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Cross-cultural design : applications in business, communication, health, well-being and inclusiveness : 14th international conference, CCD 2022, held as part of the 24th HCI international conference, HCII 2022, virtual event, June 26-July 1, 2022, proceedings, part III / / Pei-Luen Patrick Rau, editor
Cross-cultural design : applications in business, communication, health, well-being and inclusiveness : 14th international conference, CCD 2022, held as part of the 24th HCI international conference, HCII 2022, virtual event, June 26-July 1, 2022, proceedings, part III / / Pei-Luen Patrick Rau, editor
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2022]
Descrizione fisica 1 online resource (488 pages)
Disciplina 004.019
Collana Lecture Notes in Computer Science
Soggetto topico Human-computer interaction
User-centered system design
ISBN 9783031060502
9783031060496
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910578693603321
Cham, Switzerland : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Cross-cultural design : applications in business, communication, health, well-being and inclusiveness : 14th international conference, CCD 2022, held as part of the 24th HCI international conference, HCII 2022, virtual event, June 26-July 1, 2022, proceedings, part III / / Pei-Luen Patrick Rau, editor
Cross-cultural design : applications in business, communication, health, well-being and inclusiveness : 14th international conference, CCD 2022, held as part of the 24th HCI international conference, HCII 2022, virtual event, June 26-July 1, 2022, proceedings, part III / / Pei-Luen Patrick Rau, editor
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2022]
Descrizione fisica 1 online resource (488 pages)
Disciplina 004.019
Collana Lecture Notes in Computer Science
Soggetto topico Human-computer interaction
User-centered system design
ISBN 9783031060502
9783031060496
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996478870303316
Cham, Switzerland : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Cross-cultural design : applications in learning, arts, cultural heritage, creative industries, and virtual reality : 14th international conference, CCD 2022, held as part of the 24th HCI international conference, HCII 2022, virtual event, June 26-July 1, 2022, proceedings, part II / / Pei-Luen Patrick Rau, editor
Cross-cultural design : applications in learning, arts, cultural heritage, creative industries, and virtual reality : 14th international conference, CCD 2022, held as part of the 24th HCI international conference, HCII 2022, virtual event, June 26-July 1, 2022, proceedings, part II / / Pei-Luen Patrick Rau, editor
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2022]
Descrizione fisica 1 online resource (550 pages)
Disciplina 004.019
Collana Lecture Notes in Computer Science
Soggetto topico Human-computer interaction
User-centered system design
ISBN 9783031060472
9783031060465
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910578691303321
Cham, Switzerland : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Cross-cultural design : product and service design, mobility and automotive design, cities, urban areas, and intelligent environments design : 14 international conference, CCD 2022, held as part of the 24th HCI international conference, HCII 2022, virtual event, June 26-July 1, 2022, proceedings, part IV / / Pei-Luen Patrick Rau, editor
Cross-cultural design : product and service design, mobility and automotive design, cities, urban areas, and intelligent environments design : 14 international conference, CCD 2022, held as part of the 24th HCI international conference, HCII 2022, virtual event, June 26-July 1, 2022, proceedings, part IV / / Pei-Luen Patrick Rau, editor
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2022]
Descrizione fisica 1 online resource (625 pages)
Disciplina 004.019
Collana Lecture Notes in Computer Science
Soggetto topico Human-computer interaction
User-centered system design
ISBN 9783031060533
9783031060526
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910578682603321
Cham, Switzerland : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Cross-cultural design : applications in learning, arts, cultural heritage, creative industries, and virtual reality : 14th international conference, CCD 2022, held as part of the 24th HCI international conference, HCII 2022, virtual event, June 26-July 1, 2022, proceedings, part II / / Pei-Luen Patrick Rau, editor
Cross-cultural design : applications in learning, arts, cultural heritage, creative industries, and virtual reality : 14th international conference, CCD 2022, held as part of the 24th HCI international conference, HCII 2022, virtual event, June 26-July 1, 2022, proceedings, part II / / Pei-Luen Patrick Rau, editor
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2022]
Descrizione fisica 1 online resource (550 pages)
Disciplina 004.019
Collana Lecture Notes in Computer Science
Soggetto topico Human-computer interaction
User-centered system design
ISBN 9783031060472
9783031060465
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996478869903316
Cham, Switzerland : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Cross-cultural design : product and service design, mobility and automotive design, cities, urban areas, and intelligent environments design : 14 international conference, CCD 2022, held as part of the 24th HCI international conference, HCII 2022, virtual event, June 26-July 1, 2022, proceedings, part IV / / Pei-Luen Patrick Rau, editor
Cross-cultural design : product and service design, mobility and automotive design, cities, urban areas, and intelligent environments design : 14 international conference, CCD 2022, held as part of the 24th HCI international conference, HCII 2022, virtual event, June 26-July 1, 2022, proceedings, part IV / / Pei-Luen Patrick Rau, editor
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2022]
Descrizione fisica 1 online resource (625 pages)
Disciplina 004.019
Collana Lecture Notes in Computer Science
Soggetto topico Human-computer interaction
User-centered system design
ISBN 9783031060533
9783031060526
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996478870203316
Cham, Switzerland : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Cross-cultural design : applications in arts, learning, well-being, and social development : 13th international conference, CCD 2021, held as part of the 23rd HCI international conference, HCII 2021, virtual event, July 24-29, 2021, proceedings, part II / / Pei-Luen Patrick Rau, editor
Cross-cultural design : applications in arts, learning, well-being, and social development : 13th international conference, CCD 2021, held as part of the 23rd HCI international conference, HCII 2021, virtual event, July 24-29, 2021, proceedings, part II / / Pei-Luen Patrick Rau, editor
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (483 pages)
Disciplina 004.019
Collana Lecture Notes in Computer Science
Soggetto topico Human-computer interaction
User-centered system design
ISBN 3-030-77077-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Foreword -- HCI International 2021 Thematic Areas and Affiliated Conferences -- Contents - Part II -- Culture, Arts and Creativity -- The Strategies of Experiential Design in the Creative Life Industry -- 1 Introduction -- 1.1 Research Background -- 1.2 Purpose -- 2 Literature Review -- 2.1 Experience Economy -- 2.2 Service Design -- 3 Research Methods -- 3.1 Data Collection -- 3.2 Data Analysis -- 4 Results -- 4.1 Journey Design for Customers Seeking an Entertaining Experience -- 4.2 Journey Design for Customers Seeking an Educational Experience -- 4.3 Journey Design for Customers Seeking an Aesthetic Experience -- 4.4 Journey Design for Customers Seeking an Escapist Experience -- 5 Discussion -- 6 Conclusion and Suggestions -- References -- ISDT Case Study of Cultivation of Employees' Creativity in Cultural and Creative Industries -- 1 Introduction -- 1.1 I-Sustainability Design Thinking -- 1.2 Transcendental Meditation and Creativity -- 2 The ISDT Process -- 3 Methods -- 3.1 Case Study -- 3.2 ISDT Workshop Process -- 4 Results -- 4.1 POG Statement -- 4.2 Top10 Key Themes -- 4.3 Value Analysis -- 4.4 Business Model -- 5 Discussion -- 6 Conclusion -- References -- The Museum of Dreams: Exploring a "Dreaming" Visual Experience via Machine Vision and Visual Synthesis -- 1 Background -- 2 Introduction -- 3 System Overview -- 3.1 Posenet -- 3.2 The Customized Algorithm -- 3.3 Adaptive Style Transfer -- 4 System Implementation -- 4.1 Runway ML -- 4.2 Processing -- 4.3 Creative Coding for Generative Visual System -- 4.4 Physical and Hardware Setup -- 5 Social Impact -- 5.1 Interactions and Feedback -- 5.2 More on Human-AI Collaboration -- 6 Future Work -- References -- From Imitation to Innovation: A Case Study of an Amateur Artist -- 1 Introduction -- 2 Literature Review -- 2.1 Amateur Art and National Creativity.
2.2 Knocking on the Door of Creativity Through Imitating -- 2.3 Brief Introduction of Amateur Artist in This Study -- 3 Method -- 3.1 Experimental Samples -- 3.2 Questionnaire Design -- 3.3 Interviewees -- 4 Results -- 4.1 Overall Assessment -- 4.2 Analysis of Repeatedly Imitated Sample -- 5 Conclusions -- References -- A Study on the Cognitive Differences of Incomplete Beauty in Sculptures Among Audiences -- 1 Introduction -- 2 Literature Review -- 2.1 The Cognition of Incomplete Beauty -- 2.2 Kansei Engineering -- 2.3 Related Researches of Image -- 3 Research Method -- 3.1 Selection and Limitation of Sculptures -- 3.2 Questionnaire Survey - Semantic Differential, SD -- 3.3 Stage Three, Analysis of Research Result -- 4 Result and Discussion -- 4.1 The Analysis of Incomplete Beauty and Preference Degree -- 4.2 The Analysis of Nature of Incomplete Beauty -- 5 Conclusion -- References -- A Study of Applying Bauhaus Design Idea into the Reproduction of the Triadic Ballet -- 1 Introduction -- 2 Literature Review -- 2.1 The Triadic Ballet of the Theater of the Bauhaus -- 2.2 Aesthetic Experience of the Audience -- 3 Research Design and Method -- 3.1 Research Process and Framework -- 3.2 Core Concepts of Triadic Ballet -- 3.3 Evaluation Matrix for the Audience Aesthetic Experience of the Triadic Ballet -- 4 Discussion -- 4.1 Applying the Bauhaus Concept in the Reproduction of the Triadic Ballet -- 4.2 Analysis of the Questionnaire for Evaluating the Aesthetic Experience of the Audience -- 5 Conclusion and Recommendations -- References -- Discussing the Aesthetic Emotion of Artworks by AI and Human Artists with the Mediating Variable of Aesthetic Fluency -- 1 Introduction -- 2 Literature Review -- 2.1 Aesthetic Experience -- 2.2 Aesthetic Fluency -- 2.3 The Art of AI Creation -- 2.4 The Geneva Emotion Wheel -- 3 Research Methodology -- 3.1 Stimulus.
3.2 Procedures -- 4 Result Analysis -- 5 Discussion -- References -- A Study of Chinese Audience Preferences for Mythological Film and Television Works -- 1 First Section -- 2 Intercultural Communication -- 3 Data Collection and Analysis for Chinese Audiences -- 3.1 Analysis of Chinese Audiences' Preference for Japanese Mythological Film and Television Works -- 3.2 Analysis of Chinese Audiences' Preference for European Mythology Film and Television Works -- 4 Summary -- References -- Discussing How the Viewer, the Author, and the Work See and Be Seen in the Photography Works of "Farewell to the Island" -- 1 Introduction -- 2 Literature Review -- 3 Research Method -- 3.1 Experiment 1: Morphological Analysis of the Photos -- 3.2 Experiment 2: Vector Classification -- 4 Conclusion -- References -- Culture, Learning and Well-being -- ISDT Case Study of We'll App for Postpartum Depression Women -- 1 Introduction -- 2 Literature Review -- 2.1 Postpartum Depression -- 2.2 I Social-Support and Self-efficacy -- 2.3 E-Mental Health -- 2.4 I-Sustainability Design Thinking (ISDT) -- 3 Materials and Methods -- 3.1 Case Study -- 3.2 ISDT Process -- 4 Results -- 4.1 Mandalas Drawing Orientation -- 4.2 Macro Forces -- 4.3 Micro Forces -- 5 Discussion -- 6 Conclusion -- References -- A Study on User Experience of COVID-19 Emergency Communication Platform from Cross-cultural Perspective of View -- 1 Introduction -- 2 Literature Review -- 2.1 User Experience of Emergency Communication Platform -- 2.2 User Experience of Emergency Communication Platform from a Cross-cultural Perspective -- 2.3 The Emergency Communication Platform in the Context of the Covid-19 Pandemic -- 3 Theoretical Basis and Related Model -- 3.1 Theoretical Basis -- 3.2 Model -- 4 Research Methodology -- 4.1 Survey Instrument -- 4.2 User Experience Analysis of the China and UK Platforms.
5 A Comparative Analysis of the China and UK Platforms -- 5.1 Comparative Analysis of Sensory Experience -- 5.2 Comparative Analysis of Interaction Experience -- 5.3 Comparative Analysis of Efficacy Experience -- 6 Conclusion -- References -- Study on the Effect of Art Training on Proportion Control -- 1 Introduction -- 2 Literature Review -- 2.1 Art Training -- 2.2 Researches on Proportions -- 2.3 Rectangle Aesthetic Cognition -- 3 Design of Experiment -- 3.1 Proactive Test -- 3.2 Formal Test -- 4 Analysis and Discussion of Results -- 4.1 The Affect of Art Training -- 4.2 Influence of Educational Background on Proportion -- 4.3 Cognitive Analysis of Subjects' Preferences -- 5 Conclusion and Suggestion -- References -- The Effect of We'll App on Social-Support, Self-efficacy, and EPDS for PPD -- 1 Introduction -- 1.1 Postpartum Depression -- 1.2 Social-Support and Self-efficacy -- 1.3 E-mental Health -- 1.4 Purpose of Research -- 2 Method -- 3 Result -- 4 Discussion -- 5 Conclusion -- References -- Description of Role Orientation of College Teachers in Online Education Under Epidemic Emergency -- 1 Introduction -- 2 The Challenge and Call of College Teacher Roles in Online Education in the Case of Epidemic Emergency -- 2.1 New Changes of Teaching Situation in Colleges and Universities Under Epidemic Emergency -- 3 Pain Points of Online Education for College Teachers in the Case of Epidemic Emergency -- 3.1 Insufficient Appropriateness of Teaching Resources -- 3.2 Lack of Cooperativity Among Teaching Platforms -- 3.3 Dull and Fixed Teaching Evaluation -- 3.4 Lagging of Teaching Support Services -- 4 A Glimpse of the Roles of College Teachers in the Epidemic Emergency of COVID-19 -- 4.1 Online Education Learning Experience Designer -- 4.2 Online Learning Process Guider -- 4.3 New Knowledge Production Cooperator.
4.4 Online Learning Ecosystem Constructor -- References -- Taking Micro-breaks at Work: Effects of Watching Funny Short-Form Videos on Subjective Experience, Physiological Stress, and Task Performance -- 1 Introduction -- 2 Materials and Methods -- 2.1 Pretest: Selecting Short-Form Videos, Music, and a Documentary Clip -- 2.2 Participants and Tasks -- 2.3 Measures -- 2.4 Procedure -- 3 Results -- 3.1 Subjective Experience -- 3.2 Physiological Stress -- 3.3 Task Performance -- 4 Discussion -- 4.1 Effects of Watching Short-Form Videos and Using Other Media -- 4.2 Implications and Design Insights -- 4.3 Limitations and Further Study -- 5 Conclusions -- References -- ISDT Case Study of Loving Kindness Meditation for Flight Attendants -- 1 Introduction -- 1.1 Loving-Kindness Meditation -- 1.2 Airline Service and Transition Design -- 1.3 I-Sustainability Design Thinking -- 2 The ISDT Process -- 3 Materials and Methods -- 3.1 Case Study -- 3.2 ISDT Process -- 4 Results -- 4.1 P.O.G. Statement -- 4.2 Top10 Themes -- 4.3 Value Analysis -- 4.4 Business Model -- 5 Discussion -- 6 Conclusion -- References -- Study on Creative Learning Strategies of Gender Grouping in Collaborative Learning of Graduation Project -- 1 Introduction -- 2 Literature Review -- 2.1 Creative Teaching -- 2.2 Computer-Supported Collaborative Learning -- 2.3 Cooperative Learning -- 3 Study Methods -- 3.1 Study Process -- 3.2 Study Questions and Hypotheses -- 3.3 Selection and Testing of Study Objects -- 3.4 Study Tools -- 3.5 Experimental Design -- 4 Results and Discussion -- 4.1 The Study Hypothesis in Independent Sample T-Test Data Analysis -- 4.2 The Study Hypothesis in Statistical Analysis of Single-Factor Variance -- 4.3 The Study Hypothesis in Statistical Analysis of Multi-factor Variance -- 4.4 The Study Hypothesis in Statistical Analysis of Mean and Standard Deviation.
5 Conclusions and Suggestions.
Record Nr. UNINA-9910488724103321
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Cross-cultural design . Part III : applications in cultural heritage, tourism, autonomous vehicles, and intelligent agents : 13th International Conference, CCD 2021, held as part of the 23rd HCI International Conference, HCII 2021, Virtual event, July 24-29, 2021, Proceedings. / / Pei-Luen Patrick Rau (editor)
Cross-cultural design . Part III : applications in cultural heritage, tourism, autonomous vehicles, and intelligent agents : 13th International Conference, CCD 2021, held as part of the 23rd HCI International Conference, HCII 2021, Virtual event, July 24-29, 2021, Proceedings. / / Pei-Luen Patrick Rau (editor)
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (436 pages)
Disciplina 004.019
Collana Lecture notes in computer science
Soggetto topico Human-computer interaction
ISBN 3-030-77080-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Foreword -- HCI International 2021 Thematic Areas and Affiliated Conferences -- Contents - Part III -- CCD in Cultural Heritage and Tourism -- The Unorthodox Use of Bamboo in Fashion Styling Design -- 1 Introduction -- 2 Literature Review -- 2.1 Avant-Gardism -- 2.2 Aesthetic Experience -- 3 Research Methodology -- 3.1 Research Process -- 3.2 Research Framework -- 3.3 Research Stimuli -- 4 Results and Discussions -- 4.1 Analysis the Degree of Preference -- 4.2 Variation Analysis for Three Groups of Students -- 4.3 T Test of the Effect Gender -- 4.4 Construct Validity for F1, F2, F3 -- 4.5 Reliability Analysis on F1, F2, F3 -- 4.6 Multiple Regression Analysis on Creativity Level -- 4.7 Multiple Regression Analysis on Preference Level -- 4.8 Multiple Regression Analysis on Tradition Bamboo Culture Level -- 4.9 Multiple Regression Analysis on Color Contemporary Application Level -- 5 Results and Discussions -- References -- Application of Four-Chain Integration Theory on Cultural Derivative Design - A Case Study of Shanghai History Museum -- 1 Background -- 2 Research Design -- 2.1 Four-Chain Integration Theory -- 2.2 SD Research Method -- 2.3 Research Goal -- 3 Results -- 3.1 Evaluation Factor Selection -- 3.2 Questionnaire -- 3.3 Experiment Result -- 4 Discuss -- 4.1 Product Chain -- 4.2 Interaction Chain -- 4.3 Service Chain -- 4.4 Brand Chain -- 5 Conclusion -- References -- Inheritance Model and Innovative Design of Chinese Southern Ivory Carving Culture and Craft -- 1 Introduction -- 2 The Dilemma of Inheritance and Communication of Southern Ivory Carving Culture and Craft -- 3 Inheritance Model and Innovative Communication of Southern Ivory Carving -- 4 Cases of Using Virtual Technology for Innovative Communication and Design -- 5 Conclusions -- References.
Objective Εvaluations Based on Urban Soundscape in Waterfront Recreation Spaces -- 1 Introduction -- 2 Description of Urban Waterfront Recreation Walkway -- 3 Results of on-Site Measurement -- 4 Visualization of Sound Distribution -- 5 Discussion -- References -- Generating Travel Recommendations for Older Adults Based on Their Social Media Activities -- 1 Introduction -- 2 Related Works -- 2.1 Extracting the Topic Categories of Interest -- 2.2 Weighted LDA Models -- 2.3 Implicit and Explicit Interests of Users -- 2.4 Expanding Recommendation Lists Based on Relevant Text and Images -- 3 Proposed Approach -- 3.1 Preprocessing Tweets -- 3.2 Processing Images -- 3.3 Extracting Interests Through Text-Image Topic Modeling -- 3.4 Recommendation of Tourist Spots -- 4 Experiments -- 4.1 Comprehensiveness of Generated Interest Topics -- 4.2 Identifying the Characteristics of Tourist Spots -- 5 Conclusion and Future Work -- References -- Research on the Inheritance and Innovation Path of Intangible Cultural Heritage from the Perspective of Consumer Sociology -- 1 Introduction -- 2 Public Taste and Consumption Habits -- 3 Cultural Consciousness and Material Cultural Consumption -- 4 Product Design, Process and Life Cycle -- 5 Conclusion -- References -- Behavioral Mapping: A Patch of the User Research Method in the Cruise Tourists Preference Research -- 1 Introduction -- 2 Behavioral Mapping Method -- 3 Study Design -- 3.1 Study Procedure -- 3.2 Study Setting -- 4 Behavioral Mapping -- 4.1 Map Generation -- 4.2 BM Execution and Data Collection -- 4.3 Data Processing and Analysis -- 5 Discussion: Behavioral Mapping as a Patch of the User Research Method -- 5.1 Limitations of Behavioral Mapping Method -- 5.2 Triangulation with Other User Research Methods -- 5.3 Triangulation of the Three User Research Methods -- 6 Conclusion -- References.
A Study of Sightseeing Illustration Map Design -- 1 Introduction -- 2 Literature Review -- 2.1 Sightseeing Illustration Map -- 2.2 How Did the Visual Effects Tourists Behavior -- 3 Methodology -- 3.1 Research Problem and Hypothesis -- 3.2 Experimental Samples -- 3.3 Questionnaire Design -- 4 Results and Discussions -- 5 Summary -- References -- Brand Construction of Chinese Traditional Handicrafts in the We-Media era-A Case Study of "Rushanming", a Ru Ware Brand -- 1 Introduction -- 2 Literature Review -- 3 Methodology -- 4 Construction Situation and a Case Study of Chinese Traditional Handicraft Brands -- 4.1 Construction Situation of Chinese Traditional Handicraft Brands -- 4.2 A Case Study -- 5 Research Results and Discussion -- 6 Conclusion and Suggestions -- References -- The Interweaving of Memory and Recollection: A Case Study of Memorial House "Qiyun Residence" -- 1 Introduction -- 2 Framework and Design Mode of Family Memorial Hall -- 2.1 The Role and Significance of Family Memorial Hall -- 2.2 The Family Memorial Hall Reflects the Changing Laws of Human Needs -- 2.3 Inspiration from "Sensitive Technology", "Human-Centered Design", and "Cultural Creativity" -- 3 Analysis of the Conception and Design Idea of "Qiyun Residence" -- 3.1 The Origin and Design Idea of "Qiyun Residence" -- 3.2 "Memory" and "Recollection" Trigger the Nostalgic Feeling of "Qiyun Residence" -- 3.3 "Style" and "Function" Reshape the Modern Elegance of "Qiyun Residence" -- 4 Summary -- References -- Disseminating Intangible Cultural Heritage Through Gamified Learning Experiences and Service Design -- 1 Introduction -- 2 Design Process and Method -- 2.1 Exploring the Interests of Target Learners -- 2.2 Constructing the User Journey Map -- 2.3 Designing the Curriculum with Detailed Materials -- 3 Initial Test -- 4 Conclusion -- References.
Exploring the Creation of Substandard Stones in Fuzhou Shoushan Stone -- 1 Introduction -- 2 Research on the Creation of Substandard Stones -- 3 Exploration of the Peripheral Use of Substandard Stones -- 3.1 Combination of Stone with Lacquer Art and Painting -- 3.2 Stone and Wood -- 3.3 Stone and Life -- 3.4 "Sub-stone" Theme Creation -- 4 Summary -- References -- Meet the Local Through Storytelling: A Design Framework for the Authenticity of Local Tourist Experience -- 1 Introduction -- 2 Theoretical Framework -- 2.1 Authenticity of Local Tourist Experience -- 2.2 Storytelling -- 3 Methods -- 3.1 Data Collection -- 3.2 Data Analysis -- 4 Results -- 4.1 Frontstage: Barriers for Local Engagement -- 4.2 Backstage: Barriers for Enabling Local Expertise -- 4.3 Staged Authenticity: The Gap for Mediating Front and Backstage -- 4.4 Comparing Storytelling Practices Between Local Residents and Tour Guides -- 5 A Storytelling Design Framework for the Authenticity of Local Tourist Experience -- 6 A Storytelling-Based Audio Guide Application -- 7 Discussion -- 8 Conclusion -- References -- The Living Inheritance and Protection of Intangible Cultural Heritage Lingnan Tide Embroidery in the Context of New Media -- 1 Introduction -- 2 Background to the Study -- 3 Development of the Dissemination of Intangible Cultural Heritage -- 4 The Practical Dilemma of the Protection and Inheritance of Intangible Cultural Heritage -- 5 An Effective Path to Inheritance and Dissemination of Non-posthumous Living State in the New Media Context -- 6 Reflections on Enhancing the Cultural Power of Lingnan Tide Embroidery in the Context of New Media -- 7 Conclusion -- References -- CCD in Autonomous Vehicles and Driving -- Driver's Perception of A-Pillar Blind Area: Comparison of Two Different Auditory Feedback -- 1 Introduction -- 2 Research Question -- 3 Related Work -- 4 Method.
5 Experimental Preparation -- 6 Auditory Feedback -- 7 Experimental Video -- 7.1 Top Perspective -- 7.2 Driver Perspective -- 7.3 Top-Side Perspective -- 8 Experiment Process -- 9 Results -- 9.1 Distance Displaying -- 9.2 Personal Evaluation -- 10 Discussion -- 11 Conclusion and Future Work -- References -- Automated Driving: Acceptance and Chances for Young People -- 1 Introduction -- 2 Related Work -- 3 Method -- 3.1 Interviews -- 3.2 Role Play -- 3.3 Question Settings -- 4 Result -- 4.1 Acceptance of Young People -- 4.2 Needs of Young People and Further Chances -- 5 Conclusion -- References -- Analyze the Impact of Human Desire on the Development of Vehicle Navigation Systems -- 1 Introduction -- 2 Research Design -- 2.1 User Sample Selection Hierarchy -- 2.2 Non-probability Sampling -- 2.3 Designing Interview Questions -- 2.4 Question Examples -- 2.5 Interview Procedure -- 2.6 Data Analysis -- 2.7 Subject Analysis -- 3 Results -- 3.1 Satisfaction of Morality and Privacy -- 3.2 Humane Factor in an Intelligent Situation -- 3.3 Information Integration and Connection -- 3.4 Progress with Emotion Gradation -- 3.5 Accuracy and Efficiency of Multi-channel Input Mode -- 3.6 Efficient Information Transfer -- 4 Discussion -- 5 Conclusion and Future Work -- References -- Acceptance Factors for Younger Passengers in Shared Autonomous Vehicles -- 1 Introduction -- 2 Related Work -- 2.1 Overview -- 2.2 Shared Autonomous Vehicles System -- 2.3 Cohorts -- 2.4 Acceptance -- 2.5 SAVAM -- 3 Study and Procedure -- 3.1 Questionnaire -- 3.2 Preliminary Experiment -- 3.3 Sample -- 3.4 Data Analysis -- 4 Result -- 5 Discussion -- 6 Future Work -- 7 Conclusions -- References -- Where is the Best Autonomous Vehicle Interactive Display Place When Meeting a Manual Driving Vehicle in Intersection? -- 1 Introduction -- 2 Introduction -- 2.1 Participants.
2.2 Display Places and Interactive Communicated Modalities.
Record Nr. UNINA-9910488708203321
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Cross-cultural design . Part I : experience and product design across cultures : 13th International Conference, CCD 2021, held as part of the 23rd HCI International Conference, HCII 2021, Virtual event, July 24-29, 2021, Proceedings. / / Pei-Luen Patrick Rau (editor)
Cross-cultural design . Part I : experience and product design across cultures : 13th International Conference, CCD 2021, held as part of the 23rd HCI International Conference, HCII 2021, Virtual event, July 24-29, 2021, Proceedings. / / Pei-Luen Patrick Rau (editor)
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (584 pages)
Disciplina 004.019
Collana Lecture notes in computer science
Soggetto topico Human-computer interaction
ISBN 3-030-77074-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Foreword -- HCI International 2021 Thematic Areas and Affiliated Conferences -- Contents - Part I -- Contents - Part II -- Contents - Part III -- Cross-Cultural Experience Design -- A Project-Based Study on User Guidance for Interaction Design -- 1 Introduction -- 2 Project Reflection -- 2.1 General Review -- 2.2 Problems -- 2.3 Mini-game -- 2.4 Outcomes -- 3 Interaction Design and User Guidance -- 3.1 Background -- 3.2 Method -- 3.3 Result -- 3.4 Discussion -- 3.5 Limitations -- 4 Optimizations -- 4.1 Motivation -- 4.2 Ability -- 5 Conclusion -- References -- Development of More Concept Words Leads to the Generation of More Idea Sketches -- 1 Introduction -- 1.1 Creative Idea Generating App IDEATOR -- 2 Research Method -- 2.1 Design Task, Process and Participants -- 2.2 Data Analysis -- 3 Results and Discussion -- 3.1 Analysis and Comparison of the IDEATOR Operation Records Segment Encoding in Three Design Domains -- 3.2 Behavioral Relationship Among the Three Design Domains in Ideation -- 3.3 Designers' Sketches, Referenced Pictures, and Lateral Thinking Categories -- 4 Conclusion and Recommendations -- References -- Facial Feature Recognition System Development for Enhancing Customer Experience in Cosmetics -- 1 Introduction -- 2 Literature Review -- 2.1 Traditional Face Recognition Algorithms -- 2.2 Neural Networks -- 3 Methodology -- 3.1 Idea Formulation -- 3.2 Eyes Classes Selection -- 3.3 Application Features and Interface Flow Definition -- 3.4 Image Database Collection -- 3.5 Neural Network Development -- 3.6 App Implementation -- 3.7 Testing, Debugging and Releasing -- 4 Results -- 5 Conclusion and Final Remarks -- References -- Maintenance Feasibility Analysis Based on a Comprehensive Indicator -- 1 Introduction -- 2 Method -- 2.1 Indicators for Evaluating Maintainability -- 2.2 Accessibility Assessment.
2.3 Visibility Assessment -- 2.4 Comfort Evaluation -- 2.5 Operation Space Evaluation -- 2.6 Ergonomics Comprehensive Evaluation -- 3 Results -- 4 Discussions -- 5 Conclusion -- References -- Design for the Speculative Future as a Knowledge Source -- 1 Research Background -- 1.1 Culture and Design -- 1.2 Design for the Speculative Future and Speculative Ethnography -- 1.3 Research Focus -- 2 Research Process -- 3 Example Projects -- 3.1 Personalized Ceremony -- 3.2 "Car-ing" -- 3.3 AIB Plan -- 4 Findings and Discussion: DSF as a Knowledge Source -- 4.1 Cultural Knowledge -- 4.2 Design Knowledge -- 5 Conclusion -- References -- Effects of Players' Social Competence on Social Behaviors and Role Choice in Team-Based Multiplayers Online Games -- 1 Introduction -- 2 Related Works -- 2.1 Team-Based Multiplayers Online Games -- 2.2 Social Behavior and Role-Choice in Online Games -- 2.3 Social Competence and Interpersonal Competence -- 3 Phase I: Exploring the Influence of Players' Social Skills on Their Social Behavior and Role Preference -- 3.1 Questionnaire Design and Administration -- 3.2 Result and Analysis -- 3.3 Research Model and Questions -- 3.4 Methodology -- 3.5 Result and Analysis -- 4 Discussion -- 5 Conclusion -- References -- A Study on the Influence of Intercultural Curation on the Brand Loyalty of Cultural Creative Park Based on the Experiential Marketing Theory -- 1 Preamble -- 1.1 Backgrounds and Motives -- 1.2 Research Purpose -- 2 Literature Review -- 2.1 Development of Culture and Creative Industries -- 2.2 Development and Operation of Cultural Heritage Park of Ministry of Culture -- 2.3 Experiential Marketing -- 2.4 Experiential Value -- 2.5 Brand Loyalty -- 3 Methodology -- 3.1 The Study Framework and Hypotheses -- 3.2 Questionnaire Design and Surveying -- 4 Data Analysis -- 4.1 Hypotheses Correctness Analysis.
4.2 Verification of Hypotheses -- 4.3 Discussion on International Cultural Curation Qualitative Benefits -- 5 Conclusion and Suggestion -- References -- The Core Values and Methodology of Cross-Cultural I-Sustainability Design Thinking -- 1 Introduction -- 2 The ISDT -- 2.1 I Ching -- 2.2 Sustainable Development -- 2.3 Design Thinking -- 2.4 Situational Story Design Method -- 2.5 I-Sustainability Design Thinking -- 3 ISDT Core Values -- 3.1 Flow Experience -- 3.2 Mindfulness -- 3.3 Sustainable Development Goals -- 3.4 Aesthetics -- 3.5 Ergonomics -- 3.6 Health -- 3.7 Quality -- 3.8 Core Technologies -- 4 ISDT Methodology -- 4.1 Mandala Drawing Orientation -- 4.2 Macro Forces -- 4.3 Micro Forces -- 5 Discussion -- 6 Conclusion -- References -- Sound Signal Sensitivity of Subjective Auditory Features -- 1 Introduction -- 2 Method -- 2.1 Sound Signals -- 2.2 Evaluating Method -- 3 Result -- 3.1 Differences of the Eight Sound Signals in the Spectrum -- 3.2 Differences of the Eight Sound Signals in the Subjective Auditory Features -- 3.3 Correlation Between the Differences of the Eight Sound Signals and Their Subjective Auditory Features -- 3.4 The Prediction Effect of Subjective Auditory Features of the Sound Signals on Their Differences -- 3.5 Discrimination of the Subjective Auditory Features on the Difference of the Sound Signals -- 4 Conclusion -- References -- A Preliminary Study on the Effect of Somatosensory Games upon Children's Activity Space and Bodily Movements -- 1 Introduction -- 2 Literature Review -- 2.1 Sports Games and Parent-Child Interaction -- 2.2 Game Controllers and Operation -- 2.3 Natural Mapping -- 2.4 Spatial Presence -- 2.5 Summary -- 3 Research Methods -- 3.1 Analysis of Children's Dance Movements -- 3.2 Experimental Design -- 3.3 Experimental Tools -- 3.4 Experimental Procedure -- 4 Results -- 5 Discussion -- 6 Conclusion.
References -- Motion Illusion on Form with Different Types of Line Graphic -- 1 Introduction -- 2 Literature Review -- 3 Experimental Design and Samples -- 4 Results and Discussion -- 4.1 Experiment of Perceptions of Apparent Movement Stimulated by Different Types of Line Graphics -- 4.2 Experiment of Perceptions of Induced Movement Triggered by Different Types of Line Graphics -- 4.3 Experiment of Perceptions of Movement Afterimage Triggered by Different Line Graphics -- 5 Conclusion -- References -- Rethinking the Body as a Humanistic Intervention - Teaching HCI with a Recognition of Multiplicity -- 1 Introduction -- 2 The Intersection of Humanities and Embodied Interaction HCI -- 2.1 The Role of Humanities in the Age of Technological Saturation -- 2.2 Bodies that Matter in the Field of Embodied Interaction -- 3 Bringing the Body into the HCI Classroom in a Non-western Context -- 4 Conclusion -- References -- A Novel Approach Combined with Therbligs and VACP Model to Evaluate the Workload During Simulated Maintenance Task -- 1 Background -- 2 Method -- 3 Results -- 3.1 Analysis of Therbligs -- 3.2 VACP Model -- 4 Discussion and Conclusion -- References -- Shift in Computation - Tangible to Intangible -- 1 Introduction -- 2 Tangible Computation -- 2.1 Experiments -- 3 Intangible Computation -- 3.1 Experiments -- 4 The Shift -- 5 Conclusion -- References -- Future Footprint: A Future Signal-Driven Design Ideation Tool -- 1 Introduction -- 1.1 Design for the Long-Term Future -- 1.2 From Divergency to Constriction -- 1.3 Signals Acquisition -- 2 Future Footprint (FF) -- 2.1 Research Stance -- 2.2 Structure of Future Footprint (FF) -- 2.3 Procedures of Future Footprint (FF) -- 3 Results and Findings -- 4 Limitations -- 5 Conclusion and Discussion -- References -- Cross-Cultural Product Design.
Cross-Cultural Design: A Set of Design Heuristics for Concept Generation of Sustainable Packagings -- 1 Introduction -- 2 Literature Review -- 2.1 Sustainable Behavioural Design Methods -- 2.2 Bionic Design Methods -- 2.3 Base of the Pyramid Design Methods -- 3 Presenting the DHFSP Development Process -- 3.1 Select Search Keywords and Database -- 3.2 Data Collection and Pre-processing -- 3.3 Discovering Design Heuristics Using the Kawakita Jiro (KJ) Method -- 4 DHFSP Method Applied to Product Packagings Development -- 5 Summary -- References -- Exploring the Integration of Emotion and Technology to Create Product Value-A Case Study on QisDesign Lighting -- 1 Introduction -- 2 Literature Review -- 2.1 Principles for Designing Superior Light Sources in LED Luminaries -- 2.2 LED Luminary Design for Inducing Senses of Pleasure and Comfort -- 2.3 Discussion on Human-Centered Designs -- 3 Research Methodology -- 4 Results and Discussions -- 4.1 Perceptual Differences by Sex, Educational Attainment, and Age -- 4.2 Spatial Cognition Distribution and Six Basic Relationships Among the Eight Luminary Samples -- 4.3 Analysis of the Three Levels of Design and Sense of Pleasure -- 5 Conclusions -- References -- Identification of Product Functional Images Among Older Adults -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Test Procedure -- 2.3 Test Samples -- 3 Results -- 3.1 Image Sequencing Results -- 3.2 Interview Results -- 4 Discussions -- 5 Conclusions -- References -- Universal Design: Auxiliary Chopsticks Design for the Elderly -- 1 Introduction -- 2 Literature Review -- 2.1 Universal Design Principles -- 2.2 Aging and the Need for Auxiliary Chopsticks -- 2.3 Related Research -- 3 Method -- 3.1 Problems and Requirements -- 3.2 Prototyping and Pilot Experiment -- 3.3 Assessment of New Auxiliary Chopsticks -- 4 Results and Discussions -- 5 Conclusion.
References.
Record Nr. UNINA-9910488703603321
Cham, Switzerland : , : Springer, , [2021]
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Cross-cultural design : applications in arts, learning, well-being, and social development : 13th international conference, CCD 2021, held as part of the 23rd HCI international conference, HCII 2021, virtual event, July 24-29, 2021, proceedings, part II / / Pei-Luen Patrick Rau, editor
Cross-cultural design : applications in arts, learning, well-being, and social development : 13th international conference, CCD 2021, held as part of the 23rd HCI international conference, HCII 2021, virtual event, July 24-29, 2021, proceedings, part II / / Pei-Luen Patrick Rau, editor
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (483 pages)
Disciplina 004.019
Collana Lecture Notes in Computer Science
Soggetto topico Human-computer interaction
User-centered system design
ISBN 3-030-77077-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Foreword -- HCI International 2021 Thematic Areas and Affiliated Conferences -- Contents - Part II -- Culture, Arts and Creativity -- The Strategies of Experiential Design in the Creative Life Industry -- 1 Introduction -- 1.1 Research Background -- 1.2 Purpose -- 2 Literature Review -- 2.1 Experience Economy -- 2.2 Service Design -- 3 Research Methods -- 3.1 Data Collection -- 3.2 Data Analysis -- 4 Results -- 4.1 Journey Design for Customers Seeking an Entertaining Experience -- 4.2 Journey Design for Customers Seeking an Educational Experience -- 4.3 Journey Design for Customers Seeking an Aesthetic Experience -- 4.4 Journey Design for Customers Seeking an Escapist Experience -- 5 Discussion -- 6 Conclusion and Suggestions -- References -- ISDT Case Study of Cultivation of Employees' Creativity in Cultural and Creative Industries -- 1 Introduction -- 1.1 I-Sustainability Design Thinking -- 1.2 Transcendental Meditation and Creativity -- 2 The ISDT Process -- 3 Methods -- 3.1 Case Study -- 3.2 ISDT Workshop Process -- 4 Results -- 4.1 POG Statement -- 4.2 Top10 Key Themes -- 4.3 Value Analysis -- 4.4 Business Model -- 5 Discussion -- 6 Conclusion -- References -- The Museum of Dreams: Exploring a "Dreaming" Visual Experience via Machine Vision and Visual Synthesis -- 1 Background -- 2 Introduction -- 3 System Overview -- 3.1 Posenet -- 3.2 The Customized Algorithm -- 3.3 Adaptive Style Transfer -- 4 System Implementation -- 4.1 Runway ML -- 4.2 Processing -- 4.3 Creative Coding for Generative Visual System -- 4.4 Physical and Hardware Setup -- 5 Social Impact -- 5.1 Interactions and Feedback -- 5.2 More on Human-AI Collaboration -- 6 Future Work -- References -- From Imitation to Innovation: A Case Study of an Amateur Artist -- 1 Introduction -- 2 Literature Review -- 2.1 Amateur Art and National Creativity.
2.2 Knocking on the Door of Creativity Through Imitating -- 2.3 Brief Introduction of Amateur Artist in This Study -- 3 Method -- 3.1 Experimental Samples -- 3.2 Questionnaire Design -- 3.3 Interviewees -- 4 Results -- 4.1 Overall Assessment -- 4.2 Analysis of Repeatedly Imitated Sample -- 5 Conclusions -- References -- A Study on the Cognitive Differences of Incomplete Beauty in Sculptures Among Audiences -- 1 Introduction -- 2 Literature Review -- 2.1 The Cognition of Incomplete Beauty -- 2.2 Kansei Engineering -- 2.3 Related Researches of Image -- 3 Research Method -- 3.1 Selection and Limitation of Sculptures -- 3.2 Questionnaire Survey - Semantic Differential, SD -- 3.3 Stage Three, Analysis of Research Result -- 4 Result and Discussion -- 4.1 The Analysis of Incomplete Beauty and Preference Degree -- 4.2 The Analysis of Nature of Incomplete Beauty -- 5 Conclusion -- References -- A Study of Applying Bauhaus Design Idea into the Reproduction of the Triadic Ballet -- 1 Introduction -- 2 Literature Review -- 2.1 The Triadic Ballet of the Theater of the Bauhaus -- 2.2 Aesthetic Experience of the Audience -- 3 Research Design and Method -- 3.1 Research Process and Framework -- 3.2 Core Concepts of Triadic Ballet -- 3.3 Evaluation Matrix for the Audience Aesthetic Experience of the Triadic Ballet -- 4 Discussion -- 4.1 Applying the Bauhaus Concept in the Reproduction of the Triadic Ballet -- 4.2 Analysis of the Questionnaire for Evaluating the Aesthetic Experience of the Audience -- 5 Conclusion and Recommendations -- References -- Discussing the Aesthetic Emotion of Artworks by AI and Human Artists with the Mediating Variable of Aesthetic Fluency -- 1 Introduction -- 2 Literature Review -- 2.1 Aesthetic Experience -- 2.2 Aesthetic Fluency -- 2.3 The Art of AI Creation -- 2.4 The Geneva Emotion Wheel -- 3 Research Methodology -- 3.1 Stimulus.
3.2 Procedures -- 4 Result Analysis -- 5 Discussion -- References -- A Study of Chinese Audience Preferences for Mythological Film and Television Works -- 1 First Section -- 2 Intercultural Communication -- 3 Data Collection and Analysis for Chinese Audiences -- 3.1 Analysis of Chinese Audiences' Preference for Japanese Mythological Film and Television Works -- 3.2 Analysis of Chinese Audiences' Preference for European Mythology Film and Television Works -- 4 Summary -- References -- Discussing How the Viewer, the Author, and the Work See and Be Seen in the Photography Works of "Farewell to the Island" -- 1 Introduction -- 2 Literature Review -- 3 Research Method -- 3.1 Experiment 1: Morphological Analysis of the Photos -- 3.2 Experiment 2: Vector Classification -- 4 Conclusion -- References -- Culture, Learning and Well-being -- ISDT Case Study of We'll App for Postpartum Depression Women -- 1 Introduction -- 2 Literature Review -- 2.1 Postpartum Depression -- 2.2 I Social-Support and Self-efficacy -- 2.3 E-Mental Health -- 2.4 I-Sustainability Design Thinking (ISDT) -- 3 Materials and Methods -- 3.1 Case Study -- 3.2 ISDT Process -- 4 Results -- 4.1 Mandalas Drawing Orientation -- 4.2 Macro Forces -- 4.3 Micro Forces -- 5 Discussion -- 6 Conclusion -- References -- A Study on User Experience of COVID-19 Emergency Communication Platform from Cross-cultural Perspective of View -- 1 Introduction -- 2 Literature Review -- 2.1 User Experience of Emergency Communication Platform -- 2.2 User Experience of Emergency Communication Platform from a Cross-cultural Perspective -- 2.3 The Emergency Communication Platform in the Context of the Covid-19 Pandemic -- 3 Theoretical Basis and Related Model -- 3.1 Theoretical Basis -- 3.2 Model -- 4 Research Methodology -- 4.1 Survey Instrument -- 4.2 User Experience Analysis of the China and UK Platforms.
5 A Comparative Analysis of the China and UK Platforms -- 5.1 Comparative Analysis of Sensory Experience -- 5.2 Comparative Analysis of Interaction Experience -- 5.3 Comparative Analysis of Efficacy Experience -- 6 Conclusion -- References -- Study on the Effect of Art Training on Proportion Control -- 1 Introduction -- 2 Literature Review -- 2.1 Art Training -- 2.2 Researches on Proportions -- 2.3 Rectangle Aesthetic Cognition -- 3 Design of Experiment -- 3.1 Proactive Test -- 3.2 Formal Test -- 4 Analysis and Discussion of Results -- 4.1 The Affect of Art Training -- 4.2 Influence of Educational Background on Proportion -- 4.3 Cognitive Analysis of Subjects' Preferences -- 5 Conclusion and Suggestion -- References -- The Effect of We'll App on Social-Support, Self-efficacy, and EPDS for PPD -- 1 Introduction -- 1.1 Postpartum Depression -- 1.2 Social-Support and Self-efficacy -- 1.3 E-mental Health -- 1.4 Purpose of Research -- 2 Method -- 3 Result -- 4 Discussion -- 5 Conclusion -- References -- Description of Role Orientation of College Teachers in Online Education Under Epidemic Emergency -- 1 Introduction -- 2 The Challenge and Call of College Teacher Roles in Online Education in the Case of Epidemic Emergency -- 2.1 New Changes of Teaching Situation in Colleges and Universities Under Epidemic Emergency -- 3 Pain Points of Online Education for College Teachers in the Case of Epidemic Emergency -- 3.1 Insufficient Appropriateness of Teaching Resources -- 3.2 Lack of Cooperativity Among Teaching Platforms -- 3.3 Dull and Fixed Teaching Evaluation -- 3.4 Lagging of Teaching Support Services -- 4 A Glimpse of the Roles of College Teachers in the Epidemic Emergency of COVID-19 -- 4.1 Online Education Learning Experience Designer -- 4.2 Online Learning Process Guider -- 4.3 New Knowledge Production Cooperator.
4.4 Online Learning Ecosystem Constructor -- References -- Taking Micro-breaks at Work: Effects of Watching Funny Short-Form Videos on Subjective Experience, Physiological Stress, and Task Performance -- 1 Introduction -- 2 Materials and Methods -- 2.1 Pretest: Selecting Short-Form Videos, Music, and a Documentary Clip -- 2.2 Participants and Tasks -- 2.3 Measures -- 2.4 Procedure -- 3 Results -- 3.1 Subjective Experience -- 3.2 Physiological Stress -- 3.3 Task Performance -- 4 Discussion -- 4.1 Effects of Watching Short-Form Videos and Using Other Media -- 4.2 Implications and Design Insights -- 4.3 Limitations and Further Study -- 5 Conclusions -- References -- ISDT Case Study of Loving Kindness Meditation for Flight Attendants -- 1 Introduction -- 1.1 Loving-Kindness Meditation -- 1.2 Airline Service and Transition Design -- 1.3 I-Sustainability Design Thinking -- 2 The ISDT Process -- 3 Materials and Methods -- 3.1 Case Study -- 3.2 ISDT Process -- 4 Results -- 4.1 P.O.G. Statement -- 4.2 Top10 Themes -- 4.3 Value Analysis -- 4.4 Business Model -- 5 Discussion -- 6 Conclusion -- References -- Study on Creative Learning Strategies of Gender Grouping in Collaborative Learning of Graduation Project -- 1 Introduction -- 2 Literature Review -- 2.1 Creative Teaching -- 2.2 Computer-Supported Collaborative Learning -- 2.3 Cooperative Learning -- 3 Study Methods -- 3.1 Study Process -- 3.2 Study Questions and Hypotheses -- 3.3 Selection and Testing of Study Objects -- 3.4 Study Tools -- 3.5 Experimental Design -- 4 Results and Discussion -- 4.1 The Study Hypothesis in Independent Sample T-Test Data Analysis -- 4.2 The Study Hypothesis in Statistical Analysis of Single-Factor Variance -- 4.3 The Study Hypothesis in Statistical Analysis of Multi-factor Variance -- 4.4 The Study Hypothesis in Statistical Analysis of Mean and Standard Deviation.
5 Conclusions and Suggestions.
Record Nr. UNISA-996464420003316
Cham, Switzerland : , : Springer, , [2021]
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