910157529903321
Saeed Saqib  
Hershey, Pennsylvania : , : IGI Global, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Design, user experience, and usability . Part III : design for Contemporary Technological Environments: 10th International Conference, DUXU 2021, Held As Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24-29, 2021, Proceedings / / Marcelo M. Soares, Elizabeth Rosenzweig, Aaron Marcus
Design, user experience, and usability . Part III : design for Contemporary Technological Environments: 10th International Conference, DUXU 2021, Held As Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24-29, 2021, Proceedings / / Marcelo M. Soares, Elizabeth Rosenzweig, Aaron Marcus
Autore Soares Marcelo M.
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (599 pages)
Disciplina 004.019
Collana Lecture Notes in Computer Science
Soggetto topico User-centered system design
Human-computer interaction
ISBN 3-030-78227-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Foreword -- HCI International 2021 Thematic Areas and Affiliated Conferences -- Contents - Part III -- Mobile UX Research and Design -- Hybrid Teaching Application and Exploration in the Mobile Media Era--Taking the "Interactive Animation" Course as an Example -- 1 Introduction -- 2 Background Introduction -- 2.1 Summary of Hybrid Teaching Method -- 2.2 The Necessity of Face-to-Face Teaching -- 2.3 Investigation on Platform Functions -- 2.4 The Concept of Precision Teaching -- 3 Solutions to Hybrid Teaching -- 3.1 Helping Students to Construct a Knowledge System -- 3.2 Set up a Hybrid Teaching Framework -- 3.3 Instant Communication and Group Collaboration -- 3.4 Collecting and Analyzing Dynamic Learning Data Through the Teaching Platform -- 4 Follow-Up Work and Outlook -- References -- Effects of Visual Cue Design and Gender Differences on Wayfinding Using Mobile Devices -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Materials and Apparatus -- 2.3 Experimental Procedure -- 3 Results -- 3.1 Task Analysis -- 3.2 NASA-TLX Questionnaire Analysis -- 4 Discussion -- 5 Conclusions -- References -- Can I Talk to Mickey Mouse Through My Phone? Children's Understanding of the Functions of Mobile Phones -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Materials and Procedure -- 2.3 Coding of Justifications -- 3 Results -- 3.1 Event Descriptions -- 3.2 Event Experience -- 3.3 Reality Status Judgments -- 3.4 Justifications for Categorization Judgments -- 4 Discussion -- 4.1 Fantastical Events -- 4.2 Real Events -- References -- Design Innovation of Intangible Cultural Heritage: Challenges on the Basis of Mobile Phone Culture -- 1 Introduction -- 2 Current Status of ICH Mobile Apps in China -- 2.1 Large Amount of Content Information but Few Diversified Messages -- 2.2 Lack of Variation and Diversity in Presentation Forms.
2.3 No or Slow Update of Content and System -- 2.4 ICH App Design Uses Traditional Chinese Elements but Simply Arranges and Combines These Elements -- 2.5 Diversified Design of the Main Interface and Monotonous Design of the Secondary Interface for ICH Apps -- 3 Design Strategy for ICH Apps Based on User Experience -- 3.1 Setting the Objective of Inheriting ICH -- 3.2 Taking User Research as the Starting Point -- 3.3 Taking the Combination with Digital Media Technology as the Innovation Point -- 3.4 Taking the Integration of Traditional Chinese Aesthetic Design with Modern Design as the Breakthrough of Visual Design -- 3.5 Regarding User Experience as the Support Point -- 4 Conclusion -- References -- The Influence of Icons on the Visual Search Performance of APP List Menu -- 1 Introduction -- 2 Related Work -- 2.1 Digital Interface and Visual Search -- 2.2 Classification of Icons -- 3 Method -- 3.1 Experimental Design -- 3.2 Pre Experiments and Materials -- 3.3 Experimental Equipment, Participants, and Procedures -- 4 Result -- 4.1 Rate of Accuracy and Reaction Time -- 4.2 Fixation Count and Average Fixation Duration -- 4.3 First fixation Duration -- 4.4 Fixation Time -- 4.5 Heat Map and Eye Movement Contrail -- 5 Discussion -- 6 Conclusion -- References -- Usability Assessment of the XiaoAi Touch Screen Speaker -- 1 Introduction -- 2 Experiment Method -- 2.1 Method -- 2.2 Participants -- 2.3 Task Analysis -- 2.4 Think Aloud -- 2.5 Questionnaire -- 2.6 Interview -- 2.7 Data Collection Process -- 3 Analysis -- 3.1 Qualitative Data -- 3.2 Quantitative Data -- 4 Findings -- 4.1 Preliminary Ideas -- 4.2 Problems and Improvements -- 5 Conclusion -- References -- Insights and Lessons Learned from the Design, Development and Deployment of Pervasive Location-Based Mobile Systems ``in the Wild'' -- 1 Introduction -- 2 Systems and Studies -- 3 Related Work.
4 Methodology -- 5 Findings -- 5.1 Design Phase -- 5.2 Development Phase -- 5.3 Execution Phase -- 5.4 Data Analysis Phase -- 6 Conclusion -- References -- Designing the Security Enhancement Features in the Future Headphone Experience -- 1 Introduction -- 2 Related Works and the Taxonomy -- 2.1 Loss Protection (LP) -- 2.2 Ownership Protection (OP) -- 2.3 Data Protection (DP) -- 2.4 Case Study: iPhone -- 3 Headphone LOD Concept Design -- 3.1 LP Concepts -- 3.2 OP Concepts -- 3.3 DP Concepts -- 4 User Survey -- 4.1 Summary -- 4.2 Results -- 5 Discussion -- 5.1 Findings -- 5.2 Implications on Design -- 6 Conclusion -- References -- Usability Assessment of the OSMO Pocket Mini Sports Video Camera and Improvement Plan -- 1 Introduction -- 2 Methodology -- 2.1 Interview -- 2.2 Questionnaire with Feature Checklist -- 2.3 Think Aloud Protocol -- 2.4 Focus Group -- 3 Results -- 3.1 Interview -- 3.2 Questionnaire with Feature Checklist -- 3.3 Think Aloud Protocol -- 3.4 Focus Group -- 4 Findings and Improvement Plan -- 5 Conclusions -- 6 Limitations and Discussion -- Appendix. A-Interview Questions -- References -- The Design of a Mobile App to Promote Young People's Digital Financial Literacy -- 1 Introduction -- 2 Research Questions -- 3 Theoretical Background -- 3.1 The Affordances of Mobile Learning -- 3.2 Mobile Learning Design Approach: Digital Nudges -- 4 Methodology -- 4.1 Research Approach: Design Thinking -- 4.2 Research Design -- 5 Design Procedures -- 5.1 Phase 1: Empathize -- 5.2 Phase 2: Define -- 5.3 Phase 3: Ideate -- 5.4 Phase 4: Prototype -- 5.5 Phase 5: Test -- 5.6 Iteration -- 6 Discussion -- 6.1 Content Design Strategies -- 6.2 Delivery Design Strategies -- 7 Conclusion -- References -- DUXU for Extended Reality -- User Experience in Augmented Reality: A Holistic Evaluation of a Prototype for Assembly Instructions -- 1 Introduction.
2 Method -- 2.1 UX Evaluation Framework -- 2.2 Participants -- 2.3 Materials -- 2.4 Procedure -- 3 Results -- 3.1 Pre-questionnaire -- 3.2 Pragmatic Qualities -- 3.3 Hedonic Qualities -- 3.4 Summarized Results from the UX Testing -- 4 Discussion -- 5 Concluding Remarks -- References -- Virtual Reality and Ergonomics: Making the Immersive Experience -- 1 Introduction -- 2 Evolution of HMD -- 3 Measuring Cybersickness -- 4 VR Sickness and Ergonomics. -- 5 Immersion and Motion Sickness -- 5.1 Multissensory as Immediate and Intuitive Knowledge -- 5.2 Cybersickness - Perceptual Inconsistency of Presence and Non- Presence -- 6 Reducing Adverse Effects -- 7 Conclusion and Future Works -- References -- ExperienceDNA -- 1 Introduction -- 2 Framework Overview -- 2.1 Creating a Highly Immersive Product Testing Experience -- 2.2 Controlling the Product Testing Experience and Initiation of Interactions -- 2.3 Objective Measurement of Interactions, Cognitive-Affective States, and User Behavior -- 3 Applied Use Case -- 3.1 Setup -- 3.2 Procedure -- 3.3 Results -- 3.4 Comments on Findings -- 4 Discussion -- References -- A Study on VR Training of Baseball Athletes -- 1 Introduction -- 2 Literature Review -- 3 Overview of Tasks -- 3.1 Pre- and Post-Test Tasks -- 3.2 Fall Season Training Activities -- 3.3 Virtual Reality Training Tasks -- 4 Methods -- 4.1 Participants -- 4.2 Equipment -- 4.3 Procedures -- 4.4 Data Analysis -- 5 Results -- 6 Discussion -- References -- Augmented Reality Enhanced Traditional Paper Book Reading Experience Design: A Case for University Library -- 1 Introduction -- 2 Method -- 2.1 User Observation -- 2.2 User Interview -- 2.3 Empathy Map -- 2.4 Personas -- 3 Problem Definition -- 3.1 How Might We Brainstorm -- 3.2 User Requirements -- 3.3 Experience Objectives -- 4 Solutions -- 4.1 Product Definition -- 4.2 Software Architecture.
4.3 Task Flow -- 4.4 Low-Fidelity Model Display -- 4.5 Usage Flow -- 4.6 Usability Test -- 5 Discussions -- 6 Conclusions -- References -- Potential Integration of Virtual Reality and Sound for University Student Experience Therapy -- 1 Introduction -- 2 Literature Review -- 2.1 Preface -- 2.2 Virtual Reality Exposure Therapy and in Vivo Exposure Therapy -- 2.3 Music Therapy for SAD -- 2.4 Summary -- 3 Objective -- 3.1 Construction of Mental Model of SAD Patients as University Students -- 3.2 Research for Potential Integration of VR and Sound Therapy -- 4 Method -- 4.1 Questionnaire Formulation -- 4.2 Questionnaire Results -- 4.3 Interview -- 5 Results -- 5.1 Mental Model -- 5.2 Primary Integration and Testable Prototype -- 6 Discussion -- 6.1 Accordance with Previous Studies -- 6.2 Unexpected Results -- 7 Conclusion -- 7.1 Objective -- 7.2 Results -- 7.3 Significance -- 7.4 Limitation -- 7.5 Prospect -- References -- Practical Use of Edutainment Systems for Science Museums with XR Technology -- 1 Introduction -- 2 Motivation -- 3 Case 1: Corotama System -- 3.1 Introduction of "Corotama System" -- 3.2 Corotama System: Overview -- 3.3 The Creative Workshops Using the Corotama System -- 3.4 Findings from Use of the Corotama System -- 4 Case 2: Kuru-Kuru Disc Tops -- 4.1 Introduction of "Kuru-Kuru Disc Tops" -- 4.2 The Concept Behind This Content -- 4.3 The Creative Workshops Using the Kuru-Kuru Disc Tops System -- 4.4 Findings from Use of "Kuru-Kuru Disc" -- 5 Case 3: SUMO SONIC -- 5.1 Introduction of "SUMO SONIC" -- 5.2 The Concept Behind This Content -- 5.3 The Creative Workshops Using SUMO SONIC System -- 5.4 Findings from Use of the SUMO SONIC System -- 6 Edutainment Design Using XR+Crafting -- 6.1 Experiencer Side -- 6.2 Science Museum Side -- 7 Summary -- References.
Immersive and Interactive Digital Stage Design Based on Computer Automatic Virtual Environment and Performance Experience Innovation.
Record Nr. UNINA-9910488720703321
Soares Marcelo M.  
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Design, user experience, and usability . Part III : design for Contemporary Technological Environments: 10th International Conference, DUXU 2021, Held As Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24-29, 2021, Proceedings / / Marcelo M. Soares, Elizabeth Rosenzweig, Aaron Marcus
Design, user experience, and usability . Part III : design for Contemporary Technological Environments: 10th International Conference, DUXU 2021, Held As Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24-29, 2021, Proceedings / / Marcelo M. Soares, Elizabeth Rosenzweig, Aaron Marcus
Autore Soares Marcelo M.
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (599 pages)
Disciplina 004.019
Collana Lecture Notes in Computer Science
Soggetto topico User-centered system design
Human-computer interaction
ISBN 3-030-78227-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Foreword -- HCI International 2021 Thematic Areas and Affiliated Conferences -- Contents - Part III -- Mobile UX Research and Design -- Hybrid Teaching Application and Exploration in the Mobile Media Era--Taking the "Interactive Animation" Course as an Example -- 1 Introduction -- 2 Background Introduction -- 2.1 Summary of Hybrid Teaching Method -- 2.2 The Necessity of Face-to-Face Teaching -- 2.3 Investigation on Platform Functions -- 2.4 The Concept of Precision Teaching -- 3 Solutions to Hybrid Teaching -- 3.1 Helping Students to Construct a Knowledge System -- 3.2 Set up a Hybrid Teaching Framework -- 3.3 Instant Communication and Group Collaboration -- 3.4 Collecting and Analyzing Dynamic Learning Data Through the Teaching Platform -- 4 Follow-Up Work and Outlook -- References -- Effects of Visual Cue Design and Gender Differences on Wayfinding Using Mobile Devices -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Materials and Apparatus -- 2.3 Experimental Procedure -- 3 Results -- 3.1 Task Analysis -- 3.2 NASA-TLX Questionnaire Analysis -- 4 Discussion -- 5 Conclusions -- References -- Can I Talk to Mickey Mouse Through My Phone? Children's Understanding of the Functions of Mobile Phones -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Materials and Procedure -- 2.3 Coding of Justifications -- 3 Results -- 3.1 Event Descriptions -- 3.2 Event Experience -- 3.3 Reality Status Judgments -- 3.4 Justifications for Categorization Judgments -- 4 Discussion -- 4.1 Fantastical Events -- 4.2 Real Events -- References -- Design Innovation of Intangible Cultural Heritage: Challenges on the Basis of Mobile Phone Culture -- 1 Introduction -- 2 Current Status of ICH Mobile Apps in China -- 2.1 Large Amount of Content Information but Few Diversified Messages -- 2.2 Lack of Variation and Diversity in Presentation Forms.
2.3 No or Slow Update of Content and System -- 2.4 ICH App Design Uses Traditional Chinese Elements but Simply Arranges and Combines These Elements -- 2.5 Diversified Design of the Main Interface and Monotonous Design of the Secondary Interface for ICH Apps -- 3 Design Strategy for ICH Apps Based on User Experience -- 3.1 Setting the Objective of Inheriting ICH -- 3.2 Taking User Research as the Starting Point -- 3.3 Taking the Combination with Digital Media Technology as the Innovation Point -- 3.4 Taking the Integration of Traditional Chinese Aesthetic Design with Modern Design as the Breakthrough of Visual Design -- 3.5 Regarding User Experience as the Support Point -- 4 Conclusion -- References -- The Influence of Icons on the Visual Search Performance of APP List Menu -- 1 Introduction -- 2 Related Work -- 2.1 Digital Interface and Visual Search -- 2.2 Classification of Icons -- 3 Method -- 3.1 Experimental Design -- 3.2 Pre Experiments and Materials -- 3.3 Experimental Equipment, Participants, and Procedures -- 4 Result -- 4.1 Rate of Accuracy and Reaction Time -- 4.2 Fixation Count and Average Fixation Duration -- 4.3 First fixation Duration -- 4.4 Fixation Time -- 4.5 Heat Map and Eye Movement Contrail -- 5 Discussion -- 6 Conclusion -- References -- Usability Assessment of the XiaoAi Touch Screen Speaker -- 1 Introduction -- 2 Experiment Method -- 2.1 Method -- 2.2 Participants -- 2.3 Task Analysis -- 2.4 Think Aloud -- 2.5 Questionnaire -- 2.6 Interview -- 2.7 Data Collection Process -- 3 Analysis -- 3.1 Qualitative Data -- 3.2 Quantitative Data -- 4 Findings -- 4.1 Preliminary Ideas -- 4.2 Problems and Improvements -- 5 Conclusion -- References -- Insights and Lessons Learned from the Design, Development and Deployment of Pervasive Location-Based Mobile Systems ``in the Wild'' -- 1 Introduction -- 2 Systems and Studies -- 3 Related Work.
4 Methodology -- 5 Findings -- 5.1 Design Phase -- 5.2 Development Phase -- 5.3 Execution Phase -- 5.4 Data Analysis Phase -- 6 Conclusion -- References -- Designing the Security Enhancement Features in the Future Headphone Experience -- 1 Introduction -- 2 Related Works and the Taxonomy -- 2.1 Loss Protection (LP) -- 2.2 Ownership Protection (OP) -- 2.3 Data Protection (DP) -- 2.4 Case Study: iPhone -- 3 Headphone LOD Concept Design -- 3.1 LP Concepts -- 3.2 OP Concepts -- 3.3 DP Concepts -- 4 User Survey -- 4.1 Summary -- 4.2 Results -- 5 Discussion -- 5.1 Findings -- 5.2 Implications on Design -- 6 Conclusion -- References -- Usability Assessment of the OSMO Pocket Mini Sports Video Camera and Improvement Plan -- 1 Introduction -- 2 Methodology -- 2.1 Interview -- 2.2 Questionnaire with Feature Checklist -- 2.3 Think Aloud Protocol -- 2.4 Focus Group -- 3 Results -- 3.1 Interview -- 3.2 Questionnaire with Feature Checklist -- 3.3 Think Aloud Protocol -- 3.4 Focus Group -- 4 Findings and Improvement Plan -- 5 Conclusions -- 6 Limitations and Discussion -- Appendix. A-Interview Questions -- References -- The Design of a Mobile App to Promote Young People's Digital Financial Literacy -- 1 Introduction -- 2 Research Questions -- 3 Theoretical Background -- 3.1 The Affordances of Mobile Learning -- 3.2 Mobile Learning Design Approach: Digital Nudges -- 4 Methodology -- 4.1 Research Approach: Design Thinking -- 4.2 Research Design -- 5 Design Procedures -- 5.1 Phase 1: Empathize -- 5.2 Phase 2: Define -- 5.3 Phase 3: Ideate -- 5.4 Phase 4: Prototype -- 5.5 Phase 5: Test -- 5.6 Iteration -- 6 Discussion -- 6.1 Content Design Strategies -- 6.2 Delivery Design Strategies -- 7 Conclusion -- References -- DUXU for Extended Reality -- User Experience in Augmented Reality: A Holistic Evaluation of a Prototype for Assembly Instructions -- 1 Introduction.
2 Method -- 2.1 UX Evaluation Framework -- 2.2 Participants -- 2.3 Materials -- 2.4 Procedure -- 3 Results -- 3.1 Pre-questionnaire -- 3.2 Pragmatic Qualities -- 3.3 Hedonic Qualities -- 3.4 Summarized Results from the UX Testing -- 4 Discussion -- 5 Concluding Remarks -- References -- Virtual Reality and Ergonomics: Making the Immersive Experience -- 1 Introduction -- 2 Evolution of HMD -- 3 Measuring Cybersickness -- 4 VR Sickness and Ergonomics. -- 5 Immersion and Motion Sickness -- 5.1 Multissensory as Immediate and Intuitive Knowledge -- 5.2 Cybersickness - Perceptual Inconsistency of Presence and Non- Presence -- 6 Reducing Adverse Effects -- 7 Conclusion and Future Works -- References -- ExperienceDNA -- 1 Introduction -- 2 Framework Overview -- 2.1 Creating a Highly Immersive Product Testing Experience -- 2.2 Controlling the Product Testing Experience and Initiation of Interactions -- 2.3 Objective Measurement of Interactions, Cognitive-Affective States, and User Behavior -- 3 Applied Use Case -- 3.1 Setup -- 3.2 Procedure -- 3.3 Results -- 3.4 Comments on Findings -- 4 Discussion -- References -- A Study on VR Training of Baseball Athletes -- 1 Introduction -- 2 Literature Review -- 3 Overview of Tasks -- 3.1 Pre- and Post-Test Tasks -- 3.2 Fall Season Training Activities -- 3.3 Virtual Reality Training Tasks -- 4 Methods -- 4.1 Participants -- 4.2 Equipment -- 4.3 Procedures -- 4.4 Data Analysis -- 5 Results -- 6 Discussion -- References -- Augmented Reality Enhanced Traditional Paper Book Reading Experience Design: A Case for University Library -- 1 Introduction -- 2 Method -- 2.1 User Observation -- 2.2 User Interview -- 2.3 Empathy Map -- 2.4 Personas -- 3 Problem Definition -- 3.1 How Might We Brainstorm -- 3.2 User Requirements -- 3.3 Experience Objectives -- 4 Solutions -- 4.1 Product Definition -- 4.2 Software Architecture.
4.3 Task Flow -- 4.4 Low-Fidelity Model Display -- 4.5 Usage Flow -- 4.6 Usability Test -- 5 Discussions -- 6 Conclusions -- References -- Potential Integration of Virtual Reality and Sound for University Student Experience Therapy -- 1 Introduction -- 2 Literature Review -- 2.1 Preface -- 2.2 Virtual Reality Exposure Therapy and in Vivo Exposure Therapy -- 2.3 Music Therapy for SAD -- 2.4 Summary -- 3 Objective -- 3.1 Construction of Mental Model of SAD Patients as University Students -- 3.2 Research for Potential Integration of VR and Sound Therapy -- 4 Method -- 4.1 Questionnaire Formulation -- 4.2 Questionnaire Results -- 4.3 Interview -- 5 Results -- 5.1 Mental Model -- 5.2 Primary Integration and Testable Prototype -- 6 Discussion -- 6.1 Accordance with Previous Studies -- 6.2 Unexpected Results -- 7 Conclusion -- 7.1 Objective -- 7.2 Results -- 7.3 Significance -- 7.4 Limitation -- 7.5 Prospect -- References -- Practical Use of Edutainment Systems for Science Museums with XR Technology -- 1 Introduction -- 2 Motivation -- 3 Case 1: Corotama System -- 3.1 Introduction of "Corotama System" -- 3.2 Corotama System: Overview -- 3.3 The Creative Workshops Using the Corotama System -- 3.4 Findings from Use of the Corotama System -- 4 Case 2: Kuru-Kuru Disc Tops -- 4.1 Introduction of "Kuru-Kuru Disc Tops" -- 4.2 The Concept Behind This Content -- 4.3 The Creative Workshops Using the Kuru-Kuru Disc Tops System -- 4.4 Findings from Use of "Kuru-Kuru Disc" -- 5 Case 3: SUMO SONIC -- 5.1 Introduction of "SUMO SONIC" -- 5.2 The Concept Behind This Content -- 5.3 The Creative Workshops Using SUMO SONIC System -- 5.4 Findings from Use of the SUMO SONIC System -- 6 Edutainment Design Using XR+Crafting -- 6.1 Experiencer Side -- 6.2 Science Museum Side -- 7 Summary -- References.
Immersive and Interactive Digital Stage Design Based on Computer Automatic Virtual Environment and Performance Experience Innovation.
Record Nr. UNISA-996464522003316
Soares Marcelo M.  
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
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
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
Edizione [First edition.]
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2023]
Descrizione fisica 1 online resource (557 pages)
Disciplina 005.437
Collana Lecture Notes in Computer Science Series
Soggetto topico Human-computer interaction
User-centered system design
ISBN 3-031-35705-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
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.
Record Nr. UNISA-996542667603316
Cham, Switzerland : , : Springer, , [2023]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
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
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
Edizione [First edition.]
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2023]
Descrizione fisica 1 online resource (557 pages)
Disciplina 005.437
Collana Lecture Notes in Computer Science Series
Soggetto topico Human-computer interaction
User-centered system design
ISBN 3-031-35705-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
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.
Record Nr. UNINA-9910734858603321
Cham, Switzerland : , : Springer, , [2023]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Design, user experience, and usability . Part III : design thinking and practice in contemporary and emerging technologies : 11th international conference, DUXU 2022, held as part of the 24th HCI international conference, HCII 2022, virtual event, June 26 - July 1, 2022, proceedings / / Marcelo M. Soares, Elizabeth Rosenzweig, and Aaron Marcus, editors
Design, user experience, and usability . Part III : design thinking and practice in contemporary and emerging technologies : 11th international conference, DUXU 2022, held as part of the 24th HCI international conference, HCII 2022, virtual event, June 26 - July 1, 2022, proceedings / / Marcelo M. Soares, Elizabeth Rosenzweig, and Aaron Marcus, editors
Pubbl/distr/stampa Cham, Switzerland : , : Springer International Publishing, , [2022]
Descrizione fisica 1 online resource (500 pages)
Disciplina 004.019
Collana Lecture Notes in Computer Science Ser.
Soggetto topico Human-computer interaction
User-centered system design
ISBN 3-031-05906-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910578694703321
Cham, Switzerland : , : Springer International Publishing, , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Design, user experience, and usability . Part 1 : UX research, design, and assessment, 11th International Conference, DUXU 2022 held as part of the 24th HCI International Conference, HCII 2022, Virtual event, June 26-July 1, 2022, proceedings / / Marcelo M. Soares, Elizabeth Rosenzweig, and Aaron Marcus, editors
Design, user experience, and usability . Part 1 : UX research, design, and assessment, 11th International Conference, DUXU 2022 held as part of the 24th HCI International Conference, HCII 2022, Virtual event, June 26-July 1, 2022, proceedings / / Marcelo M. Soares, Elizabeth Rosenzweig, and Aaron Marcus, editors
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2022]
Descrizione fisica 1 online resource (563 pages)
Disciplina 004.019
Collana Lecture Notes in Computer Science Ser.
Soggetto topico Human-computer interaction
User-centered system design
ISBN 3-031-05897-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996478869503316
Cham, Switzerland : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui