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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
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