bluuebunny/crossref_metadata_2025 huggingface dataset:
Action Research Arm Test with Multisensory Information
Authors: Fernando Padilla Magaña Jesus , Peña-Pitarch Esteban , Tico Falguera Neus , Al Omar Anas , Alcelaylarrión Iñaki
Published: June 2022

The Action Research Arm Test (ARAT) is a widely tool used by physical therapists to evaluate the performance of the upper extremities in people who have suffered a stroke, brain injury or multiple sclerosis. The ARAT consists of 19 items grouped into four subtests: grasp, grip, pinch, and gross movement. Nevertheless, it’s a subjective test because the score its only based on the interpretation of the therapist who performs it. Therefore, in this work the integration of a Multi-sensory System to the ARAT test is presented. The System developed consists in: an application developed in the software Unity® and in two sensors (an instrumental Glove with bend sensors (CyberGlove II®) and five force sensing resistors (FSR)). The application records the Human Hand Motion data at the moment of realizing the ARAT in real-time (joint angles and fingertip forces) and the data its stored in a database. The application also includes a hand simulation for monitoring purposes. An experimental study was carried out with ten healthy volunteers. Inclusion criteria: over eighteen years old, right-handed, without any injury in their hands, collaborative patients. With the aim of testing and evaluating the performance of the proposed system. The results presented in this paper corresponds at the subtest Grasp and analyze the correlation between fingertip force and the flexion angle of each joint. The proposed system allows therapists and health care professionals a more objective and accurate evaluation. It also serves as the basis for future projects and applications of augmented reality (AR) and virtual reality (VR) about hand rehabilitation due to the compatibility of the Unity ®.
Design Of A Rehabilitation System Monitoring Gait Of Users With Parkinson’s Disease: Data Visualization As A Methodological Tool
Authors: Imbesi Silvia , Mincolelli Giuseppe
Published: June 2022

The PASSO project uses a User Centered approach to design and develop a smart system allowing alternative approaches and strategies to the management of motor impairments related to PD. One of the methodological objectives of the project was the improvement of communication in the multidisciplinary team working for the system development. In this paper authors describe how data visualization was used as a project tool giving some benefits as quick information comprehension, a deeper understanding of important factors influencing next stages of the project, a bigger involvement of the group members in the project, and, finally, an increased possibility of achieving results quickly and cheaply, due to more accessible information. In the paper is reported a case study of data representation used in the PASSO project for the communication of results obtained from the testing protocol to the multidisciplinary team.
Driver Comfort and Gender Inequality Measured with DHMs
Authors: Reynolds Mac , Scataglini Sofia
Published: June 2022

Comfort is a subjective measure of how well motor vehicles accommodate the population. With Digital Human Models (DHMs) as drivers, comfort can be objectively evaluated on a 10-point scale with dimensions that measure accommodation of body size and back posture in seat support, controls reach, and lines of sight. In this study, the authors describe how comfort is measured with DHMs in production vehicles. The analysis of 42 vehicles reveals comfort scores by body size are unequal for small females (7.0) and large males (8.25) when compared to the medium-sized males (8.95). DHMs also reveal comfort varies with back posture. Given sexual dimorphism in body size, females are not as well accommodated in motor vehicle interiors as larger males, and seat design contributes to this inequality in the effects of cushion length on pedal reach and head restraint position on eye position for driving.
Interdisciplinary curriculum design integrating design, technology, and business
Authors: Cao Ruowei , Sun Yuanbo , Ge Shijun , Wang Chenxi
Published: June 2022

This paper describes an interdisciplinary curriculum design that integrates design, technology, and business, aiming to cultivate students' design thinking and innovation, and entrepreneurship skills. Design thinking emphasizes desirability, feasibility and viability. Understand the concepts and methods of design thinking, technical implementation tools, and business analysis tools through literature research. Taking the basic process of design thinking as the overall framework of the course, integrating the theoretical knowledge and tools of design, technology and business for course design. Then, teaching practice was carried out in the Design Thinking and Smart Hardware Course of the School of Design and Art of Beijing University of Technology in 2021. The teaching effect shows that the interdisciplinary course teaching integrating design, technology and business helps college students to establish innovative consciousness, expand innovative thinking, enhance entrepreneurial ability, and improve collaboration ability.
Exploration and Practice of Progressive PBL in costume design course: The Example Engineering and Design College of Hunan Normal University
Authors: Tan Zhengtang , Luo Ziqin , Lin Shuang
Published: June 2022

This study aims at the problems of college students' education in China's fashion design specialty, such as fragmented knowledge system, an unnatural connection between courses, and slim employment prospects. Taking "knowledge innovation" as the theoretical model, "project-driven" as the teaching intervention approach, and aiming at optimizing the curriculum system of fashion design specialty and improving the knowledge learning ability and employment scope of college students, the educational reform practice of series design courses was carried out. Use field observation method and this paper observed the four learning stages of fashion design major in the National Teaching Demonstration Center of Fashion Design and Engineering Practice of Hunan Normal University from freshman to senior. By introducing four categories of projects, namely, "competition, innovation and entrepreneurship, enterprise innovation and enterprise practice，" the four knowledge types of construction, practice, distribution， and collaborative design gradually promoted the renewal, expansion， and iteration of students' knowledge design level. This study summarizes the "progressive project-driven" teaching mode of fashion design specialty. It is found that the "progressive project-driven" teaching mode can assist the organic connection between courses, help students learn various knowledge of fashion design step by step, and improve their creative thinking ability.
Modeling user requirements for driver-vehicle interaction system in China
Authors: Dong Yichen , Akahoshi Sakura , Lee Jieun , Saito Yuchi , Makoto Itoh
Published: June 2022

The purpose of the study was to develop a user requirement model aiming to obtain the critical attitudes of drivers to a driver-vehicle interaction system in China. An online survey with a questionnaire based on the proposed model was conducted. Six clusters were identified through Exploratory Factor Analysis, and five clusters showed high reliability and validity. The result of the survey indicated that the designed model was usable, and the current study provided a new model of user requirements for designing driver-vehicle interaction. This finding gives insights into developing a guideline for automobile manufacturers to user requirements’ survey.
How can I learn to use this car faster?": User education for intelligent connected car
Authors: Li Ge , Sun Yuanbo
Published: June 2022

Intelligent connected vehicles and automated driving system have developed rapidly in recent years. Level 3 (L3) automated driving system will have major changes in human-vehicle interaction. Intelligent networked vehicles are facing problems such as lack of standards, operational differences, and complicated car HMI system, which have greatly affected users’ acceptance of autonomous driving. Existing user education is mainly conducted through user manuals and video tutorials, which have disadvantages such as low learning efficiency, long time-consuming, and poor user experience. Based on the intelligent connected vehicle, this research presents a car HMI guidance in the driving takeover scenario. Using a between-group design, N=40 participants were divided into 4 groups to complete the learning of the automated driving system. The result shows that using the car HMI to learn automated driving system can effectively improve user experience and improve learning efficiency. In particular, an interactive system based on multi-mode interaction can further enhance the result of learning and improve user experience.
Ease of Use for Interactive Mode of Intelligent Connected Vehicles: A Case Study of Physical Button and Virtual Interface
Authors: Bi Zihan , Sun Yuanbo , Sun Shuai , Guo Kaimin
Published: June 2022

With the development of intelligent connected Vehicles, there are more ways of human-vehicle interaction, and the information obtained by drivers is more abundant. It is necessary to consider how to improve the efficiency of human-computer interaction and driving safety of intelligent connected Vehicles in terms of ease of use. At this stage, the intelligent networked vehicle is still in the development stage of coexistence of physical control interaction and touch screen interaction. This paper attempts to analyze the human-computer interaction method in the vehicle based on the ease of use theory. Through research and case analysis, we try to summarize suggestions for improving the ease of use of human-vehicle interaction in current intelligent connected Vehicles.
External HMI for Automated Vehicles: Adding a Communication Perspective for all Road Users
Authors: Gao Ruolin , Martens Marieke
Published: June 2022

In this paper, we address the need for a common communication framework for all road users when interacting with automated vehicles (AVs). Our vision is to work towards a unified, comprehensive, and efficient external human-machine interface (eHMI) that can be commonly used and understood by all. A unified concept is needed since an AV will drive in mixed traffic (coexistence of AVs, pedestrians, cyclists, manually driven vehicles and motorcycles). Since manually driven vehicles (MDVs) will be one of the main road user groups (e.g. due to the first applications on motorways), it is important to consider this target group in research. Although some researchers have begun to focus on AV-MDV interaction to fill the gap in recent years, existing studies are still limited. This paper will summarise existing studies of eHMI with a specific focus on MDV and add this to the large existing research field of AV-VRU interaction. Existing literature is classified and summed up around two main aspects: 1) locations and scenarios of encounters; 2) task requirements of AV-MDV interaction. They can describe and help us get a more comprehensive understanding of AV-MDV interaction. Based on the literature review, the existing research gaps are summarized to develop new approaches for a more unified eHMI.
Large-scale Chinese FSTT Database for Finite Element Modeling
Authors: Zhou Baoqi , Haining Wang , Zhao Ziyao
Published: June 2022

Facial soft tissue thickness (FSTT), together with the representive 3D headform, is of great importance to develop finite element models (FEM) for virtual simulation of head worn products to achieve safety as well as comfort experience. The FEM is a widely used approach for numerically solving differential equations arising in engineering and mathematical modeling, which can be used to determine the distribution stresses and deformations between the wearables and the human body, as well as providing strong support for ergonomics product design. Although several countries around the world have established FSTT databases, to the best of our knowledge, no large-scale dataset or analysis has ever been reported in China.In this paper, FSTT was measured at 17 anthropological landmarks on heads using computerized tomography (CT) of 1174 Chinese adults aged between 18 to 90, which were collected and processed from the First Hospital of Changsha in China. All landmarks were located in 17 craniofacial anthropological regions. For each landmark, basic descriptive statistics were calculated. FSTT values classified by gender and age groups were analyzed to assess the variation in FSTT within these categories.The results indicate that certain FSTT values are correlated with age and gender categories. For example, it was found that men generally have higher FSTT than women at certain landmarks, while regions around the temporal bone show opposite results. For age categories, quite a few landmarks show a general decrease with age.
Development of 3D Reference Headforms for Chinese Adults
Authors: Haining Wang , Z Tong , Liu K
Published: June 2022

To improve the fit of head worn products for Chinese adults, this study utilized the principal component analysis (PCA) panel on 15 facial measurements extracted from 3,358 3D Chinese adult head scans. The PCA panel covers 95.80% of Chinese population. All samples were divided into 5 size categories based on the differences among eye and facial morphology, and 3D reference headforms were developed respectively based on the statistics of these measurements. The headforms can be used for head-worn products like eyewear, VR headsets, eye and face PPE and etc.
External Ear Shape Classification of Chinese Adults for Ergonomic Product Design
Authors: Haining Wang , Liu K , Yan Yan , Liu Chang
Published: June 2022

Understanding the complex external ear shape is crucial to the ergonomic design of ear worn products such as earphones and hearing-aids. The purpose of this study is to classify the external ear shapes (including auricle, concha and external auditory canal) based on fifteen anthropometric measurements extracted from 1180 Chinese adults aged between 18 and 65. Multivariate analysis adopted in this study contains two steps. First, the principal component analysis (PCA) was performed on these ear measurements to derive the underlying components of ear shape, and nine principal components were derived. Agglomerative Hierarchical Clustering (AHC) and kmeans clustering were conducted in succession, and the external ear shape was categorized into five clusters accordingly. The representative ear model for each cluster was rebuilt and relating ear measurements were presented. The results of this paper can facilitate the mass-production as well as improving the wearing comfort of ear-related products.
Intelligent Cabin Innovation Through User-behavior Card Sorting co-creation Workshop
Authors: Xue Zhongjie , Zhao Danhua
Published: June 2022

With the increasing of autonomous technologies and networks, a car’s interior becomes space combined with the multi-user interface, digital services, and physical objects. it’s necessary to create a tool to assist develop the design process for new intelligent cabin scenarios. Yet only a few tools currently support ideation for it. In this paper, we present User-behavior Cards, and a workshop technique to involve quick idea generation for the new intelligent cabin. The overall aim of the User-behavior Cards is to assist a design process for cross-function design groups early in the design process. We invited cross-functional team; students of industrial design and interaction design involved in the design workshop together. The co-creation design workshop shows that User-behavior Cards are one of the design tools that can help the team to understand Human-Machine Interfaces, create scenarios design for the cabin. The results present that the User-behavior Cards are a useful source of inspiration when designing for cabin scenarios and help create ideas in a short time from a cross-function team.
User's Emotional Feedback to Automobile Cabin's Dynamic Coloured Light
Authors: Wang Yan , Zhao Danhua
Published: June 2022

Automobile Cabin's light, as a novel emotional feedback medium, has attracted considerable attention. In this experimental study, we investigated the effects of the Cabin's light on the user's emotional feedback while the light’s color varied in hue, chroma and dynamic patterns. A total of 20 hunan University students visually experienced 18 different kinds of lights and made subjective assessments from three dimensions: valence, arousal and uniqueness. As a result, We observed that light’s chroma had a significant effect on the emotion of dynamic patterns, and there were differences in the effect of chroma among dynamic patterns under different light’s hue. The low chroma smooth light patterns performed more positive valence, on the contrary, the high chroma sudden light patterns brough higher arousal level, and the uniqueness was related to personal choice tendency. This study provides experience for designing satisfactory Cabin's light from the perspective of user emotional feedback.
Design for Product-Service System Innovation of the New Fresh Retail in the Context of Chinese Urban Community
Authors: Ma Ke , He Ren-Ke , Gao Meng
Published: June 2022

This article probes the design elements of product-service system innovation in the new retail market of fresh food in urban communities in China in the design view. It outlines the path of evolution of modern retail structure innovation in the digital economy. The aim of the researchers is to expand the theoretical analysis horizons for the product-service method. The literature review delves deeply into fresh retail and its development process, consumer transition, and product-service system. In this study, a double-case study method is preferred to analyze the two main new retail models (Missfresh and Freshippo) in China and compare them. The researchers describe the systematic innovation of new fresh retail in urban communities under the influence of emerging technologies in products, services, scenarios, and structures. Additionally, the sameness and distinctness of different types of fresh new retail platforms are excavated. The researchers construct a three-dimensional model of product-service system innovative design of new fresh retail in urban communities, expounding it from three dimensions of satisfaction unit, horizontal aspect, and vertical aspect. The purpose of this study aims to open ideas for the research on product-service system innovation of new fresh retail in urban communities and give reference value for the design and practice of new fresh retail in the future.
Morphological representation framework and feature cognitive mechanism of automobile styling stance: an embodied cognition perspective
Authors: Li Tiantian , Song Ziyou , Zhu Xuguang
Published: June 2022

This paper proposed the embodied recognition mode (ERM.) and defined 18 stance feature indexes of automotive styling stance to established a morphological representation framework from two aspects. The feature and semantic relationship between the feature combination ("front mask incl.-rear mask incl.") and the styling stance ("offensive-defensive") were studied to further investigate the cognition mechanism of the CSS. The differences between cognition and semantics of the styling stance in the four states of feature groups were found,and there are differences in the cognitive effects of attitude between single features and feature groups.
Making Human-AI Interactions Sustainable: 7 Key Questions for an Ergonomics Perspective on Artificial Intelligence
Authors: Frejus Myriam , Lahoual Dounia , Gras-Gentiletti Marion
Published: June 2022

Recent advances in artificial intelligence (AI) have led to new forms of human-AI interaction and confirmed the need for human-centered AI design. But what are the human factors that need to be addressed for successful AI design? This paper looks at seven key questions critical to designing human-AI interactions in a sustainable way. It also examines recent and emerging factors in relation to challenges posed by earlier forms of automation and AI (such as expert systems). The aim of our research is to propose a framework for multidisciplinary efforts essential to human-centered intelligent system design; it identifies potential activity centered ergonomics contributions and the issues that need to be addressed through situated studies of sociotechnical systems and human activities.
Brand Design Strategy for Public Administration. An experimentation on Lazio Region’s Employment Centers in Italy
Authors: Martino Carlo , Ricci Laura , Lucibello Sabrina , Fornari Davide , Maselli Vincenzo , Trebbi Lorena , Caccamo Alessio , Cosentino Silvia , Belluzzi Mus Carlotta , Maria Canepone Eugenia
Published: June 2022

The paper deals with the theme of public services through the lens of Design and intends to report experiences and preliminary results of the research project aimed at the Employment Centers of the Lazio Region, which develops a Brand Design Strategy for the renewal of the service through an activity structured in distinct operational phases. In fact, the discipline of Design has the role of guiding a conscious structure of the brand in a systemic perspective, which, in addition to the visual identity, includes the service and spatial design, promoting accessibility, inclusiveness and usability. A case of methodological experimentation that aims to establish itself as a case of national best practice.
Calculation of color visual beauty in the foreground of text coverage on the interface of rehabilitation robot
Authors: Yuyu Shu
Published: June 2022

The interface color of medical rehabilitation robot directly affects the operation experience of rehabilitation doctors. Text overlay image of visual interface type is one of the common interface layout methods. This paper aims to explore and experiment the influence of color contrast on picture clarity and balance in the man-machine interface with text covering part of the foreground. This paper has two hypotheses. In order to test the hypothesis, relevant pictures will be prepared before the experiment; Using the method of subjective questionnaire and objective MATLAB quantitative calculation data, the experimental data related to the hypothesis are obtained and analyzed, the conclusion is obtained and further discussed. The experimental conclusions are as follows: first, as the color contrast between the text and the foreground in the picture increases, the definition increases. When the color contrast reaches the maximum, the definition may be slightly reduced due to too strong color stimulation; Second, as the color contrast between the text in the picture and the foreground increases, the color weight of the area covered by the text in the foreground increases, and the balance of the picture will change.
Bespoke and Repetitive: Converging Technologies in the Design of Custom Products
Authors: Yang Zerong , Germany Jason
Published: June 2022

The growth in Industry 4.0 marks a change in some ways that products will be created as well as the ways in which professions like industrial design will continue to grow. Advances in technology, data, and analytics will increasingly give designers the ability to develop customized or bespoke products for a range of end users. Specifically, the intersection of 3D surface scanning, generative design and digital fabrication could trigger this growth. This paper examines how the intersection of these technologies is currently being leveraged by designers for bespoke solutions and identifies growing opportunities and attributes that make the design of customized repetitive use products a strong candidate for adoption of these digital tools.
Evaluation of foreign e-commerce web interface element layout based on Moon-Spencer model
Authors: Shao Haoran , Zhang Zhisheng , Xia Zhijie
Published: June 2022

The e-commerce platform is developing rapidly. Well-designed web interface can improve consumers' browsing experience and enhance market competitiveness. NGO Proposed an objective method to measure the aesthetic value of the interface by combining the characteristic elements of the interface design with the user's visual perception. The model is composed of 13 measurement features. However, it lacks objectivity because it does not consider the impact of color on interface aesthetics and human perceptual characteristics. In order to analyze the e-commerce website design more scientifically and reasonably, six aesthetic measures are selected and quantified combined with the Moon-Spencer model. And the analytic hierarchy process (AHP) is introduced to calculate the weight of each index, so as to get the comprehensive aesthetic value of the interface. Which in the end could help guide the designer to design and improve the e-commerce page.
Evaluation of AI generation interface element layout based on aesthetics model
Authors: Hu Jincheng , Wu Wenyu , Xia Zhijie
Published: June 2022

AI-generated interface has been widely used in the field of e-commerce, however, the quality of the AI-generated interface cannot be guaranteed. In order to objectively evaluate the aesthetic quality of the elements layout of AI-generated interface, an aesthetic model was proposed based on graphics and psychological theories. The factor analysis method was used to analyze the 13 kinds of Aesthetic indicators proposed by Ngo, therefore the design variables that affect the overall interface aesthetics was reduced to balance, overall, conciseness, and rhythm, which simplifies the aesthetic model. In order to verify the feasibility of the model, took the interface generated by Alibaba Luban AI as an example, and used the Likert scale method to subjectively evaluated the interface. The experimental results show that the fit degree between the aesthetic model and the subjective evaluation result is high, which verify the important role of the aesthetic model in the optimization potential of the AI generated interface, and provide Rational basis for the interface design.
Layout of Emotional Elements and Functional Modules in Web Design Based on Aesthetic Indicators
Authors: He Ziwei , Wu Wenyu , Xia Zhijie , Xue Chengqi
Published: June 2022

In the era of big data, opening web pages to search for information and obtain resources has become an important behavior for users to use the Internet. The beauty of the webpage will affect the user experience. A good layout can successfully guide users to browse the page. Based on aesthetic indicators, this paper first analyzes the emotional elements and functional modules of the webpage through the Kansei engineering method, and obtains the user's attitude towards the combination of website color and layout; then through correspondence analysis, the paper analyzes the user's views on the functional elements of the webpage, and finally combines color and layout data form three types of differentiated (i.e. best matching) designs for web products to meet the different needs of standardized color layouts and web page modules.
Care systems for people with Parkinson's disease and their interaction with clothing: case study in Portugal
Authors: Marteli Leticia , Carlos Paschoarelli Luis , Moreira Da Silva Fernando , Trigueiros Paula , Barbieri Fabio
Published: June 2022

Clothing products can be stigmatizing when they do not include the users’ needs in their technical-functional and aesthetic characteristics. People with Parkinson’s disease may have difficulties and an inability to dress. As a result, they may need assistance from caregivers and professionals to perform the activity. This article investigated how assisting care can help to promote independence in dress/undress activity for people with Parkinson’s disease in Portugal. The results indicated that the patient’s functional symptoms, the care place, the type of assistance they receive as a stimulus to independence, and the access of products in this system influenced the independence in dress/undress activity. The responsibility and opportunity to discuss non-stigmatizing clothing, that offer viable alternatives to promoting well-being, is important for the discussion about inclusive clothing. Future studies should investigate the usability approach with users to outline relevant guidelines to the inclusive and ergonomics clothing development.
In-car sound design under the framework of emotional design
Authors: Liu Yufei , Zhao Danhua
Published: June 2022

In the in-car interactive system, sound is an efficient and indispensable interactive element. As the in-car interaction design focuses more on the experience improvement brought about by the user's emotional changes, the in-car sound design has gradually introduced emotional design methods into the design process. The literature on in-car sound design is increasing, but there is no overview of the in-car sound design under the framework of emotional design.This paper aims to provide a literature review on the subject of the emotional design of in-car sounds. Based on keywords searching, the paper screened the topic-related papers since 2011 to sort out the development trend of in-car sound design in the past ten years and refined the application of emotional design methods in sound design. The paper summarizes the research trends of in-car emotional sound interaction as follows: (1) Personification; (2) Emotional trigger mechanism; (3) Speech and sound effects.
The rewards of user experience feedback on developing costumes that last, a swimsuit example
Authors: Santos Michele
Published: June 2022

In a globalized economy, where the fashion market is highly competitive, changeable, and often disposable, there is a need to manufacture a product that seduces the consumer, not only for the appearance of the product but also for its comfort, usability, and performance. All of these issues are concerns that designers want to address.During the last two hundred years, there has not been a single piece of clothing that has evolved as much as the swimsuit. However, some issues of ergonomic origin have been forgotten for various types of users with different anthropometric profiles.We defend that bath collections can be created, combining fashion design with ergonomics, fitting, usability, and anthropometry as the main factors, creating pieces that last and that suit the needs of its users.We will cover some cases of swimsuit brands that keep some models, collection after collection. These models were the result of careful initial investment, holistic and based on the user's experience. Trying to demonstrate that this initial analysis can represent an advantage in the medium/long term.
Accessible Digital Game on the UN Sustainable Development Goals in Brazil
Authors: Heidrich Regina , Amaral Da Cunha Bittencourt Sheisa , Almendra Rita
Published: June 2022

In the pandemic scenario experienced since 2020, it was observed that the problems linked to education were worsened. Brazil, which has recently achieved universal primary education, is facing historical difficulties in terms of evasion, gaps, and growing differences in student learning levels. To quantify the consequences of the pandemic on education, the World Bank used the concept of learning poverty, an idea similar to the monetary poverty line. In the Latin American region, considering the impact on education until the beginning of 2021 and the closing of schools for 10 months, it could go from 55% to 71% of the population classified as learning poor.Aiming to contribute to issues related to the learning gap, it is intended, through gamification, to develop a digital game that encompasses the goals of sustainable development of the UN (2020). In addition, it will be developed with accessibility requirements. Accessibility in digital games is established as a way to remove all barriers that cause the game's target audience to be excluded. It seeks to maintain a challenging experience, so regardless of whether the player has a disability or not, one can finish the game without outside help. Thus, the task of bringing one of the 17 sustainable development goals proved to be a problem that is also faced by educators over time: how to work with scientific knowledge in a fun way?In recent years, the digital games industry has been concerned with expanding the possibilities of accessibility, and in the same way, it is possible to see a greater interest also by the academic area in this matter since there is a greater number of studies on this subject. The general objective of this article is to analyze the criteria that will need to be developed for a game to be fully accessible. As a hypothesis, it is believed that this analysis makes it possible to perceive strengths that the digital games industry has developed in terms of accessibility features and it will still be possible to identify gaps to be explored in this field, in order to reduce the exclusion rate of people with disabilities, in digital games. As a methodology, a crossing will be made between the defaults found and principles of accessibility and usability. As result, we found that the game industry has invested a lot in resources related to the principles "Information of Easy Perception" and "Comparable Usage" of Universal Design, while still lacking resources related to the principle of "Flexible Usage". We conclude that this work will contribute to filling the gaps found related to the inclusion of all people in digital games.
Measuring emotion, interaction, and cultural outcomes after a VR game: The case of São Tomé.
Authors: Trindade Yanick , Rebelo Francisco , Noriega Paulo
Published: June 2022

The development of strategies based on the preservation, innovation, and dissemination of cultural aspects of the São Tomé and Príncipe (STP), represents an essential condition for the improvement and dynamization of the culture and creativity sector. Nowadays, due to low cost and technological advances, virtual Reality (VR) devices can provide an immersive experience to share cultural aspects. The goal of this study is to analyze (1) if the memory of the cultural and natural aspects remains after the end of VR experience, (2) the emotional reaction after the experience, and (3) interaction problems reported by participants. The number of participants in this study was 10. To measure what remains related to cultural and natural aspects of STP, the Think-aloud method was used to collect information. This protocol was applied after the participant finished the VR experience (retrospective think-aloud). This allowed knowing what participants value at a specific moment. Questions related to cultural aspects were directly asked to participants through a Questionnaire with questions about paintings/artists and creole language (QPCL) After three weeks, the QPCL was applied again, to verify if the cultural/natural aspect was recalled after this period. We also apply the Self-Assessment Manikin (SAM) tool to analyze the emotional reaction. Regarding the results using think-aloud, we structure the answers into 4 categories: (1) Interaction in VR; (2) Culture; (3) Nature, and (4) The desire to be there. Concerning Interaction in VR, the majority do not report any interaction problems (7 participants). Regarding the cultural and natural aspects, the natural aspect related to the green environment was the most reported aspect (5 participants). The desire to be there, was reported by 4 participants. We did not ask if they want to visit São Tomé or any other aspect categorized (think-aloud), they just verbalized what they were thinking at the time (after finishing the VR experience). The data collected using SAM reveals that the pleasure was positive, and arousal was considerable (Pleasure Average = 7.4; Pleasure Standard Deviation = 1.3 / Arousal average = 6.8; Arousal Standard Deviation = 2.1). Three weeks later, we applied the SAM and QPCL questionnaire again, and the results were still close to the values initially reported. In conclusion, the think-aloud and QPCL methods were helpful tools to understand what participants most value during a VR game experience (related to cultural, natural, and interaction aspects), and the results related to emotional reaction (SAM questionnaire), show that the experience provided a high level of pleasure.
A workflow for multi-user VR application within the physical classrooms of architecture and urbanism courses
Authors: Gomes Emerson , Rebelo Francisco , Vilas Boas Naylor , Noriega Paulo , Vilar Elisangela
Published: June 2022

This article presents a workflow for virtual reality application with multiple users in face-to-face architecture classes. The problem posed is that the application of collaborative VR (with interaction through avatars) in physical classrooms is still little discussed. Thus, the work suggests that the immersive tool is integrated with the others already commonly used in the daily life of disciplines, such as photographs, videos, technical plans, among others, so that there is flexibility and ease to switch between common and immersive classes, without the need to leave the physical room. Methods include bibliographic review and preliminary experiences of authors with VR in the teaching of architecture. The results indicate a 5-step flow demonstrating how to apply VR in the college classroom.
Application Research of Virtual Reality as a Tool for Design
Authors: Sun Yuanbo , Zhang Huayu , Huang Shaoshuai , Chen Xinyi , He Zhiyuan , Li Yifan , Wei Yuhong , Tang Jiawei , Wang Yining
Published: June 2022

The aim of this study is to explore the advantages, feasibility and potential of applying head-mounted display (HMD)-based virtual reality (VR) in design work. The problems associated with working with desktop interfaces (DI) and the feasibility of using virtual reality as a solution was identified by research and review related paper. The advantages and problems of performing general operations under VR or DI condition was explored by a comparative experiment. According to the results of the review and the comparative experiment, we summary and analysis the advantages and problems of each aspect of nowadays DI and VR. Otherwise, we made a further review to discuss the solution of the problems of HMD-based VR. Finally, this paper proposes suggestions for the application of VR in design working, meanwhile, with the development of technology, VR will be applied better.
Apology Strategies to Reduce Electric Vehicle User Frustration
Authors: Li Yuhan , Zhao Danhua
Published: June 2022

The probability of abnormal charging termination due to charging pile faults is high. Drivers often experience frustration due to charging failure, which affects their long-term willingness to drive EVs. Existing studies have demonstrated apology strategy as a potential method to reduce frustration. However, there are no studies on apology strategy in the charging abnormal termination scene. A Wizard-of-OZ experiment was conducted to investigate the effects of in-car robotic agents' apology feedback and facial expression on users' emotion. The results showed that the participants were less frustrated and more satisfied when robotic agents apologized. Compared with "neutral" expression, the application of "shyness", "embarrassment" and "sadness" expression could significantly alleviate frustration, with apology feedback combining best with "shyness". The results of this study can provide innovative ideas for improving the charging experience of EV users.
Influence of offset and initial position of storefronts on the perception of the street center axis
Authors: Toki Mihori , Yoshioka Yohsuke
Published: June 2022

There are many middle areas in cities, such as open terraces and pilotis, at the boundary between public and private spaces. Urban street space is full of diversity and flexibility as a middle area between the public and private, with space created as by-products that protrude into the street and storefronts that are open to the street. Watanabe focused on the composition and content of the middle area in the storefronts of shopping streets and classified the middle area into two types: the “intrusion” and “extrusion.” This study focused on the offset of street-facing storefronts in the middle area. This study aimed to analyze the subject’s sensory street center position and gain insights into street planning in the shopping district. The subjects wore a head-mounted display (HMD) and experimented with immersive virtual reality (VR). Ten healthy college students in their twenties participated in the experiment. The width of the street was set to 6m, and buildings were created to flank the street. In the building on one side, a middle area was set to face the street. Four middle areas were created by multiplying two offset values (1m and 2m) and two unevenness directions (concave and convex), respectively. One of the four types of middle areas was arranged on one side of the buildings in each condition.The street was flowing so that the subjects felt it at a speed of 0.5 m/sec. Furthermore, to consider the differences in the criteria for determining the central axis among the subjects, a street space without a middle area was also created as the base space. While the street space flowed from front to back, the subject started from the edge of the building on one side and walked to the center of the buildings with his legs. The coordinates in the width direction of the position where the subject finally stopped, feeling that he had reached the center, were extracted and recorded as the coordinates of the sensory center. The following two findings were obtained from the analysis of the experimental results. When the middle area was retracted, the subject’s sensory center position depended on the side of the middle area. In addition, we found that the subject’s sensory center position depended on the side of the middle area. In the future, using the width of the middle area as a variable, we will experiment with the relationship between the base and concave conditions, which produced significance in this experiment, and discover proof that subjects indicate the public/private boundary of the middle area.
3D digital head-shaped platform construction for head acupoint massage product design
Authors: Li Zhelin , Sun Yiteng , Shao Yuguang , Jiang Lijun , Wang Jingjing , Deng Xianghong
Published: June 2022

Head acupoint massage products imitate human massage techniques, and act on acupuncture points on the head by means of inflating, squeezing, vibrating, and heating to promote blood circulation in the head, relieve fatigue and prevent diseases. The fit of such products to the head greatly affects the effectiveness and comfort of the massage. In order to design head acupoint massage products suitable for Chinese head shape and improve the adaptation performance of product massage structure and head acupoints, this paper studies a 3D digital head-shaped platform with complete head acupoint distribution and conducts dynamic analysis of fitting fit. Firstly, the 5th, 50th and 95th percentile 3D digital head shapes of 5 types of Chinese standard head shapes were reconstructed. Secondly, 3D distribution models of 7 meridians and 78 acupoints were established on the head shape according to the theory of traditional Chinese medicine. Finally, a head-mounted massage product module was analyzed the adaptability of acupoint matching. The problems of a head acupoint massage product were analyzed by virtual wearing in the 3D digital head-shaped platform, and the head massage product was optimized. The results showed that the inner surface of the optimized product could fit well with the head, and the acupoint massage position was accurate.
Development of a new foot device for Hallux Valgus correction: preliminary results
Authors: Gadoy Marcos , Carvalho Filipa
Published: June 2022

Hallux Valgus is a progressive subluxation of the first metatarsal-phalangeal joint, represented by a lateral deviation of the hallux in relation to the first metatarsal bone in more than 15°, which it affects. 20% of the population aged between 18 and 65 years and over 35% of patients aged ≥65 years with a higher prevalence in women (30%) than in men (13%). The main objective of this study is to develop a new device (foot piece) to attach to the inner surface of the shoe insole (anterior region of the first ray of the foot) promoting a small elevation and, consequently, the hypothesis of correction in alignment of this region and relief of symptoms caused by alterations resulting from Hallux Valgus. Some inclusion criteria were defined that will be verified through a physical evaluation and brief anamnesis. To verify the functional alterations and possible signs and symptoms of the pathology, the Brazilian version of Foot Function Index (FFI) were applied, in the initial and final phase of the study. To assess the alignment of the hallux, computerized biophogrammetry were performed using specific software to record and compare the evolution after a defined period of using the foot piece. The main objective of this manuscript will be presenting the preliminary results of the study. The results obtained suggest that there may be improvements both in terms of pain symptoms and in the correction of hallux deviation.
Design of toddler care equipment based on facial emotion recognition technology
Authors: Guanwei Li , Luo Jing
Published: June 2022

Emotional neglect for children is the most important form of early life maltreatment (ELM), and the damage it brings to society is incalculable (Müller, 2019). At the same time, the increasing pressure has left some parents with no time and energy to care for their children, leading to emotional neglect in increasing prevalence. These facts remind us of the need to pay attention to the emotional needs of children. Therefore, products that alleviate the phenomenon of children's emotional neglect are worthy of research. It is easy to understand that artificial intelligence is booming in the field of emotion recognition through literature research, and it will have great potential in the future. This issue will explore the application of facial emotion recognition in children's life situations through research on the current situation of emotional neglect. And try to apply facial emotion recognition to monitoring equipment for the toddler to reduce parenting pressure for parents and satisfy the emotional needs of children.Keywords: Toddlers, Facial Emotion Recognition, AI, Emotion Neglect
Soft tissue thickness estimation for head, face, and neck from CT data for product design purposes
Authors: Yang Wenxiu , He Ren-Ke , Chen Tingshu , Haining Wang , Goossens Richard , Huysmans Toon
Published: June 2022

Analysing the contact area between head-related products and the corresponding craniofacial profile is necessary to make such products more comfortable. The study of soft tissue biomechanical experiments provides a reliable perspective for understanding such contact areas and improving the comfort. In order to obtain more accurate and visualized craniofacial biological information that can be used to guide product design, CT data of the head, face, and neck of 50 Chinese aged 18-35 years were obtained in this paper. For each subject, an individual thickness map is calculated by segmentation of the soft tissue layer and wall-thickness calculation via Mimics. The individual maps superimposed on the outer surface area of the head, face, and neck are brought into correspondence using a non-rigid iterative closest point technique. From the correspondence an average head, face, and neck geometry and soft tissue thickness map was calculated. Statistics of the overall soft tissue thickness of the head, face, and neck is extracted, and an accurate soft tissue thickness map of the Chinese head, face, and neck is generated. This study not only lays the groundwork for future simulation experiments on head-related product design, but it also has significant implications for the fields of facial reconstruction in China.