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 I |
Autore | Rau Pei-Luen Patrick |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing AG, , 2024 |
Descrizione fisica | 1 online resource (420 pages) |
Collana | Lecture Notes in Computer Science Series |
ISBN |
9783031608988
9783031608971 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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 I -- Cross-Cultural Design and User Experience -- Persuasive Determinants of Physical Activity in Adults: Cultural Differences and the Moderating Effect of Gender and Age -- 1 Introduction -- 2 Background and Related Work -- 2.1 Culture and Human Behaviour -- 2.2 Culturally Relevant Persuasive Technology -- 2.3 HBM and Theory-Driven Behaviour Change Systems -- 3 Method -- 3.1 Measurement Instrument -- 3.2 Participants Recruitment -- 4 Data Analysis -- 4.1 Model Validity and Reliability -- 5 Result -- 5.1 General Model - Saudi Arabians vs. Canadians -- 5.2 Moderating Effect of Gender and Age -- 6 Discussion -- 6.1 Using Our Results to One-Size-Fits-All and Personalized Physical Activity App Design -- 6.2 Mapping the Determinants to Persuasive Strategies -- 6.3 Limitations and Future Work -- 7 Conclusion -- References -- Design Innovation Based on the Material Experience and Tactile Prompting -- 1 Introduction -- 2 Literature Review -- 2.1 Material Experience -- 2.2 Haptic Cognition Model -- 2.3 Tactile Prompting and AI-co-Creation -- 3 Method and Material -- 3.1 Research Method: HDD -- 3.2 Stimuli and Empirical Design Project -- 3.3 Participants and Procedures -- 3.4 Research Instrument -- 4 Results and Discussions -- 4.1 The Creation of HDD Project -- 4.2 Varying Capabilities of HDD Application -- 4.3 The Innovation via Tactile Prompting with AI-co-Creation -- 5 Conclusions -- References -- Behavioral Lock Screen Application Practice Based on Gamification Design Method -- 1 Introduction -- 2 Gamification Theories and Methods.
3 Introduction of Behavioral Lock Screen Application -- 4 Practical Implementation Process -- 4.1 Discovery -- 4.2 Problem Definition -- 4.3 Determine Gamification Theme -- 4.4 Develop -- 4.5 Delivery and Implementation -- 4.6 Data Feedback -- 4.7 Iterative Design Based on Data Feedback -- 5 Conclusion -- References -- Shaping a Longevity Service Through Visual, Tangible, Cultural, and Social Artifacts -- 1 Introduction -- 1.1 Longevity Economics and Experience-Driven Service Industries -- 1.2 Research Hypothesis and Questions -- 2 Literature Review -- 2.1 Longevity Planning Blocks (LPBs) and Tangible Artifacts -- 2.2 Cultural and Social Artifacts -- 2.3 Experience Prototype -- 2.4 Think-Aloud Approach -- 3 Research Methods, Process, and Results -- 3.1 Recruitment -- 3.2 Visual and Tangible Prototypes of Longevity Services -- 3.3 Semi-structured Interview -- 3.4 D4L Service Considerations Through Various Lenses -- 4 Discussion and Next Steps -- 4.1 Translated Three Different Formats: Verbal, Visual, and Tangible -- 4.2 Create and Explore the Value of Make-to-Think Spirit -- 4.3 Consider Design Solutions Through Individual, Communal, and Social Lenses -- 5 Conclusion -- References -- Room Acoustic Design for Open Plan Interior in Dwelling House -- 1 Introductions -- 1.1 Research Background -- 1.2 Research Purposes -- 2 Project Practices -- 2.1 The Design Implement -- 2.2 Indoor Sound Environment -- 2.3 Sound Absorption Usage -- 3 Objective Evaluation -- 3.1 Computer Simulation -- 3.2 Field Verification -- 3.3 Sound Proof Exterior -- 4 Results -- 4.1 Computer Simulation -- 4.2 Field Verification -- 5 Discussion -- References -- Designing Virtual Spaces for Cross-Cultural Engagement: A Focus on Young Adults and Regional Cultural Elements -- 1 Introduction -- 1.1 Background -- 1.2 Research Objectives and Significance. 2 Literature Review and Related Work -- 2.1 Exploration and Challenges in the Design of Cross-Cultural Virtual Spaces -- 2.2 The Application of Virtual Reality in Cross-Cultural Communication and Education -- 2.3 Cultural Acceptance and Interactive Behavior of Young Adults -- 2.4 Cultural Symbols and High-Low Context Virtual Spaces -- 3 Methodology -- 3.1 Data Collection -- 3.2 Quantitative Data Analysis -- 3.3 Ethical Considerations -- 3.4 Virtual Space Design Samples -- 4 Data Collection and Analysis -- 4.1 Data Preparation and Preprocessing -- 4.2 Descriptive Statistical Analysis -- 4.3 Inferential Statistical Analysis -- 4.4 Discussion and Limitations -- 5 Conclusion -- 5.1 Key Findings -- 5.2 Conclusions and Recommendations -- 5.3 Limitations and Future Directions -- References -- Interactive Experience Design of Indoor Lamps Based on the Concept of Emotionalization -- 1 Introduction -- 2 Indoor Lamps and Lanterns Development Status and Inter-issues (Problems) -- 2.1 Analysis of Market Conditions -- 2.2 Problems with Indoor Lighting -- 2.3 Trends in Interior Lighting Design Under Emotional Demands -- 3 Related Theories -- 3.1 Emotional Design Concepts -- 4 Emotional Expression of Interior Lighting Design -- 4.1 Emotional Design at the Instinctive Level -- 4.2 Emotional Design at the Behavioral Level -- 4.3 Emotional Design at the Reflective Level -- 5 Indignant Interior Luminaire Design Practices -- 5.1 Design Orientation -- 5.2 Product Design Innovation Points -- 6 Conclusion -- References -- Developing a Co-eating Agent for Food Education -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Co-eating Agent -- 2.3 Food Education Workshop -- 2.4 Environment -- 2.5 Data Collection and Analysis -- 2.6 Experimental Procedures -- 3 Results -- 3.1 Co-eating Experience -- 3.2 Impression of the Co-Eating Agent. 3.3 Learning Satisfaction and Learning Outcome -- 3.4 Relationship Between the Impression and Learning Outcome. -- 4 Discussion -- 4.1 Learning Satisfaction and Learning Outcome in Food Education Provide by Co-eating Agent -- 4.2 The Role of Co-eating Agent in Food Educational Workshop -- 5 Conclusion -- References -- The Impact of Short-Video Application Affordances on Cross-Cultural User Engagement Behavior Intention: Based on SOR Model -- 1 Introduction -- 2 Theoretical Background and Hypothesis Building -- 2.1 SOR Model -- 2.2 Technology Affordance as Stimulus -- 2.3 Perceived Self-efficacy as Organism -- 2.4 Behavioral Engagement Intention as Response -- 3 Methodology -- 3.1 Data Collection and Analysis -- 3.2 Measurements -- 3.3 Reliability and Validity -- 3.4 Structural Equation Model -- 4 Discussion -- References -- A Gamified Approach on Inducing Energy Conservation Behavior -- 1 Introduction -- 2 Literature Review -- 2.1 Gamification and Behavior Change -- 2.2 Energy-Saving Behaviors and Motivation -- 2.3 Gamification in the Domain of Energy -- 3 Research Framework and Hypotheses -- 3.1 Theoretical Framework -- 3.2 Hypotheses -- 4 Methodology -- 4.1 Experiment Design -- 4.2 Experiment Tasks -- 4.3 Measurements -- 5 Results -- 5.1 Participants' Profile -- 5.2 Model Evaluation -- 5.3 Energy-Reducing Behavioral Results -- 5.4 Correlation Test -- 6 Discussion and Conclusion -- 6.1 Discussion -- 6.2 Limitations and Future Recommendations -- 6.3 Conclusion -- References -- The Impact of Color-Touch Cross-Modal Correspondence on the Temporal Integration of Multimodal Information -- 1 Introduction -- 1.1 Significance -- 1.2 Theoretical Background -- 1.3 Related Temporal Concepts -- 2 Research Framework -- 3 Methods -- 3.1 Participants -- 3.2 Apparatus and Stimuli -- 3.3 Experimental Design -- 3.4 Tasks and Procedures -- 3.5 Data Analysis. 4 Results -- 4.1 Cross-Modal Correspondences -- 4.2 One-Way ANOVA to Accuracy and Reaction Time -- 4.3 SOA, ABS and Occurrence Sequence -- 4.4 Types and Stimuli Intensity -- 4.5 Other Conclusions Regarding Specific Levels of SOA -- 4.6 Discussion -- 5 Conclusion -- References -- Exploring Cross-Disciplinary Design Dialogues: A Case-Study Workshop on Designing Medical Interfaces and the Integration of the 'Check' Methodological Canvas -- 1 Introduction -- 1.1 Challenges and Opportunities of a Collaboration Between Designers and Medical Companies -- 1.2 The Culture of Designing Interfaces -- 2 Methods -- 2.1 General Principles of Designing Interfaces -- 2.2 Case-Study: Designing User Interface for an Inhalation Anesthesia Device -- 2.3 Pedagogical Methodology -- 3 Results and Discussion -- 3.1 Redesigning the Interface of the Inhalation Anesthesia Device -- 3.2 Pedagogy and Necessary Design Skills -- 3.3 Collaboration Between Designers and Companies, Conclusions -- References -- Cross-Cultural Product Design -- Discussion on Common Audience's Cognitive Differences of Cultural Commodities - Taking Contemporary Lighting Design as an Example -- 1 Introduction -- 2 Theoretical Background and Literature Review -- 2.1 The Development and Value of Paper Lantern Culture -- 2.2 Cultural Commodities and Cultural Codes -- 2.3 Audience Cognition Model of Cultural Commodities -- 3 Materials and Methods -- 3.1 The Cultural Codes of Paper Lanterns -- 3.2 Case Introduction -- 3.3 Questionnaire Design -- 4 Results and Discussion -- 5 Conclusion -- References -- Angular vs. Rounded Perception? The Eye-Tracking Study of Cross-Cultural Differences in Visual Perception of the Relationship Between Product Outline and Its Surface Texture -- 1 Introduction -- 2 Literature Review -- 2.1 The Self-construction of "Individualism" and "Collectivism". 2.2 Aesthetic Preference of "Shape". |
Record Nr. | UNINA-9910865289203321 |
Rau Pei-Luen Patrick
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Cham : , : Springer International Publishing AG, , 2024 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
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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 |
Autore | Rau Pei-Luen Patrick |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing AG, , 2024 |
Descrizione fisica | 1 online resource (441 pages) |
Collana | Lecture Notes in Computer Science Series |
ISBN |
9783031609138
9783031609121 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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. |
Record Nr. | UNINA-9910865290403321 |
Rau Pei-Luen Patrick
![]() |
||
Cham : , : Springer International Publishing AG, , 2024 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
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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 III |
Autore | Rau Pei-Luen Patrick |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing AG, , 2024 |
Descrizione fisica | 1 online resource (377 pages) |
Collana | Lecture Notes in Computer Science Series |
ISBN |
9783031609046
9783031609039 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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 III -- Cross-Cultural Tangible and Intangible Heritage -- Nature's Canvas: Exploring Landscape Through Cyanotype Assemblage Art -- 1 Introduction -- 2 Related Works -- 3 Methods -- 3.1 Exploratory Field Research -- 3.2 Cyanotype Photography and Assemblage -- 4 Results and Discussion -- 5 Conclusion -- References -- Research on the Design of Art Derivatives from the Perspective of Digital Culture and Tourism: A Case Study of Works with Jiangsu Regional Themes -- 1 Introduction -- 2 Design Theory of Jiangsu Regional Theme Art Derivatives -- 2.1 Cultural Connotation and Artistic Characteristics -- 2.2 Design Strategy for Regional Themed Art Derivatives -- 3 Application of Digital Innovation Technologies in Art Derivative Design -- 3.1 Virtual Reality (VR) and Augmented Reality (AR) Technologies -- 3.2 Artificial Intelligence (AI) and Generative Art -- 3.3 Digital Platforms and E-Commerce -- 4 Case Study on the Design of Regional-Themed Art Derivatives in Jiangsu Province -- 4.1 Case Study of Jinling Diagram Digital Art Exhibition -- 4.2 Digital Intelligence Technologies Empower Regional-Themed Art Derivatives -- 5 Conclusion -- References -- Exploring Innovative Models of Guizhou Miao Embroidery from a Digital Perspective -- 1 Introduction -- 2 Establish the Gene Pool of Miao Embroidery Culture -- 2.1 The Function of Recording Patterns -- 2.2 Designers Connect to the Miao Embroidery Database -- 3 The Collection and Analysis of Miao Embroidery Craftsmen's Data -- 3.1 Handicraft Level -- 3.2 Working Age -- 3.3 Good at Embroidery.
4 Construction of Miao Embroidery Pattern Database in Colleges and Universities -- 4.1 Needlework -- 4.2 Patterns -- 4.3 Color -- 5 Establishment of Chinese Patterns Online Museum Database--Wen Zang Website -- 6 Digital Enabling to Open up "Online Market" for Miao Embroidery -- 6.1 Standardization of Production -- 6.2 Product Scale -- 7 Conclusions -- References -- Exploring the Recognition of Illustration Styles in Marine Culture - "The Case of Fishermen's Painting in East Zhejiang Province as an Example" -- 1 Introduction -- 1.1 Research Motivation -- 1.2 Research Purpose -- 2 Literature Review -- 2.1 Literature Review on Fishermen's Paintings -- 2.2 Exploration of Painting Styles -- 3 Research Methodology -- 4 Results and Discussion -- 4.1 MDS (Multidimensional Scaling) Analysis -- 4.2 Gender and Professional Background Layer Cognitive Analysis -- 5 Conclusion and Recommendations -- References -- Unveiling User Cognitive Ergonomics Excellence: Digitally Redesigning Traditional Chinese Textile Patterns -- 1 Introduction -- 2 Research Content -- 2.1 Aesthetic Innovation and User Cognitive Ergonomics -- 2.2 The Interplay of Body and Pattern -- 2.3 Designing in the Metaverse -- 2.4 Data as a Medium for Creativity -- 3 Methods -- 3.1 User Experience Ecosystem Perspective -- 3.2 IPII Design Approach -- 3.3 Cognition in Traditional Versus Digital Media -- 3.4 Interactive Exhibition Design -- 4 Conclusion -- References -- A Study on the Audience's Perception Differences of the "New Culture" Animated Movie "A Journey of Thirty Thousand Kilometers in Chang'an" -- 1 Introduction -- 2 Literature Review -- 2.1 The Significance of "New Culture" -- 2.2 Emotional Perception of Film Viewers -- 2.3 Audience Cognitive Differences in Animated Films with Traditional Cultural Themes -- 3 Research Objects and Methods -- 3.1 Research Methods. 3.2 Sample Collection of Questionnaires -- 4 Results -- 4.1 Reliability and Validity Analysis -- 4.2 Analysis of Gender Differences in Various Variables -- 4.3 Analysis of Age Differences in Various Variables -- 4.4 Analysis of Professional Differences in Various Variables -- 4.5 Analysis of Educational Attainment Differences in Various Variables -- 4.6 Analysis of Viewing Methods Differences in Various Variables -- 5 Conclusion and Suggestions -- References -- Cross-Media Digital Form Design and Comparative Measurement of Intangible Cultural Heritage in Zhuhai: Promoting Cultural Exchange and Global Communication -- 1 Research Background -- 2 Literature Review -- 2.1 Communication of Intangible Cultural Heritage (ICH) and Digital Media Forms -- 2.2 The Discrepancy in Communication Effectiveness of Media Forms -- 3 Research Methodology -- 3.1 Focus Groups -- 3.2 Experimental Methods -- 3.3 In-Depth Interviews -- 4 Analysis of Results -- 4.1 Experimental Data Analysis -- 4.2 Interview Data Analysis -- 5 Discussion -- 5.1 Effectiveness Evaluation of Digital Media Form Designs -- 5.2 The Relationship Between Audience Cultural Background and Choice of Digital Media Forms -- 5.3 The Key Role of Cross-Media Form Design in Cultural Communication and Preservation -- 6 Conclusions -- References -- Information Visualization Expression of Cultural Heritage and Innovation of Communication Paradigm Paths - The Overseas Communication of "The Compendium of Materia Medica" as an Example -- 1 Historical Value of the Materia Medica and the Current Status of Its Dissemination -- 2 Research Perspectives -- 2.1 Cross-disciplinary Based Research Perspectives -- 2.2 Perspectives Based on User Research -- 2.3 Research Perspectives Based on the Integration of Science and Art -- 2.4 Research Perspective Based on Theory to Practice -- 3 Object and Main Content of the Study. 4 The Specific Path of Informatization Expression of the Materia Medica -- 4.1 Visualization Design of Cultural Gene Mapping of Materia Medica -- 4.2 Role-Playing Game Design of "Compendium of Materia Medica" -- 5 Conclusion -- References -- Digital Interactive Experience Design Based on Guangxi Yao Ethnic Embroidery Patterns -- 1 Introduction -- 2 Regional Culture of the Yao Ethnic Group -- 3 Significance of Yao Ethnic Embroidery in Guangxi -- 3.1 Characteristics of Yao Ethnic Embroidery Patterns -- 3.2 Extraction of Stylistic Features of Embroidery Patterns in Various Yao Subgroups in Guangxi -- 4 The Significance of Yao Ethnic Embroidery Patterns in Yao Culture in Guangxi -- 4.1 The Relationship Between Yao Ethnic Embroidery Patterns and Traditional Yao Culture -- 4.2 Symbolic Significance and Social Functions of Yao Ethnic Embroidery Patterns in Guangxi -- 4.3 Social Interaction and Ritual Activities of Yao Ethnic Embroidery Patterns in Guangxi -- 4.4 Economic Income and Ethnic Industry of Yao Ethnic Embroidery in Guangxi -- 5 Designing Digital Interactive Experiences for Yao Ethnic Embroidery Patterns in Guangxi -- 5.1 Digital Creation of Yao Ethnic Embroidery Patterns in Guangxi -- 5.2 Digital Exhibition of Yao Ethnic Embroidery Patterns in Guangxi -- 5.3 Community Interaction and Interactive Learning Module -- 5.4 Customization Services for Yao Ethnic Embroidery Patterns in Guangxi -- 5.5 Virtual Reality Interactive Experience of Yao Ethnic Embroidery Patterns in Guangxi -- 6 Conclusion -- References -- Engaging Children in Cultural Heritage Through Book Craft: An Interaction Design Approach -- 1 Introduction -- 2 Related Work -- 3 Methods -- 3.1 Stage 1: Understanding Users and Their Needs -- 3.2 Stage 2: Framing the Information Architecture -- 3.3 Stage 3: Designing Interactive Elements -- 3.4 Stage 4: Testing and Refinement. 3.5 Stage 5: Implementing the Final Design -- 4 Results and Discussion -- 5 Conclusion -- References -- Application of Motion Capture Technology in Ethnic Costume Cultural and Creative Products: Taking Guangxi Zhuang Ethnic Culture as an Example -- 1 Instruction -- 2 Development Opportunities for Ethnic Costume Cultural and Creative Products in the Digital Era -- 2.1 Enhancing the Dissemination Speed of Ethnic Culture Through the Digital Transformation of Creative Products -- 2.2 Enriched Digital Creative Presentations Promote the Diversified Development of Ethnic Culture -- 3 The Application Value of Motion Capture Technology in Fashion Cultural Creative Products -- 3.1 Promoting the Digitization of Ethnic Fashion Products -- 3.2 Classification and Characteristics of Motion Capture Technology -- 3.3 Enhancing the Cross-Platform and In-Depth Dissemination of Ethnic Costume Culture -- 4 Application of Motion Capture Technology in Cultural and Creative Products Featuring Ethnic Costumes -- 4.1 Design Planning for Digital Creative Products Featuring Ethnic Costumes -- 4.2 Application of Motion Capture Technology in Cultural and Creative Product Design for Ethnic Costumes -- 5 Conclusion -- References -- The Digital Integration Path of Aesthetic Education and Ideological Education: Based on the Design Application of China's Yao Ethnic Group's Ecological Textile Process -- 1 Introduction -- 2 Basic Functions of Ecological Textile Process of the Yao Ethnic Group in Guangxi -- 2.1 Protective and Health Preservation Function -- 2.2 Identity Recognition Function -- 2.3 Historical Documentation Function -- 2.4 Decorative and Beautification Function -- 3 Value Analysis of Yao Ethnic Group's Ecological Textile Processes -- 3.1 Analysis of Historical Value -- 3.2 Analysis of Aesthetic Education Value -- 3.3 Analysis of Intellectual Value. 4 Digital Integration Path: Innovative Strategies Based on Yao Ethnic Group's Ecological Textile Craftsmanship. |
Record Nr. | UNINA-9910865287603321 |
Rau Pei-Luen Patrick
![]() |
||
Cham : , : Springer International Publishing AG, , 2024 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
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 II |
Autore | Rau Pei-Luen Patrick |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing AG, , 2024 |
Descrizione fisica | 1 online resource (338 pages) |
Collana | Lecture Notes in Computer Science Series |
ISBN |
9783031609015
9783031609008 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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 II -- Cross-Cultural Communication and Interaction -- Construction and Evaluation of Digital Experience Evaluation Index System in the Communication Industry -- 1 Introduction -- 2 Concept Definition and Research Foundations -- 2.1 Definition of Digital Experience Concept -- 2.2 The Industry Research Base for Digital Experience Evaluation -- 3 Research Design -- 3.1 Sample Selection and Data Sources -- 3.2 Basic Principles of Modeling -- 3.3 Model Building -- 3.4 Evaluation Methodology -- 4 Analysis of Evaluation Results -- 4.1 Summary of Overall Conclusions -- 4.2 Comparative Analysis of Different Generations of Users -- 4.3 Comparative Analysis of Users in Different Geographic Regions -- 5 Analysis of Causes and Recommendations -- 5.1 Analysis of the Reasons for the Current State of the Digital Experience -- 5.2 Suggestions for Enhancement Digital Experience -- References -- Understanding How Virtual 360-Degree Videos Generate Behavioral Intention to Visit Projected Destinations -- 1 Introduction -- 2 Theoretical Background and Hypothesis Development -- 2.1 Storytelling and Immersion -- 2.2 Authenticity and Telepresence -- 2.3 Authenticity and Immersion -- 2.4 Authenticity and Joy -- 2.5 Informativeness and Immersion -- 2.6 Telepresence and Behavioral Intention to Visit -- 2.7 Immersion and Behavioral Intention to Visit -- 2.8 Joy and Behavioral Intention to Visit -- 3 Materials and Method -- 3.1 Research Method -- 3.2 Descriptive Statistics -- 4 Results -- 5 Discussion -- 5.1 Theoretical Implications -- 5.2 Practical Implications -- 6 Conclusion.
References -- The Human-Computer Dynamic Structural Analysis of Interactive Installations -- 1 Introduction -- 2 Human-Technology Relationship -- 2.1 Embodiment Relations -- 2.2 Hermeneutic Relations -- 2.3 Alterity Relations -- 2.4 Background Relations -- 3 Human-Computer Dynamic Structure Relationship -- 3.1 Dynamic Passive Structure -- 3.2 Dynamic Interactive Structure -- 3.3 Dynamic Interactive Crossing Structure -- 3.4 Dynamic Intelligence Structure -- 4 Conclusion -- References -- The Study of Cross-Cultural Differences in Online Visual Merchandising of Imagery Fluency and Pleasure Between Eastern and Western Consumers -- 1 Introduction -- 2 Literature Review -- 2.1 Online Visual Merchandising -- 2.2 Imagery Fluency -- 2.3 Cross-Cultural Differences -- 3 Hypotheses -- 4 Experiment -- 4.1 Method -- 4.2 Results and Discussion -- 5 General Discussion -- References -- IPSD-EM Experience Evaluation System for Internet of Things Solution -- 1 Background -- 1.1 Internet of Things -- 1.2 Internet of Things Solutions -- 2 Building the IPSD-EM Experience Evaluation System -- 2.1 The Service of IoT Solution -- 2.2 The Usability Evaluation of IoT Solution -- 3 Application of the IPSD-EM Experience Evaluation System -- 3.1 Scoring Criteria for Different Kinds of Indicators -- 3.2 Experience Evaluation Data Presentation -- 3.3 Experience Evaluation Benchmarking Analysis -- 4 Conclusion -- References -- Addressing Cross-Cultural Design Challenges in Social Media Platforms: A Human-Computer Interaction Perspective -- 1 Introduction -- 1.1 Background and Challenges -- 1.2 Purpose and Significance of the Study -- 2 Related Works -- 3 Methodology -- 3.1 Exploring the Functions of Social Media Platforms -- 3.2 Survey on Social Media Usage Needs in Multicultural Contexts -- 4 Results -- 4.1 Results of the Multicultural Survey Analysis -- 4.2 Analyzing the Results. 5 Conclusion -- References -- Comparative Case Studies: Cross-cultural Communication Strategies of the Digital Platforms of Global Trade Fairs -- 1 Introduction -- 2 Literature Review -- 2.1 Digital Transformation in Trade Fair Industry -- 2.2 Cross-cultural Communication Considerations -- 3 Research Methodology -- 4 Findings and Discussions -- 4.1 Overview of Digitalization Approaches -- 4.2 Commonalities and Differences Among Platforms -- 4.3 Cross-cultural Communication Differences -- 4.4 Effective Practices for Online Engagement -- 4.5 Key Considerations for Communication Design -- 5 Conclusions -- References -- Exploring User Engagement with Smartwatch Health Services: A Comparative Study Between Taiwan and Singapore -- 1 Introduction -- 2 Literature Review -- 2.1 Health Attitudes -- 2.2 The Role of Smartwatches in Health -- 2.3 User Experiences and Continuance with Smartwatches -- 3 Methodology -- 4 Results -- 5 Discussion -- 5.1 Health Attitude -- 5.2 The Roles of Smartwatches -- 5.3 Perceived Persuasiveness -- 5.4 Satisfaction -- 5.5 Continuance Intention -- 6 Conclusion -- References -- Research on the Design of Digital Interactive Medical Goggles with Integrated Modeling -- 1 Medical Goggles Status and Problem Analysis -- 2 Theoretical Foundations -- 2.1 Entropy Weight Method -- 2.2 Kano Model -- 2.3 QFD-TRIZ -- 2.4 Design Process Under Entropy Weight Method-Kano-QFD-TRIZ Integration Model -- 3 Design Process -- 3.1 Technical Function Analysis of Medical Goggle Products -- 3.2 Establishing and Defining User Requirements -- 3.3 Design Quality House Construction and Analysis -- 4 Specific Program Design -- 4.1 Design Description -- 4.2 Design Evaluation -- 5 Conclusion -- References -- Exploring the Impact of Emotional Valence in Advertisements and Compassion Fade on Donation Intention for War Victims -- 1 Introduction. 1.1 Research Background -- 1.2 Research Objectives -- 2 Literature Review -- 2.1 Prospect Theory and Message Framing Effectiveness -- 2.2 Theory of Planned Behavior and Donation Intentions -- 2.3 Emotions and Decision-Making in Charitable Giving -- 2.4 Compassion Fade and Victim Identifiability in the Ukraine War -- 3 Method -- 3.1 Experimental Design and Participants -- 3.2 Stimulus Materials -- 3.3 Measures -- 4 Results -- 4.1 Effects of Frame Valence on Attitudes -- 4.2 Effects of Attitudes on Donation Intentions and Amounts -- 4.3 Frames' Effects on Emotions and Mediating Effects of Emotions on Attitudes and Donation Intention -- 4.4 Effects of Compassion Fade -- 4.5 Frames' Effects on Emotions and Mediating Effects of Emotions on Donation Intention and Intended Donation Amount -- 5 Discussion and Conclusion -- 5.1 Positive Framing Leads to Improved Attitudes and Higher Donation Intentions -- 5.2 The Effects of Compassion Fade -- 5.3 The Mediating Role of Hope -- 5.4 Limitations and Future Directions -- References -- Research on the Collaborative Mechanism of Project Robots in Online Knowledge Production Communities: An Analysis of GitHub -- 1 Introduction -- 2 Literature Review -- 3 Data and Methods -- 3.1 Data Collection -- 3.2 Measurement Model -- 4 Results and Analysis -- 4.1 Template Bot and Dedicated Bot -- 4.2 The Impact of Dedicated Bots on Online Knowledge Collaboration -- 4.3 The Effect of Dedicated Bots on the Popularity of Projects in Knowledge Collaboration -- 5 Further Discussion -- 6 Conclusion -- References -- The Application of Immersive Virtual Digital Imaging Art in Cross-Cultural Communication of Internet Aesthetics Education -- 1 Introduction -- 1.1 The Formation of Aesthetic Education on the Internet -- 1.2 The Current Status of the Dissemination of Aesthetic Education on the Internet -- 2 Literature Review. 2.1 Immersive Virtual Digital Image Art -- 2.2 Aesthetic Education on the Internet -- 2.3 Cross-Cultural Communication -- 3 Practical Creation of Virtual Digital Image Art in Intercultural Communication of Internet Aesthetic Education -- 3.1 Content Overview -- 3.2 Display Form -- 3.3 Exhibition Entrance -- 4 Experimental Effect Evaluation -- 4.1 Experimental Object -- 4.2 Experimental Design -- 5 Experimental Results -- 5.1 User Aesthetic Experience Evaluation -- 5.2 User Interaction Experience Evaluation -- 5.3 User Immersion Experience Evaluation -- 5.4 User Emotional Experience Evaluation -- 5.5 Result -- 6 Discussion and Conclusions -- References -- Research on the Application of Design Thinking in Sustainable Food Design-Taking the Afternoon Tea on Earth Day as an Example -- 1 Introduction -- 2 Literature Review -- 2.1 Food Design -- 2.2 Design Thinking -- 2.3 Food Design and Sustainable Design -- 3 Research Methods -- 4 Design Case Analysis -- 4.1 Cognitions of The Afternoon Tea on Earth Day -- 4.2 Behaviors of The Afternoon Tea on Earth Day -- 4.3 Experiences of The Afternoon Tea on Earth Day -- 4.4 Sympathies of The Afternoon Tea on Earth Day -- 5 Discussion -- 6 Conclusions -- References -- To Split or Not to Split? Evaluating IA Roles Providing Knowledge and Emotional Support -- 1 Introduction -- 2 Related Studies and Hypotheses -- 3 Method -- 3.1 Experiment Design -- 3.2 Participants and Task -- 3.3 Procedure -- 3.4 Measures -- 3.5 Apparatus and Manipulation -- 4 Results -- 4.1 Task Performance and Cognitive Load -- 4.2 Subjective Evaluation -- 4.3 Discussion -- 5 Conclusion -- References -- Cultural Perception, Attention and Information Processing -- A Study of Differences in Audience Affective Perceptions of Non-heritage Documentaries -- 1 Introduction -- 2 Literature Review -- 2.1 Documentary on Intangible Cultural Heritage. 2.2 Emotional Cognition. |
Record Nr. | UNINA-9910865271403321 |
Rau Pei-Luen Patrick
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Cham : , : Springer International Publishing AG, , 2024 | ||
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Lo trovi qui: Univ. Federico II | ||
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Cross-Cultural Design [[electronic resource] ] : 15th International Conference, CCD 2023, Held as Part of the 25th International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II / / edited by Pei-Luen Patrick Rau |
Autore | Rau Pei-Luen Patrick |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (549 pages) |
Disciplina | 004.019 |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Software engineering Application software Computer networks User Interfaces and Human Computer Interaction Software Engineering Computer and Information Systems Applications Computer Communication Networks |
ISBN | 3-031-35939-9 |
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 -- 15th International Conference on Cross-Cultural Design (CCD 2023) -- HCI International 2024 Conference -- Contents - Part II -- User Experience Design in Emerging Technologies -- An Exploration of How Aesthetic Pleasure is Related in Lighting Design -- 1 Introduction -- 2 Literature Review -- 2.1 Aesthetic Pleasure and Product Appearance -- 2.2 Elements of Lighting Design that Bring Pleasure -- 2.3 From Rational Needs to Emotional Needs -- 3 Research Methodology -- 4 Results and Discussions -- 4.1 Conjoint Analysis for Relative Importance of Each Attribute of the Products -- 4.2 Correlation Between Pleasure and Happiness -- 5 Conclusions -- References -- Effect of Editing Photos by Application on Chinese Facial Impression Perception -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Experimental Materials -- 2.3 Photo Rating Experiment -- 2.4 Data Analysis -- 3 Results and Discussion -- 4 Conclusion -- References -- Design Optimization of Adjustable Filter Rod Based on User Experience -- 1 Introduction -- 2 Literature Review -- 3 User Experience of Adjustable Filter Rod -- 4 Optimization Design Method of Adjustable Filter Rod Based on User Experience -- 4.1 Experimental Materials -- 4.2 Experimental Equipment -- 4.3 Participants -- 4.4 Experimental Process -- 5 Experimental Results and Analysis -- 5.1 Preliminary Scheme Design -- 5.2 Optimize Scheme Design -- 6 Conclusion -- References -- Lighting Cognition Predict Model From Physiological Signals - A Pilot Study -- 1 Introduction -- 2 Methodology -- 2.1 Data Collection -- 2.2 Experiment Questionnaire Validation -- 2.3 Feature Extraction -- 2.4 Feature Analysis -- 3 Result and Discussion -- 3.1 Lighting Cognition.
3.2 Physiological Feature Selection -- 4 Conclusion -- References -- Research on User Satisfaction of Gamification Elements in Short Video Applications: A Comprehensive Method Based on Kano Model -- 1 Introduction -- 2 Related Research on Gamification Elements -- 2.1 The Discussion of Gamification Elements -- 2.2 Characteristics and Categories of Gamification Elements -- 2.3 Gamification Elements in Short Video Applications -- 3 Design Method and Data Analysis -- 3.1 Satisfaction and Satisfaction Measurement -- 3.2 KANO Model -- 3.3 KANO Questionnaire Design and Definition of Characteristic Attributes -- 4 Results -- 4.1 KANO Model Analysis -- 4.2 Better-Worse Coefficient Analysis -- 4.3 Short Video Game Satisfaction Analysis -- 5 Discuss -- 6 Conclusion and Prospect -- Appendix 1 Classification of Gamification Elements in Short Videos -- Appendix 2 Questionnaire -- References -- Visual Attention Analytics for Individual Perception Differences and Task Load-Induced Inattentional Blindness -- 1 Introduction -- 2 Literature Review -- 3 Methodology -- 3.1 Participants -- 3.2 Apparatus -- 3.3 Experimental Design -- 3.4 Data analysis -- 4 Results -- 4.1 H1: The Eye Movement Metrics of IBs and Non-IBs are Different -- 4.2 H2: Perception Differences Have a Significant Impact on Eye Movement Metrics -- 4.3 H3: Task Load has a Significant Impact on Eye Movement Metrics -- 4.4 H4: Perception Differences and Task Load Have Significant Interactive Effects on Eye Movement Metrics -- 5 Conclusions -- Appendix -- References -- Analysis of the Influence of Visual Design Elements of Regional Traditional Culture in Human-Computer Interaction -- 1 Introduction -- 2 Research Status and Development Trend -- 3 Design Principles and Methods of Visual Elements of Regional Traditional Culture in Interactive Media -- 3.1 Case Study Analysis. 4 Innovation of Visual Elements in Human-Computer Interaction -- 5 Results and Discussion -- References -- How to Select the Force Setting of the Exoskeleton? The Effect of Working Height, Hand Posture on Assisting Force -- 1 Introduction -- 2 Methodology -- 2.1 Experimental Participants -- 2.2 Experimental Device -- 2.3 Experimental Design -- 2.4 Experimental Process -- 3 Results -- 3.1 Descriptive Statistics and the Normal Probability Tests -- 3.2 The Results of Experiment -- 4 Discussions and Conclusions -- 5 Limitation and Future Research -- References -- SeeCC: An Online Cross-Cultural Communication Aid to Improve Communication and Cooperation Performance -- 1 Introduction -- 1.1 Training Tools to Develop Cross-Cultural Skills -- 1.2 How Culture Manifests Itself in OCCC -- 1.3 Aim and Research Questions -- 2 Design of SeeCC -- 2.1 Function Design -- 2.2 Interface Design -- 3 Experiment Methods -- 3.1 Participants -- 3.2 Experiment Procedure -- 3.3 Experiment Platform -- 3.4 Collaborative Task Design -- 3.5 Measurements -- 4 Results -- 4.1 Correlation Analysis -- 4.2 The effects of SeeCC in Skill and Performance Improvement -- 4.3 Influences of SeeCC on Chatting Behavior -- 5 Discussion -- 5.1 Effects of SeeCC in Improving Skills and Performance -- 5.2 Design of OCCC Supporting Tools -- 5.3 Limitation and Future Research -- 6 Conclusion -- References -- Capabilities Influencing Cross-Cultural Communication in Digital Contexts: Exploration with a Chinese Sample -- 1 Introduction -- 1.1 Computer-Mediated Communication -- 1.2 Culture and Communication -- 1.3 Cultural Intelligence -- 1.4 The Influence of CQ on Performance -- 2 Materials and Methods -- 2.1 Research Design -- 2.2 Questionnaire Design -- 2.3 Participants -- 2.4 Survey -- 3 Results -- 3.1 Constructing the Multi-factor Model. 3.2 Predicting Cross-Cultural CMC Performance with BESTCIM Factors -- 4 Discussion -- 4.1 The BESTCIM Model -- 4.2 Predictors of Cross-Cultural CMC Performance -- 5 Study Limitations -- 6 Future Implications -- 7 Conclusions -- References -- An Analysis on Design Strategy of Traditional Process in Global Digitization -- 1 Introduction -- 2 Challenges Faced by Traditional Crafts in Digital Era -- 2.1 Insufficient Traditional Craft Works and Methods -- 2.2 Conflicts Between Modern Technology and Traditional Laboring -- 2.3 The Development of Media Has Distracted People's Attention to Traditional Crafts -- 3 The Impact and Application on Traditional Craftsmanship in the Trend of Global Digital Transformation -- 3.1 The Evolution of Traditional Craftsmanship in the Digital Transformation System in the New Era -- 3.2 Integration of Digital Intelligent Manufacturing and the Multi-dimensional Art Industry -- 3.3 The Driving Force of 3D Digital Manufacturing Technology for Traditional Crafts -- 4 The Development and Application of Interactive Art in the Digital Ear -- 4.1 The Emergence of Interactive Art in the Digital Era -- 4.2 The Application of Interactive Art in the Digital Era -- 4.3 The Impact Produced from Interactive Art in Digital Era -- 5 Conclusions -- References -- The Effects of Timbre on Voice Interaction -- 1 Introduction -- 1.1 Voice Interaction System -- 1.2 Timbre -- 1.3 Intelligent Voice Broadcast -- 2 Methods -- 2.1 Participants -- 2.2 Experimental Design -- 2.3 Procedure -- 2.4 Apparatus -- 3 Results and Discussion -- 4 Conclusion -- References -- Future-Focused Design -- The HCI Technology's Future Signals: The Readiness Evaluation of HCI Technology for Product and Roadmap Design -- 1 Background -- 2 Literature Review -- 2.1 Diffusion of Innovations Theory -- 2.2 Technology Readiness Level (TRL). 2.3 Chris Harrison's S-Curve of New HCI Technology -- 2.4 Gartner Hype Cycle -- 3 Methods -- 3.1 Overview -- 3.2 Research Aims, Questions, and Hypotheses -- 3.3 The Participants in the Survey -- 4 Results -- 5 Discussion -- 5.1 The HCI Technology's Future Signals -- 5.2 The HCI Technology's Future Signals with the Company's Capability -- 5.3 The HCI Technology's Future Signals in Product Roadmap -- 5.4 Case Study of Product Roadmap Design -- 6 Future Work -- References -- Haptic Cognition Model with Material Experience: Case Study of the Design Innovation -- 1 Introduction -- 2 Literature Review -- 2.1 Material Experience and Innovative Design -- 2.2 Haptic Semantics -- 2.3 Sensation and Cognition -- 3 Materials and Methods -- 3.1 Research Framework -- 3.2 Stimuli and Empirical Design -- 3.3 Participants and Procedures -- 3.4 Research Instrument -- 4 Results and Discussions -- 4.1 The Application of HCM -- 4.2 The Innovation via MX-To-HS Design -- 5 Conclusions -- References -- Design Futurescaping: Interweaving Storytelling and AI Generation Art in World-Building -- 1 Introduction -- 1.1 Designing for the Challenges of the Anthropocene -- 1.2 Designing Future Well-Being in a Symbiosis of Virtual Reality -- 2 Related Concept Analysis -- 2.1 Futurescaping as a Design Goal -- 2.2 World-Building Leads to a Better Future -- 2.3 Commonalities Between Rhizome Thinking and Social Networks -- 3 Creation of the AI City Park Project -- 3.1 Paradigm Design -- 3.2 World-Building Based on Rhizomatic Thinking -- 4 Some Achievements of AI City Park -- 5 Discussions and Future Works -- 6 Conclusion -- References -- Building Experience Management Body of Knowledge: Responding to the Challenge -- 1 Introduction -- 2 New Challenges Faced by Experience Management -- 2.1 Experience Knowledge is Miscellaneous, but Unstructured. 2.2 Experience Knowledge is Abundant, but Unsystematic. |
Record Nr. | UNISA-996542668303316 |
Rau Pei-Luen Patrick
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Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
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Lo trovi qui: Univ. di Salerno | ||
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Cross-Cultural Design [[electronic resource] ] : 15th International Conference, CCD 2023, Held as Part of the 25th International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part III / / edited by Pei-Luen Patrick Rau |
Autore | Rau Pei-Luen Patrick |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (588 pages) |
Disciplina |
005.437
004.019 |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Software engineering Application software Computer networks User Interfaces and Human Computer Interaction Software Engineering Computer and Information Systems Applications Computer Communication Networks |
ISBN | 3-031-35946-1 |
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 -- 15th International Conference on Cross-Cultural Design (CCD 2023) -- HCI International 2024 Conference -- Contents - Part III -- Cross-Cultural Design in Arts and Creative Industries -- A Study on the Emotional Awareness of Lacquer Art Dyeing Applied to Fan -- 1 Introduction -- 1.1 Research Background -- 1.2 Motivation and Purpose of the Study -- 2 Literature Review -- 2.1 Cultural Value of Lacquer Art -- 2.2 Emotional Awareness of Cultural and Creative Goods -- 2.3 Emotional Design Factors in Cultural and Creative Goods -- 3 Research Methods and Procedures -- 3.1 Research Methodology and Framework -- 3.2 Data Analysis Process -- 4 Research Results and Analysis -- 5 Results and Discussion -- References -- Viewer's Perceptual Difference in NFT Aesthetics - A Case Study of Popular NFT Avatars (PFPs) at the Opensea -- 1 Introduction -- 2 Theoretical Background and Literature Review -- 2.1 Style Features of NFT Avatars (PFPs) -- 2.2 Aesthetic Experience of Artwork -- 2.3 Viewer's Cognitive Process of the Artwork -- 3 Materials and Methods -- 3.1 Case Introduction -- 3.2 NFT Avatars (PFPs) Cognitive Model -- 3.3 Questionnaire Design -- 4 Results and Discussion -- 5 Conclusion -- References -- Preferences for Chinese TV Dramas and Purchase Intentions of Southeast Asian Audiences -- 1 Introduction -- 2 Literature Review -- 2.1 Preference Design of Chinese TV Dramas -- 2.2 Influence on Chinese Product Purchase Intentions -- 3 Research Framework and Questions -- 4 Methodology -- 4.1 Participants -- 4.2 Experiment Design -- 4.3 Materials -- 4.4 Procedure -- 5 Results -- 5.1 Perceived Preferences of Chinese TV Dramas -- 5.2 Purchase Intentions of Chinese Products -- 6 Discussion.
6.1 Perceived Preferences of Chinese TV Dramas -- 6.2 Purchase Intentions of Chinese Products -- 7 Conclusion -- References -- Analysis of Perceived Preferences and National Images for Chinese TV Dramas in Southeast Asia -- 1 Introduction -- 2 Literature Review -- 2.1 Country Image -- 2.2 Characteristics of Southeast Asians -- 3 Research Framework and Hypotheses -- 4 Methodology -- 5 Results -- 5.1 Analysis of Perceived Preference -- 5.2 Perceived National Image -- 6 Discussion -- 6.1 Perceived Preference -- 6.2 Perceived National Image -- 7 Conclusion -- References -- The Application of Cross-Cultural Context Fusion Virtual Reality Technology in the Course of Film Art Creation -- 1 Introduction -- 2 Literature Review -- 2.1 Virtual Reality Technology -- 2.2 Curriculum and Teaching of Film Art Creation -- 3 Experiment Design -- 3.1 Participant -- 3.2 Measuring Tools -- 3.3 Experimental Process -- 4 Experimental Results -- 4.1 Analysis of Interest in Learning -- 4.2 Analysis of Confidence in Learning -- 5 Discussion and Conclusions -- References -- An Innovative Study on the Integration of Cross-Cultural Virtual Reality Technology in Art Practice Courses -- 1 Introduction -- 2 Literature Review -- 2.1 Art Practice Courses and Teaching -- 2.2 Virtual Reality Technology -- 3 Experiment Design -- 3.1 Participant -- 3.2 Measuring Tools -- 3.3 Experimental Process -- 4 Experimental Results -- 4.1 Analysis of Learning Experience -- 4.2 Analysis of Learning Effect -- 4.3 Result -- 5 Discussion and Conclusions -- References -- A Study of Young Art Creators' Perceptions of Chinese Sex Symbolic Art -- 1 Introduction -- 2 Peripheral Design in Chinese Symbolic Art -- 3 Data Analysis -- 4 Conclusion -- References -- Cross-Cultural Design in Cultural Heritage -- Creative Tourist Behaviors During the COVID-19 Pandemic -- 1 Introduction -- 1.1 Research Background. 1.2 Purpose -- 2 Literature Review -- 2.1 Creative Tourism -- 2.2 COVID-19 and Tourist Behaviors -- 3 Research Methods -- 4 Results and Discussion -- 4.1 Profile of Tourists -- 4.2 Behavioral Characteristics of Tourists -- 5 Conclusions and Suggestions -- References -- A Study on the Influence of Converting Cultural Elements into Pattern Design and Cultural Cognition -- 1 Introduction -- 2 Literature Review -- 2.1 Local Culture -- 2.2 Cultural Elements Conversion Pattern Design -- 2.3 Cultural Cognition -- 2.4 Purchase Intention -- 3 Methodology -- 3.1 Research Hypothesis -- 3.2 Research Subject -- 3.3 Experimental Design -- 4 Results and Discussion -- 4.1 Study Questionnaire Reliability and Validity Analysis -- 4.2 Correlation Analysis of Cultural Elements Conversion Pattern Design -- 4.3 Regression Analysis -- 4.4 Exploring the Influence of Different Expressions Styles of Pattern Design on Cultural Cognition -- 4.5 Summary -- 5 Conclusion -- References -- Kansei Marketing Strategies for Cultural and Creative Products -- 1 Introduction -- 2 Literature Review -- 2.1 Cultural Originality -- 2.2 Value of Handmade Goods -- 2.3 Marketing Strategies -- 3 Research Methods -- 3.1 Research Process -- 3.2 Case Sample -- 3.3 Interviewees -- 3.4 Content Analysis -- 4 Analysis and Discussion -- 4.1 Summary and Naming of Brand Marketing Strategic Groups -- 4.2 Case Product Analysis and Discussion -- 4.3 Launch Motivation and Design Appeal of Case Product -- 4.4 Focuses of Development Type and Design of Case Products -- 4.5 Relationship Between Brand Marketing Groups and Product Design Practices -- 5 Conclusion -- References -- A Study on the Model of Experience Activities in Wineries -- 1 Introduction -- 2 Literature Review -- 2.1 Wineries Features -- 2.2 Experiential Activities -- 2.3 Visitor Participation -- 3 Methodology -- 3.1 Case Study. 3.2 Cases Selection -- 3.3 Data Collection and Analysis -- 4 Findings and Discussion -- 4.1 Winery Experience Activities -- 4.2 Winery Visitor Participation -- 4.3 Winery Visitor Participation -- 5 Conclusion -- References -- A Study on the Differences of Consumers' Emotional Experience of Cultural Creative Products in the Palace Museum of Beijing -- 1 Literature Review -- 1.1 Cultural Creative Products -- 1.2 Emotional Experience of Cultural Creative Products -- 1.3 Purchase Intention of Cultural Creative Products -- 2 Research Methods -- 3 Research Results -- 3.1 Reliability and Validity Analysis -- 3.2 Analysis on the Differences in Variables Due to Different Genders -- 3.3 Analysis on the Differences in Variables Due to Different Ages -- 3.4 Analysis on the Differences in Variables Due to Different Majors -- 3.5 Analysis on the Differences in Variables Due to Different Majors Analysis on the Differences in Variables Due to Different Educational Backgrounds -- 3.6 Analysis on the Differences in Variables Due to Different Monthly Incomes -- 4 Conclusions and Suggestions -- References -- Immersive Museum: Design and Develop an Interactive Virtual Museum Experience -- 1 Introduction -- 2 Related Works -- 2.1 What Interactions Can Make People Feel ``immersed'' in a VE? -- 2.2 How to Digitize Human Behaviors in a Virtual Museum? -- 3 System Overview -- 3.1 The 3D Virtual Museum -- 3.2 Motion Tracking System -- 3.3 Face Tracking System -- 4 System Implementation -- 5 Result and Discussion -- 6 Conclusion and Future Work -- References -- A New Style of Meta-Cosmic Cultural Interaction: "Light Up" National Digital Museum -- 1 Introduction -- 2 Methodology -- 3 Interview -- 4 Design of "Light Up" National Digital Museum -- 4.1 Building Museums -- 4.2 Visiting Museums -- 4.3 Cultural and Museum Expert Pool -- 4.4 Museum Community -- 5 User Tests. 5.1 Purpose of the Study -- 5.2 Research Process -- 5.3 Research Results -- 5.4 In-Depth Interview Data -- 6 Conclusion -- References -- The Aesthetic Education of Traditional Chinese Mending Embroidery Technology in the Spread of Costume Culture -- 1 Research Background of Mending Embroidery -- 1.1 Concept of Mending Embroidery -- 1.2 Sources and Causes -- 1.3 Aesthetic Education Status of Mending Embroidery -- 2 The Content and Significance of Mending Embroidery in Modern Costume Aesthetic Education -- 2.1 Entertainment Aspect of Life -- 2.2 It is Possible to Expand Employment -- 2.3 Reflect Cultural Diversity -- 2.4 Education that Benefits People -- 3 Cases of Aesthetic Education -- 3.1 Significance of DIY Creative Study and Aesthetic Field -- 3.2 The Significance of the Field of Professional Events -- 3.3 Significance of Commercial Design and Application Field -- 4 Conclusion -- 4.1 Cultural Diversity and Variation -- 4.2 Genes and Emotions -- References -- Cross-Cultural Design in Immersive and Inclusive Learning Environments -- Immersion and Intersectionality - Virtual Reality in Cross Cultural Art Exhibition Courses -- 1 Introduction -- 2 Literature Review -- 2.1 Virtual Reality Technology -- 2.2 Intercultural Art Exhibition Course -- 3 Experiment Design -- 3.1 Participants in the Experiment -- 3.2 Measuring Tools -- 3.3 Experimental Procedure -- 4 Experimental Results -- 4.1 Analysis of Learning Interest -- 4.2 Analysis of Learning Confidence -- 5 Discussion and Conclusions -- References -- Preliminary Research on the Design of the Evaluation Ruler for the Judge of the Higher Education CIE (Creativity, Innovation and Entrepreneurship) Competition -- 1 Introduction -- 2 Literature Review -- 2.1 The Development and Purpose of CIE -- 2.2 Semiotics and the State of Perceptual Communication. 2.3 Evaluation Ruler Under the Framework of Social Equity Theory. |
Record Nr. | UNISA-996542668503316 |
Rau Pei-Luen Patrick
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Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
![]() | ||
Lo trovi qui: Univ. di Salerno | ||
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Cross-Cultural Design [[electronic resource] ] : 15th International Conference, CCD 2023, Held as Part of the 25th International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part I / / edited by Pei-Luen Patrick Rau |
Autore | Rau Pei-Luen Patrick |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (625 pages) |
Disciplina |
005.437
004.019 |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Software engineering Application software Computer networks User Interfaces and Human Computer Interaction Software Engineering Computer and Information Systems Applications Computer Communication Networks |
ISBN | 3-031-35936-4 |
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 -- 15th International Conference on Cross-Cultural Design (CCD 2023) -- HCI International 2024 Conference -- Contents - Part I -- Contents - Part II -- Contents - Part III -- Service and Product Design for Cultural Innovation -- A Study on the Innovative Design of Fuzhou "FU" Cultural Tourism Products Based on Design Heuristics -- 1 Introduction -- 2 Literature Review -- 2.1 Cultural and Creative Products -- 2.2 "Fu" Culture -- 2.3 Design Heuristics -- 3 Development of "FU" Cultural Tourism Product Design Heuristics -- 3.1 Search of Keywords -- 3.2 Pre-processing Data -- 3.3 Discovering Design Heuristics Using the Kawakita Jiro (KJ) Method -- 4 Conclusion -- References -- From Pattern to Imagery Correlation: An Evaluation Method for the Redesign of Liangzhu Patterns Based on GRA-TOPSIS*-1pc -- 1 Introduction -- 1.1 Background -- 1.2 Overview of Liangzhu Culture -- 2 Research Process -- 2.1 Research Process -- 2.2 Selection of Experimental Samples -- 2.3 Cultural Imagery Modeling of Liangzhu Jade Cong -- 3 Visual Cognition of Patterns -- 3.1 Visual Cognition -- 3.2 Eye Movement Experiment Evaluation and Preference Measures Model -- 3.3 Eye Movement Experiment -- 4 Analysis of Cultural Imagery Based on Grey Correlation Analysis -- 4.1 Method -- 4.2 Specific Process -- 5 GRA-TOPSIS Comprehensive Evaluation -- 5.1 AHP Method -- 5.2 GRA-TOPSIS Evaluation Method -- 5.3 Evaluation Process -- 6 Dissusion -- References -- Construction and Design Application of Taohuawu New Year Woodblock Prints Color Database -- 1 Introduction -- 2 Study on the Importance of Cultural Elements of Cultural Products -- 2.1 Taohuawu New Year Woodblock Prints Culture -- 2.2 Continuous Fuzzy Kano Model.
2.3 Experiment on User Satisfaction of Taohuawu New Year Woodblock Prints Elements -- 2.4 Analysis of Experimental Results -- 3 Determination of the Color Image of Taohuawu New Year Woodblock Prints -- 3.1 Color Element Extraction of Taohuawu New Year Woodblock Prints -- 3.2 Coding of Experimental Color Objects for Taohuawu New Year Woodblock Prints -- 4 Experiment on Color Design Image of Taohuawu New Year Woodblock Prints -- 4.1 Selection of Color Image Vocabulary for Taohuawu New Year Woodblock Prints -- 4.2 Quantitative Analysis of Color Elements and Users Kansei Image in Taohuawu New Year Woodblock Prints -- 5 Design Practice and Verification -- 5.1 Design Positioning and Solution Display -- 5.2 Design Evaluation -- 6 Conclusion -- References -- Gaze Interaction Design for Displaying Characters of Taiwanese Glove Puppetry -- 1 Introduction -- 2 Method -- 2.1 Element Design of Puppet Character -- 2.2 Development of Gaze-Based Puppet Display Interface -- 3 Results -- 4 Discussion -- References -- Study on the Application of "White and Black" Concept to Ceramic Luminaire Design -- 1 Introduction -- 2 Literature Review -- 2.1 "White and Black" in the Art of Calligraphy and Painting -- 2.2 Ceramic Art Creation and Cognition -- 3 Materials and Methods -- 3.1 Stimuli -- 3.2 Research Design and the Content of the Questionnaire -- 3.3 Participants -- 3.4 Research Procedures -- 3.5 Statistical Analysis -- 4 Results and Discussion -- 4.1 Cognitive Differences -- 4.2 Experience the "Connotation" with "Form -- 4.3 Factors Affecting Cognition -- 5 Conclusions and Suggestions -- 5.1 Conclusion -- 5.2 Suggestions -- References -- A Study on the Application of Urban Imagery Posters - A Case Study of Shanghai City Posters -- 1 Introduction -- 1.1 Research Background -- 1.2 Motivation and Purpose of the Study -- 2 Literature Review. 2.1 Theoretical Analysis of Urban Imagery -- 2.2 Five Elements of Urban Imagery and Localization Relevance -- 2.3 Poster Design Related Theory and Creation -- 2.4 Outline of Communication Theory and Cognitive Model -- 3 Research Methods and Procedures -- 3.1 Research Methodology and Framework -- 3.2 Data Analysis Process -- 4 Research Results and Analysis -- 5 Results and Discussion -- 5.1 Research Conclusion -- References -- From Eating to Cooking: A Case Study of the Development of the TiMAMA Deli & -- Café and the Creative Reproduction of Taste Based on the Mother's Menu -- 1 Introduction -- 2 Theoretical Framework -- 3 Methodology -- 3.1 Sample: The TiMAMA Deli and Café -- 3.2 Questionnaire Design -- 3.3 Participants -- 3.4 Data Analysis -- 4 Results -- 4.1 Respondents' Cooking Habits and How Often They Eat Out and Buy Frozen Food -- 4.2 Respondent's Subjective Assessment of Frozen Food -- 4.3 Differences in Views Between Different Respondents -- 5 Discussion -- 6 Conclusions -- References -- Research on the Characteristic of Speculative Design in Contemporary Jewelry -- 1 Introduction -- 1.1 Research Background and Motives -- 1.2 Research Purpose -- 2 Literature Review -- 2.1 Contemporary Jewelry as an Expression of Design -- 3 Research Method -- 3.1 Research Structure -- 3.2 Research Process -- 4 Model Evaluation and Analysis -- 4.1 Introduction of Contemporary Jewelry Works -- 4.2 Characteristics of Contemporary Jewelry Recommended by Experts -- 4.3 Analysis of Cognitive Assessment Matrix -- 4.4 Spatial Analysis of Characteristic Attributes of Contemporary Jewelry Works -- 5 Conclusions -- References -- Study on the Effect of the New Media Marketing Methods of the Palace Museum's Cultural and Creative Products-Take "Gugong Taobao" as an Example -- 1 Introduction -- 1.1 New Media Technology and Museums' Cultural and Creative Industry. 1.2 The New Media Marketing Strategy of the Palace Museum -- 2 Literature Review -- 2.1 Related Theories About New Media Marketing -- 2.2 Literature Related to "Gugong Taobao" -- 2.3 Untried Things in Existing Research -- 3 Methods -- 3.1 Aims and Objectives -- 3.2 Research Design and Reliability -- 3.3 Participants -- 3.4 Procedure -- 3.5 Feasibility Analysis -- 4 Results -- 4.1 Cognition of the Palace Museum CCI -- 4.2 Attention and Interest Generation -- 4.3 Impact on Behaviors -- 4.4 Perception of Cultural Communication -- 4.5 Unexpected Result -- 5 Discussion -- 5.1 Main Findings -- 5.2 Possible Reasons Analysis -- 6 Conclusion -- References -- Research on the Influence of Traditional Mythological Animation on the Spread of Festival Culture - A Case Study of Nian Beast -- 1 Introduction -- 2 Literature Discussion -- 2.1 The Spread of Festival Culture -- 2.2 The Significance of Traditional Mythological Theme Animation -- 2.3 Differences in Audiences' Cognition of Festival Culture -- 3 Research Methods -- 3.1 Questionnaire Design -- 3.2 Situation of the Questionnaire Samples -- 4 Research Results -- 4.1 Differences in Audience Gender in the Trait Measurement of the Animated Film Mr.Nian -- 4.2 Analysis of Audience's Different Education on Each Variable Measure -- 4.3 Analysis of Audience's Different Age on Each Variable Measure -- 4.4 Analysis of Audience's Different Majors on Each Variable Measure -- 4.5 Analysis of Audience's Different Occupations on Each Variable Measure -- 5 Conclusions -- References -- Virtual Display and Cross-Cultural Communication of Hejia Village Relics in Digital Media -- 1 Introduction -- 2 Research on the Status of Virtual Display of Chinese Traditional Cultural Relics -- 2.1 Digital Media Research -- 2.2 Hejiacun Treasures Research -- 2.3 User Requirement Research. 3 Design of Virtual Display Platform for Hejiacun Treasures -- 3.1 The Raise of the Question -- 3.2 Design Framework -- 3.3 Main Development Process and Content -- 3.4 Platform Levels -- 4 Conclusion -- References -- Design for Social Change and Development -- As with Wine, Life Gets Better with Age. Redefining Mobile User Interface (UI) Components in the Age-Friendly Design Transformation -- 1 Introduction -- 2 Methodology -- 2.1 The Fourth Classroom -- 2.2 The Corporate Partner -- 2.3 Transdisciplinary Student Teams -- 2.4 The Design Brief Assignment -- 3 Results -- 3.1 Team 1: Square Dance -- 3.2 Team 2: Choral Singing -- 3.3 Team 3: Intergenerational Dating -- 4 Discussion and Reflection -- 4.1 The Fourth Classroom -- 4.2 Transdisciplinary Learning -- 4.3 Collaboration Between University and Corporate Partner -- 4.4 What if We Start All Over -- References -- Building the Knowledge Base of Folk Beliefs Based on Semantic Web Technology -- 1 Introduction -- 2 Literature Review -- 3 Research Design -- 3.1 Making Linked Data -- 3.2 Building a Knowledge Model -- 3.3 Knowledge Representation -- 4 Develop Chatbot Applications -- 4.1 Identify User Intent -- 4.2 Answer Processing -- 4.3 Question Answering Experiment of Chatbots -- 5 Conclusion -- References -- Perceptions and Expectations of Women-In-Tech (WIT) Application: Insights from Older Women in Rural Areas -- 1 Introduction -- 2 Background -- 2.1 Design Requirement for Women-In-Tech Chatbot -- 2.2 Chatbot Design -- 2.3 Older Women's Technology Usage Constraints and Limitations -- 3 Research Methodology -- 3.1 Initial Conceptualization -- 3.2 Iterative Co-design Approach -- 4 Refined and Propose Design -- 5 Conclusion -- References -- ``I Have Learned that Things are Different here'': Understanding the Transitional Challenges with Technology Use After Relocating to the USA*-1pc -- 1 Introduction. 2 Related Work. |
Record Nr. | UNISA-996542670403316 |
Rau Pei-Luen Patrick
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Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
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Lo trovi qui: Univ. di Salerno | ||
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Cross-Cultural Design : 15th International Conference, CCD 2023, Held as Part of the 25th International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part I / / edited by Pei-Luen Patrick Rau |
Autore | Rau Pei-Luen Patrick |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (625 pages) |
Disciplina |
005.437
004.019 |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Software engineering Application software Computer networks User Interfaces and Human Computer Interaction Software Engineering Computer and Information Systems Applications Computer Communication Networks |
ISBN | 3-031-35936-4 |
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 -- 15th International Conference on Cross-Cultural Design (CCD 2023) -- HCI International 2024 Conference -- Contents - Part I -- Contents - Part II -- Contents - Part III -- Service and Product Design for Cultural Innovation -- A Study on the Innovative Design of Fuzhou "FU" Cultural Tourism Products Based on Design Heuristics -- 1 Introduction -- 2 Literature Review -- 2.1 Cultural and Creative Products -- 2.2 "Fu" Culture -- 2.3 Design Heuristics -- 3 Development of "FU" Cultural Tourism Product Design Heuristics -- 3.1 Search of Keywords -- 3.2 Pre-processing Data -- 3.3 Discovering Design Heuristics Using the Kawakita Jiro (KJ) Method -- 4 Conclusion -- References -- From Pattern to Imagery Correlation: An Evaluation Method for the Redesign of Liangzhu Patterns Based on GRA-TOPSIS*-1pc -- 1 Introduction -- 1.1 Background -- 1.2 Overview of Liangzhu Culture -- 2 Research Process -- 2.1 Research Process -- 2.2 Selection of Experimental Samples -- 2.3 Cultural Imagery Modeling of Liangzhu Jade Cong -- 3 Visual Cognition of Patterns -- 3.1 Visual Cognition -- 3.2 Eye Movement Experiment Evaluation and Preference Measures Model -- 3.3 Eye Movement Experiment -- 4 Analysis of Cultural Imagery Based on Grey Correlation Analysis -- 4.1 Method -- 4.2 Specific Process -- 5 GRA-TOPSIS Comprehensive Evaluation -- 5.1 AHP Method -- 5.2 GRA-TOPSIS Evaluation Method -- 5.3 Evaluation Process -- 6 Dissusion -- References -- Construction and Design Application of Taohuawu New Year Woodblock Prints Color Database -- 1 Introduction -- 2 Study on the Importance of Cultural Elements of Cultural Products -- 2.1 Taohuawu New Year Woodblock Prints Culture -- 2.2 Continuous Fuzzy Kano Model.
2.3 Experiment on User Satisfaction of Taohuawu New Year Woodblock Prints Elements -- 2.4 Analysis of Experimental Results -- 3 Determination of the Color Image of Taohuawu New Year Woodblock Prints -- 3.1 Color Element Extraction of Taohuawu New Year Woodblock Prints -- 3.2 Coding of Experimental Color Objects for Taohuawu New Year Woodblock Prints -- 4 Experiment on Color Design Image of Taohuawu New Year Woodblock Prints -- 4.1 Selection of Color Image Vocabulary for Taohuawu New Year Woodblock Prints -- 4.2 Quantitative Analysis of Color Elements and Users Kansei Image in Taohuawu New Year Woodblock Prints -- 5 Design Practice and Verification -- 5.1 Design Positioning and Solution Display -- 5.2 Design Evaluation -- 6 Conclusion -- References -- Gaze Interaction Design for Displaying Characters of Taiwanese Glove Puppetry -- 1 Introduction -- 2 Method -- 2.1 Element Design of Puppet Character -- 2.2 Development of Gaze-Based Puppet Display Interface -- 3 Results -- 4 Discussion -- References -- Study on the Application of "White and Black" Concept to Ceramic Luminaire Design -- 1 Introduction -- 2 Literature Review -- 2.1 "White and Black" in the Art of Calligraphy and Painting -- 2.2 Ceramic Art Creation and Cognition -- 3 Materials and Methods -- 3.1 Stimuli -- 3.2 Research Design and the Content of the Questionnaire -- 3.3 Participants -- 3.4 Research Procedures -- 3.5 Statistical Analysis -- 4 Results and Discussion -- 4.1 Cognitive Differences -- 4.2 Experience the "Connotation" with "Form -- 4.3 Factors Affecting Cognition -- 5 Conclusions and Suggestions -- 5.1 Conclusion -- 5.2 Suggestions -- References -- A Study on the Application of Urban Imagery Posters - A Case Study of Shanghai City Posters -- 1 Introduction -- 1.1 Research Background -- 1.2 Motivation and Purpose of the Study -- 2 Literature Review. 2.1 Theoretical Analysis of Urban Imagery -- 2.2 Five Elements of Urban Imagery and Localization Relevance -- 2.3 Poster Design Related Theory and Creation -- 2.4 Outline of Communication Theory and Cognitive Model -- 3 Research Methods and Procedures -- 3.1 Research Methodology and Framework -- 3.2 Data Analysis Process -- 4 Research Results and Analysis -- 5 Results and Discussion -- 5.1 Research Conclusion -- References -- From Eating to Cooking: A Case Study of the Development of the TiMAMA Deli & -- Café and the Creative Reproduction of Taste Based on the Mother's Menu -- 1 Introduction -- 2 Theoretical Framework -- 3 Methodology -- 3.1 Sample: The TiMAMA Deli and Café -- 3.2 Questionnaire Design -- 3.3 Participants -- 3.4 Data Analysis -- 4 Results -- 4.1 Respondents' Cooking Habits and How Often They Eat Out and Buy Frozen Food -- 4.2 Respondent's Subjective Assessment of Frozen Food -- 4.3 Differences in Views Between Different Respondents -- 5 Discussion -- 6 Conclusions -- References -- Research on the Characteristic of Speculative Design in Contemporary Jewelry -- 1 Introduction -- 1.1 Research Background and Motives -- 1.2 Research Purpose -- 2 Literature Review -- 2.1 Contemporary Jewelry as an Expression of Design -- 3 Research Method -- 3.1 Research Structure -- 3.2 Research Process -- 4 Model Evaluation and Analysis -- 4.1 Introduction of Contemporary Jewelry Works -- 4.2 Characteristics of Contemporary Jewelry Recommended by Experts -- 4.3 Analysis of Cognitive Assessment Matrix -- 4.4 Spatial Analysis of Characteristic Attributes of Contemporary Jewelry Works -- 5 Conclusions -- References -- Study on the Effect of the New Media Marketing Methods of the Palace Museum's Cultural and Creative Products-Take "Gugong Taobao" as an Example -- 1 Introduction -- 1.1 New Media Technology and Museums' Cultural and Creative Industry. 1.2 The New Media Marketing Strategy of the Palace Museum -- 2 Literature Review -- 2.1 Related Theories About New Media Marketing -- 2.2 Literature Related to "Gugong Taobao" -- 2.3 Untried Things in Existing Research -- 3 Methods -- 3.1 Aims and Objectives -- 3.2 Research Design and Reliability -- 3.3 Participants -- 3.4 Procedure -- 3.5 Feasibility Analysis -- 4 Results -- 4.1 Cognition of the Palace Museum CCI -- 4.2 Attention and Interest Generation -- 4.3 Impact on Behaviors -- 4.4 Perception of Cultural Communication -- 4.5 Unexpected Result -- 5 Discussion -- 5.1 Main Findings -- 5.2 Possible Reasons Analysis -- 6 Conclusion -- References -- Research on the Influence of Traditional Mythological Animation on the Spread of Festival Culture - A Case Study of Nian Beast -- 1 Introduction -- 2 Literature Discussion -- 2.1 The Spread of Festival Culture -- 2.2 The Significance of Traditional Mythological Theme Animation -- 2.3 Differences in Audiences' Cognition of Festival Culture -- 3 Research Methods -- 3.1 Questionnaire Design -- 3.2 Situation of the Questionnaire Samples -- 4 Research Results -- 4.1 Differences in Audience Gender in the Trait Measurement of the Animated Film Mr.Nian -- 4.2 Analysis of Audience's Different Education on Each Variable Measure -- 4.3 Analysis of Audience's Different Age on Each Variable Measure -- 4.4 Analysis of Audience's Different Majors on Each Variable Measure -- 4.5 Analysis of Audience's Different Occupations on Each Variable Measure -- 5 Conclusions -- References -- Virtual Display and Cross-Cultural Communication of Hejia Village Relics in Digital Media -- 1 Introduction -- 2 Research on the Status of Virtual Display of Chinese Traditional Cultural Relics -- 2.1 Digital Media Research -- 2.2 Hejiacun Treasures Research -- 2.3 User Requirement Research. 3 Design of Virtual Display Platform for Hejiacun Treasures -- 3.1 The Raise of the Question -- 3.2 Design Framework -- 3.3 Main Development Process and Content -- 3.4 Platform Levels -- 4 Conclusion -- References -- Design for Social Change and Development -- As with Wine, Life Gets Better with Age. Redefining Mobile User Interface (UI) Components in the Age-Friendly Design Transformation -- 1 Introduction -- 2 Methodology -- 2.1 The Fourth Classroom -- 2.2 The Corporate Partner -- 2.3 Transdisciplinary Student Teams -- 2.4 The Design Brief Assignment -- 3 Results -- 3.1 Team 1: Square Dance -- 3.2 Team 2: Choral Singing -- 3.3 Team 3: Intergenerational Dating -- 4 Discussion and Reflection -- 4.1 The Fourth Classroom -- 4.2 Transdisciplinary Learning -- 4.3 Collaboration Between University and Corporate Partner -- 4.4 What if We Start All Over -- References -- Building the Knowledge Base of Folk Beliefs Based on Semantic Web Technology -- 1 Introduction -- 2 Literature Review -- 3 Research Design -- 3.1 Making Linked Data -- 3.2 Building a Knowledge Model -- 3.3 Knowledge Representation -- 4 Develop Chatbot Applications -- 4.1 Identify User Intent -- 4.2 Answer Processing -- 4.3 Question Answering Experiment of Chatbots -- 5 Conclusion -- References -- Perceptions and Expectations of Women-In-Tech (WIT) Application: Insights from Older Women in Rural Areas -- 1 Introduction -- 2 Background -- 2.1 Design Requirement for Women-In-Tech Chatbot -- 2.2 Chatbot Design -- 2.3 Older Women's Technology Usage Constraints and Limitations -- 3 Research Methodology -- 3.1 Initial Conceptualization -- 3.2 Iterative Co-design Approach -- 4 Refined and Propose Design -- 5 Conclusion -- References -- ``I Have Learned that Things are Different here'': Understanding the Transitional Challenges with Technology Use After Relocating to the USA*-1pc -- 1 Introduction. 2 Related Work. |
Record Nr. | UNINA-9910734858703321 |
Rau Pei-Luen Patrick
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Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
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Cross-Cultural Design : 15th International Conference, CCD 2023, Held as Part of the 25th International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II / / edited by Pei-Luen Patrick Rau |
Autore | Rau Pei-Luen Patrick |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (549 pages) |
Disciplina | 004.019 |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Software engineering Application software Computer networks User Interfaces and Human Computer Interaction Software Engineering Computer and Information Systems Applications Computer Communication Networks |
ISBN | 3-031-35939-9 |
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 -- 15th International Conference on Cross-Cultural Design (CCD 2023) -- HCI International 2024 Conference -- Contents - Part II -- User Experience Design in Emerging Technologies -- An Exploration of How Aesthetic Pleasure is Related in Lighting Design -- 1 Introduction -- 2 Literature Review -- 2.1 Aesthetic Pleasure and Product Appearance -- 2.2 Elements of Lighting Design that Bring Pleasure -- 2.3 From Rational Needs to Emotional Needs -- 3 Research Methodology -- 4 Results and Discussions -- 4.1 Conjoint Analysis for Relative Importance of Each Attribute of the Products -- 4.2 Correlation Between Pleasure and Happiness -- 5 Conclusions -- References -- Effect of Editing Photos by Application on Chinese Facial Impression Perception -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Experimental Materials -- 2.3 Photo Rating Experiment -- 2.4 Data Analysis -- 3 Results and Discussion -- 4 Conclusion -- References -- Design Optimization of Adjustable Filter Rod Based on User Experience -- 1 Introduction -- 2 Literature Review -- 3 User Experience of Adjustable Filter Rod -- 4 Optimization Design Method of Adjustable Filter Rod Based on User Experience -- 4.1 Experimental Materials -- 4.2 Experimental Equipment -- 4.3 Participants -- 4.4 Experimental Process -- 5 Experimental Results and Analysis -- 5.1 Preliminary Scheme Design -- 5.2 Optimize Scheme Design -- 6 Conclusion -- References -- Lighting Cognition Predict Model From Physiological Signals - A Pilot Study -- 1 Introduction -- 2 Methodology -- 2.1 Data Collection -- 2.2 Experiment Questionnaire Validation -- 2.3 Feature Extraction -- 2.4 Feature Analysis -- 3 Result and Discussion -- 3.1 Lighting Cognition.
3.2 Physiological Feature Selection -- 4 Conclusion -- References -- Research on User Satisfaction of Gamification Elements in Short Video Applications: A Comprehensive Method Based on Kano Model -- 1 Introduction -- 2 Related Research on Gamification Elements -- 2.1 The Discussion of Gamification Elements -- 2.2 Characteristics and Categories of Gamification Elements -- 2.3 Gamification Elements in Short Video Applications -- 3 Design Method and Data Analysis -- 3.1 Satisfaction and Satisfaction Measurement -- 3.2 KANO Model -- 3.3 KANO Questionnaire Design and Definition of Characteristic Attributes -- 4 Results -- 4.1 KANO Model Analysis -- 4.2 Better-Worse Coefficient Analysis -- 4.3 Short Video Game Satisfaction Analysis -- 5 Discuss -- 6 Conclusion and Prospect -- Appendix 1 Classification of Gamification Elements in Short Videos -- Appendix 2 Questionnaire -- References -- Visual Attention Analytics for Individual Perception Differences and Task Load-Induced Inattentional Blindness -- 1 Introduction -- 2 Literature Review -- 3 Methodology -- 3.1 Participants -- 3.2 Apparatus -- 3.3 Experimental Design -- 3.4 Data analysis -- 4 Results -- 4.1 H1: The Eye Movement Metrics of IBs and Non-IBs are Different -- 4.2 H2: Perception Differences Have a Significant Impact on Eye Movement Metrics -- 4.3 H3: Task Load has a Significant Impact on Eye Movement Metrics -- 4.4 H4: Perception Differences and Task Load Have Significant Interactive Effects on Eye Movement Metrics -- 5 Conclusions -- Appendix -- References -- Analysis of the Influence of Visual Design Elements of Regional Traditional Culture in Human-Computer Interaction -- 1 Introduction -- 2 Research Status and Development Trend -- 3 Design Principles and Methods of Visual Elements of Regional Traditional Culture in Interactive Media -- 3.1 Case Study Analysis. 4 Innovation of Visual Elements in Human-Computer Interaction -- 5 Results and Discussion -- References -- How to Select the Force Setting of the Exoskeleton? The Effect of Working Height, Hand Posture on Assisting Force -- 1 Introduction -- 2 Methodology -- 2.1 Experimental Participants -- 2.2 Experimental Device -- 2.3 Experimental Design -- 2.4 Experimental Process -- 3 Results -- 3.1 Descriptive Statistics and the Normal Probability Tests -- 3.2 The Results of Experiment -- 4 Discussions and Conclusions -- 5 Limitation and Future Research -- References -- SeeCC: An Online Cross-Cultural Communication Aid to Improve Communication and Cooperation Performance -- 1 Introduction -- 1.1 Training Tools to Develop Cross-Cultural Skills -- 1.2 How Culture Manifests Itself in OCCC -- 1.3 Aim and Research Questions -- 2 Design of SeeCC -- 2.1 Function Design -- 2.2 Interface Design -- 3 Experiment Methods -- 3.1 Participants -- 3.2 Experiment Procedure -- 3.3 Experiment Platform -- 3.4 Collaborative Task Design -- 3.5 Measurements -- 4 Results -- 4.1 Correlation Analysis -- 4.2 The effects of SeeCC in Skill and Performance Improvement -- 4.3 Influences of SeeCC on Chatting Behavior -- 5 Discussion -- 5.1 Effects of SeeCC in Improving Skills and Performance -- 5.2 Design of OCCC Supporting Tools -- 5.3 Limitation and Future Research -- 6 Conclusion -- References -- Capabilities Influencing Cross-Cultural Communication in Digital Contexts: Exploration with a Chinese Sample -- 1 Introduction -- 1.1 Computer-Mediated Communication -- 1.2 Culture and Communication -- 1.3 Cultural Intelligence -- 1.4 The Influence of CQ on Performance -- 2 Materials and Methods -- 2.1 Research Design -- 2.2 Questionnaire Design -- 2.3 Participants -- 2.4 Survey -- 3 Results -- 3.1 Constructing the Multi-factor Model. 3.2 Predicting Cross-Cultural CMC Performance with BESTCIM Factors -- 4 Discussion -- 4.1 The BESTCIM Model -- 4.2 Predictors of Cross-Cultural CMC Performance -- 5 Study Limitations -- 6 Future Implications -- 7 Conclusions -- References -- An Analysis on Design Strategy of Traditional Process in Global Digitization -- 1 Introduction -- 2 Challenges Faced by Traditional Crafts in Digital Era -- 2.1 Insufficient Traditional Craft Works and Methods -- 2.2 Conflicts Between Modern Technology and Traditional Laboring -- 2.3 The Development of Media Has Distracted People's Attention to Traditional Crafts -- 3 The Impact and Application on Traditional Craftsmanship in the Trend of Global Digital Transformation -- 3.1 The Evolution of Traditional Craftsmanship in the Digital Transformation System in the New Era -- 3.2 Integration of Digital Intelligent Manufacturing and the Multi-dimensional Art Industry -- 3.3 The Driving Force of 3D Digital Manufacturing Technology for Traditional Crafts -- 4 The Development and Application of Interactive Art in the Digital Ear -- 4.1 The Emergence of Interactive Art in the Digital Era -- 4.2 The Application of Interactive Art in the Digital Era -- 4.3 The Impact Produced from Interactive Art in Digital Era -- 5 Conclusions -- References -- The Effects of Timbre on Voice Interaction -- 1 Introduction -- 1.1 Voice Interaction System -- 1.2 Timbre -- 1.3 Intelligent Voice Broadcast -- 2 Methods -- 2.1 Participants -- 2.2 Experimental Design -- 2.3 Procedure -- 2.4 Apparatus -- 3 Results and Discussion -- 4 Conclusion -- References -- Future-Focused Design -- The HCI Technology's Future Signals: The Readiness Evaluation of HCI Technology for Product and Roadmap Design -- 1 Background -- 2 Literature Review -- 2.1 Diffusion of Innovations Theory -- 2.2 Technology Readiness Level (TRL). 2.3 Chris Harrison's S-Curve of New HCI Technology -- 2.4 Gartner Hype Cycle -- 3 Methods -- 3.1 Overview -- 3.2 Research Aims, Questions, and Hypotheses -- 3.3 The Participants in the Survey -- 4 Results -- 5 Discussion -- 5.1 The HCI Technology's Future Signals -- 5.2 The HCI Technology's Future Signals with the Company's Capability -- 5.3 The HCI Technology's Future Signals in Product Roadmap -- 5.4 Case Study of Product Roadmap Design -- 6 Future Work -- References -- Haptic Cognition Model with Material Experience: Case Study of the Design Innovation -- 1 Introduction -- 2 Literature Review -- 2.1 Material Experience and Innovative Design -- 2.2 Haptic Semantics -- 2.3 Sensation and Cognition -- 3 Materials and Methods -- 3.1 Research Framework -- 3.2 Stimuli and Empirical Design -- 3.3 Participants and Procedures -- 3.4 Research Instrument -- 4 Results and Discussions -- 4.1 The Application of HCM -- 4.2 The Innovation via MX-To-HS Design -- 5 Conclusions -- References -- Design Futurescaping: Interweaving Storytelling and AI Generation Art in World-Building -- 1 Introduction -- 1.1 Designing for the Challenges of the Anthropocene -- 1.2 Designing Future Well-Being in a Symbiosis of Virtual Reality -- 2 Related Concept Analysis -- 2.1 Futurescaping as a Design Goal -- 2.2 World-Building Leads to a Better Future -- 2.3 Commonalities Between Rhizome Thinking and Social Networks -- 3 Creation of the AI City Park Project -- 3.1 Paradigm Design -- 3.2 World-Building Based on Rhizomatic Thinking -- 4 Some Achievements of AI City Park -- 5 Discussions and Future Works -- 6 Conclusion -- References -- Building Experience Management Body of Knowledge: Responding to the Challenge -- 1 Introduction -- 2 New Challenges Faced by Experience Management -- 2.1 Experience Knowledge is Miscellaneous, but Unstructured. 2.2 Experience Knowledge is Abundant, but Unsystematic. |
Record Nr. | UNINA-9910734869703321 |
Rau Pei-Luen Patrick
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Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
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Cross-Cultural Design : 15th International Conference, CCD 2023, Held as Part of the 25th International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part III / / edited by Pei-Luen Patrick Rau |
Autore | Rau Pei-Luen Patrick |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (588 pages) |
Disciplina |
005.437
004.019 |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Software engineering Application software Computer networks User Interfaces and Human Computer Interaction Software Engineering Computer and Information Systems Applications Computer Communication Networks |
ISBN | 3-031-35946-1 |
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 -- 15th International Conference on Cross-Cultural Design (CCD 2023) -- HCI International 2024 Conference -- Contents - Part III -- Cross-Cultural Design in Arts and Creative Industries -- A Study on the Emotional Awareness of Lacquer Art Dyeing Applied to Fan -- 1 Introduction -- 1.1 Research Background -- 1.2 Motivation and Purpose of the Study -- 2 Literature Review -- 2.1 Cultural Value of Lacquer Art -- 2.2 Emotional Awareness of Cultural and Creative Goods -- 2.3 Emotional Design Factors in Cultural and Creative Goods -- 3 Research Methods and Procedures -- 3.1 Research Methodology and Framework -- 3.2 Data Analysis Process -- 4 Research Results and Analysis -- 5 Results and Discussion -- References -- Viewer's Perceptual Difference in NFT Aesthetics - A Case Study of Popular NFT Avatars (PFPs) at the Opensea -- 1 Introduction -- 2 Theoretical Background and Literature Review -- 2.1 Style Features of NFT Avatars (PFPs) -- 2.2 Aesthetic Experience of Artwork -- 2.3 Viewer's Cognitive Process of the Artwork -- 3 Materials and Methods -- 3.1 Case Introduction -- 3.2 NFT Avatars (PFPs) Cognitive Model -- 3.3 Questionnaire Design -- 4 Results and Discussion -- 5 Conclusion -- References -- Preferences for Chinese TV Dramas and Purchase Intentions of Southeast Asian Audiences -- 1 Introduction -- 2 Literature Review -- 2.1 Preference Design of Chinese TV Dramas -- 2.2 Influence on Chinese Product Purchase Intentions -- 3 Research Framework and Questions -- 4 Methodology -- 4.1 Participants -- 4.2 Experiment Design -- 4.3 Materials -- 4.4 Procedure -- 5 Results -- 5.1 Perceived Preferences of Chinese TV Dramas -- 5.2 Purchase Intentions of Chinese Products -- 6 Discussion.
6.1 Perceived Preferences of Chinese TV Dramas -- 6.2 Purchase Intentions of Chinese Products -- 7 Conclusion -- References -- Analysis of Perceived Preferences and National Images for Chinese TV Dramas in Southeast Asia -- 1 Introduction -- 2 Literature Review -- 2.1 Country Image -- 2.2 Characteristics of Southeast Asians -- 3 Research Framework and Hypotheses -- 4 Methodology -- 5 Results -- 5.1 Analysis of Perceived Preference -- 5.2 Perceived National Image -- 6 Discussion -- 6.1 Perceived Preference -- 6.2 Perceived National Image -- 7 Conclusion -- References -- The Application of Cross-Cultural Context Fusion Virtual Reality Technology in the Course of Film Art Creation -- 1 Introduction -- 2 Literature Review -- 2.1 Virtual Reality Technology -- 2.2 Curriculum and Teaching of Film Art Creation -- 3 Experiment Design -- 3.1 Participant -- 3.2 Measuring Tools -- 3.3 Experimental Process -- 4 Experimental Results -- 4.1 Analysis of Interest in Learning -- 4.2 Analysis of Confidence in Learning -- 5 Discussion and Conclusions -- References -- An Innovative Study on the Integration of Cross-Cultural Virtual Reality Technology in Art Practice Courses -- 1 Introduction -- 2 Literature Review -- 2.1 Art Practice Courses and Teaching -- 2.2 Virtual Reality Technology -- 3 Experiment Design -- 3.1 Participant -- 3.2 Measuring Tools -- 3.3 Experimental Process -- 4 Experimental Results -- 4.1 Analysis of Learning Experience -- 4.2 Analysis of Learning Effect -- 4.3 Result -- 5 Discussion and Conclusions -- References -- A Study of Young Art Creators' Perceptions of Chinese Sex Symbolic Art -- 1 Introduction -- 2 Peripheral Design in Chinese Symbolic Art -- 3 Data Analysis -- 4 Conclusion -- References -- Cross-Cultural Design in Cultural Heritage -- Creative Tourist Behaviors During the COVID-19 Pandemic -- 1 Introduction -- 1.1 Research Background. 1.2 Purpose -- 2 Literature Review -- 2.1 Creative Tourism -- 2.2 COVID-19 and Tourist Behaviors -- 3 Research Methods -- 4 Results and Discussion -- 4.1 Profile of Tourists -- 4.2 Behavioral Characteristics of Tourists -- 5 Conclusions and Suggestions -- References -- A Study on the Influence of Converting Cultural Elements into Pattern Design and Cultural Cognition -- 1 Introduction -- 2 Literature Review -- 2.1 Local Culture -- 2.2 Cultural Elements Conversion Pattern Design -- 2.3 Cultural Cognition -- 2.4 Purchase Intention -- 3 Methodology -- 3.1 Research Hypothesis -- 3.2 Research Subject -- 3.3 Experimental Design -- 4 Results and Discussion -- 4.1 Study Questionnaire Reliability and Validity Analysis -- 4.2 Correlation Analysis of Cultural Elements Conversion Pattern Design -- 4.3 Regression Analysis -- 4.4 Exploring the Influence of Different Expressions Styles of Pattern Design on Cultural Cognition -- 4.5 Summary -- 5 Conclusion -- References -- Kansei Marketing Strategies for Cultural and Creative Products -- 1 Introduction -- 2 Literature Review -- 2.1 Cultural Originality -- 2.2 Value of Handmade Goods -- 2.3 Marketing Strategies -- 3 Research Methods -- 3.1 Research Process -- 3.2 Case Sample -- 3.3 Interviewees -- 3.4 Content Analysis -- 4 Analysis and Discussion -- 4.1 Summary and Naming of Brand Marketing Strategic Groups -- 4.2 Case Product Analysis and Discussion -- 4.3 Launch Motivation and Design Appeal of Case Product -- 4.4 Focuses of Development Type and Design of Case Products -- 4.5 Relationship Between Brand Marketing Groups and Product Design Practices -- 5 Conclusion -- References -- A Study on the Model of Experience Activities in Wineries -- 1 Introduction -- 2 Literature Review -- 2.1 Wineries Features -- 2.2 Experiential Activities -- 2.3 Visitor Participation -- 3 Methodology -- 3.1 Case Study. 3.2 Cases Selection -- 3.3 Data Collection and Analysis -- 4 Findings and Discussion -- 4.1 Winery Experience Activities -- 4.2 Winery Visitor Participation -- 4.3 Winery Visitor Participation -- 5 Conclusion -- References -- A Study on the Differences of Consumers' Emotional Experience of Cultural Creative Products in the Palace Museum of Beijing -- 1 Literature Review -- 1.1 Cultural Creative Products -- 1.2 Emotional Experience of Cultural Creative Products -- 1.3 Purchase Intention of Cultural Creative Products -- 2 Research Methods -- 3 Research Results -- 3.1 Reliability and Validity Analysis -- 3.2 Analysis on the Differences in Variables Due to Different Genders -- 3.3 Analysis on the Differences in Variables Due to Different Ages -- 3.4 Analysis on the Differences in Variables Due to Different Majors -- 3.5 Analysis on the Differences in Variables Due to Different Majors Analysis on the Differences in Variables Due to Different Educational Backgrounds -- 3.6 Analysis on the Differences in Variables Due to Different Monthly Incomes -- 4 Conclusions and Suggestions -- References -- Immersive Museum: Design and Develop an Interactive Virtual Museum Experience -- 1 Introduction -- 2 Related Works -- 2.1 What Interactions Can Make People Feel ``immersed'' in a VE? -- 2.2 How to Digitize Human Behaviors in a Virtual Museum? -- 3 System Overview -- 3.1 The 3D Virtual Museum -- 3.2 Motion Tracking System -- 3.3 Face Tracking System -- 4 System Implementation -- 5 Result and Discussion -- 6 Conclusion and Future Work -- References -- A New Style of Meta-Cosmic Cultural Interaction: "Light Up" National Digital Museum -- 1 Introduction -- 2 Methodology -- 3 Interview -- 4 Design of "Light Up" National Digital Museum -- 4.1 Building Museums -- 4.2 Visiting Museums -- 4.3 Cultural and Museum Expert Pool -- 4.4 Museum Community -- 5 User Tests. 5.1 Purpose of the Study -- 5.2 Research Process -- 5.3 Research Results -- 5.4 In-Depth Interview Data -- 6 Conclusion -- References -- The Aesthetic Education of Traditional Chinese Mending Embroidery Technology in the Spread of Costume Culture -- 1 Research Background of Mending Embroidery -- 1.1 Concept of Mending Embroidery -- 1.2 Sources and Causes -- 1.3 Aesthetic Education Status of Mending Embroidery -- 2 The Content and Significance of Mending Embroidery in Modern Costume Aesthetic Education -- 2.1 Entertainment Aspect of Life -- 2.2 It is Possible to Expand Employment -- 2.3 Reflect Cultural Diversity -- 2.4 Education that Benefits People -- 3 Cases of Aesthetic Education -- 3.1 Significance of DIY Creative Study and Aesthetic Field -- 3.2 The Significance of the Field of Professional Events -- 3.3 Significance of Commercial Design and Application Field -- 4 Conclusion -- 4.1 Cultural Diversity and Variation -- 4.2 Genes and Emotions -- References -- Cross-Cultural Design in Immersive and Inclusive Learning Environments -- Immersion and Intersectionality - Virtual Reality in Cross Cultural Art Exhibition Courses -- 1 Introduction -- 2 Literature Review -- 2.1 Virtual Reality Technology -- 2.2 Intercultural Art Exhibition Course -- 3 Experiment Design -- 3.1 Participants in the Experiment -- 3.2 Measuring Tools -- 3.3 Experimental Procedure -- 4 Experimental Results -- 4.1 Analysis of Learning Interest -- 4.2 Analysis of Learning Confidence -- 5 Discussion and Conclusions -- References -- Preliminary Research on the Design of the Evaluation Ruler for the Judge of the Higher Education CIE (Creativity, Innovation and Entrepreneurship) Competition -- 1 Introduction -- 2 Literature Review -- 2.1 The Development and Purpose of CIE -- 2.2 Semiotics and the State of Perceptual Communication. 2.3 Evaluation Ruler Under the Framework of Social Equity Theory. |
Record Nr. | UNINA-9910734869003321 |
Rau Pei-Luen Patrick
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Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
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Lo trovi qui: Univ. Federico II | ||
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