bluuebunny/crossref_metadata_2025 huggingface dataset:
Knowledge Structuring of Skilled Sports Trainers - For Correct Movement to Prevent Disability and Promote Progress
Authors: Sato Wataru , Yamamoto Aoi , Koyama Naoki , Kumagai Sayuri , Ijuin Koki , Oshiyama Chiaki , Fujinami Tsutomu , Nishimura Takuichi
Published: June 2023

Japan has an aging population with a declining birthrate, and the social burden of nursing care is increasing. In this context, it is becoming increasingly important to make exercise a lifelong habit, and to prevent disability and promote progress through appropriate movement. To help achieve this, physical activity instructors, such as sports trainers, physical therapists, and sports coaches in various sports disciplines, monitor the client's posture, movement, and condition, including motor images, and provide voice and muscle and myofascial interventions to solve problems. However, because the knowledge of physical activity instructors is vast and tacit, the transfer of knowledge to other instructors with whom skilled instructors collaborate may not proceed smoothly, leading to poor performance, such as inconsistent instruction within the instructional team. In addition, face-to-face interventions are time-limited and require the client to physically visit the physical movement instructor. Therefore, although physical intervention is difficult, AI could improve the performance of the physical activity instructor team if even a portion of the verbal instruction could be implemented. In this study, we proposed a new data knowledge structuring method to improve the performance of the physical activity instructor team by comprehensively structuring the tacit knowledge they have about verbalization, allowing the AI to perform verbalization within the range that can be read from the images, and improving the knowledge based on the results. The results of the study showed that the AI can improve the knowledge by using the results of the wordings. As a result, a part of the knowledge that had not been told by skilled users was extracted, and the effectiveness of the proposed method was confirmed.
Design Method Using Extended Business Model Canvas for IoT Platforms Considering Platform and Service Value
Authors: Yato Taketo , Uchihira Naoshi
Published: June 2023

This paper proposes a Platform and Service Business Model Canvas (PSBMC). The proposed method will help design an IoT platform business model that includes devices in the physical space (called edge devices). Manufacturing companies are selling and maintaining devices, e.g., home security devices and fire alarm devices, and seeking ways to utilize those devices effectively and create new value by adding IoT functions. Since data measured by those devices can be used to improve various services, these devices with IoT functions serve as IoT platforms for these services. It is necessary to identify customers and their requirements in order to improve the value of services. Fahmideh and Zowghi (2020) noted the lack of requirements analysis for IoT platform design. Also, previous studies proposed extensions to the business model canvas (Osterwalder and Pigneur 2010) for platform businesses. These studies focused on the value of the entire platform and did not separate the value of the services built on the platform from the value of the entire platform. Because the proposed canvas can describe service user requirements, service value, and platform value, it is possible to overcome the problem of the lack of requirements analysis in IoT platform business design. The IoT platform will be able to provide the basic function of edge devices and valuable services using devices' data.
Innovation Labs as Value Co-Creation Platforms in Research Ecosystems
Authors: Ahner Lena , Wohlmuth Benedikt , Gladilov Nicole
Published: June 2023

Digititalisation has significantly altered economic structures and has increased the speed of innovation. One result of this development is that competition does no longer exclusively take place between individual organisations that offer similar products and services, but also between entire sectors and ecosystems that disrupt the usual value creation logic. Taking this ecosystem perspective into account, value creation is no longer limited to single organisations but increasingly requires interaction and cooperation between organistions. Focus shifts towards a value co-creation approach, in which companies create joint value propositions towards common target groups. Consequently, collaboration and coopetion are widely discussed themes within the business research agenda. However, in order to convince organisations to participate in a value co-creation ecosystem, there must be added value for the co-existing actors within the ecosystem. This is especially challenging when the added value cannot be directly measured in terms of revenue or monetary performance indicators. This often applies to research ecosystems or – more broadly – where the public sector is involved. In this context, academia is lacking insights on how inter-organisational interaction and value co-creation can be facilitated within the research ecosystem itself. At the same time, innovation labs have become increasingly popular for co-creating product and service innovations within the business context. The aim of this paper is to examine, whether and how the approach of innovation labs can act as platform for value co-creation in research ecosystems.Our research is based on a literature review in which we analyse and compare exisiting research on value creation in ecosystems and innovation labs. Focus will be laid on detecting reccuring themes and major concepts. In a subsequent step, casaul mapping will be applied in order to outline and examine the network and links between different key concepts. In addition, established concepts such as the Value Proposition Design as well as the Jobs-to-be-done theory will be examined for applicability to value co-creation ecosystems.This paper helps to establish deeper knowledge, facilitate theory development, and uncover blind spots in value co-creation in research ecosystems. Based on a literature review, a conceptual model will be derived, outlining networks and links between actors of the research ecosystem and how innovation labs can act as platform or nucleus within this research ecosystems in order to facilitate value co-creation. The identification of key concepts and connections between concepts will open up future research potential. By collecting empirical data in subsequent research endaveours, the model can be further developed and refined. Furthermore, exisiting literature gaps and blind spots in academia on research ecosystems are highlighted.
Educational game to stimulate phonological awareness in elementary school children
Authors: Toledo Sebastián , Astudillo-Rodriguez Catalina , Verdugo Priscila , Cedillo Santiago , Verdugo Jackelín
Published: June 2023

Phonological awareness (PA) is the ability to analyse, segment, and manipulate language structure consciously. Its development at an early age is crucial for acquiring skills in reading and writing. For the mentioned and considering that we belong to a digitised society where technology constitutes a tremendous educational resource and a source of interest for children, the proposal arises to support learning through the inclusion of digital applications that facilitate differentiated instruction and integrate playful ways and motivate. In this context, educational games have become a modern and precise tool to solve these needs. This work aims to develop a serious game to support literacy learning by stimulating phonological awareness in elementary school children. For this purpose, a methodology based on the SCRUM Framework and User-Centered Design (UCD) principles was applied, emphasising users’ active involvement in developing the game. The method comprised a four-phase process, including scope definition and analysis in the first two phases; translation of user requirements into contextual and prototype design, and subsequent software development in the third phase; and finally, an empirical study was conducted to evaluate the usability of the prototype in the final phase. As a result, a serious game was obtained that allows the creation of linguistic exercises from a series of activities designed by the therapist in the context of a playground to promote playful learning in a familiar environment for the children. The usability study revealed a score of 74.44 based on the System Usability Scale (SUS), indicating that the system was well-received and considered highly usable by the participants. In conclusion, involving therapists in an iterative UCD process brings benefits such as confidence in using digital tools for phonological awareness skills training and identifying needs that require alternative mechanisms of interaction, encouraging children to participate in learning.
Competent university teachers for digital learning in OSH
Authors: Kocůrková Lucie , Řeháček Jakub , Schenk Christian , Huber Barbara , Arezes Pedro , Costa Nelson
Published: June 2023

The COVID19 pandemic is an unprecedented event that has sent shockwaves into almost all areas of our lives. Education is one of the most vulnerable sectors. Overnight, crude adjustments of curricula, teaching methods and tools had to be made. Digital learning became a reality. Higher education in Occupational Health and Safety (OSH) field is highly affected because of the tight connection to the industry. Site visits, practical trainings in companies and face-to-face interviews with OSH professionals present a valuable part of the study programmes dedicated to safety. University teachers face challenges coming with digital era in OSH education and training.The OSHDIGIT project aimed to support the teachers in delivering effective digital education and training in OSH. The systematic framework of the project was derived from the European Framework for the Digital Competence of Educators (DigCompEdu). The main project objectives were to enhance digital pedagogic competencies of university teachers in OSH discipline by giving them practical guidance and training and to equip them with OSH e-resources and tools for the use in digital learning.Three main outputs have been achieved. First are e-guidelines for teachers: to navigate them in various digital tools (E-tools guide on Padlet platform), to implement blended project-based learning (Blended PBL guide) and to protect their health and well-being within the process of digital education (Wellbeing guide). The second outcome presents an e-platform for sharing existing OSH e-resources (e.g. online lectures, videos, games and quizzes) for university-level teaching and training of future OSH professionals and specialists. The last but not least output are tailor-made e-tools such as workplace simulations, site visits and commented risk assessments from real workplaces, videos from occupational hygiene measurements, interviews with OSH professionals and interactive presentations on current OSH topics. All the outputs are freely available via Erasmus+ platform.The project activities were accompanied by roundtable discussions, focus groups and training workshops. The project fostered knowledge transfer and sharing of good practices and innovative approaches in OSH digital learning among universities, insurance companies, enterprises and professional networks. OSHDIGIT approach contributed to EU initiatives addressing enhancement of the quality in higher education in the area of occupational health and safety.
The Use of Virtual Reality in Tourism Education: Systematic Review
Authors: Zapatta Fausto , Astudillo-Rodriguez Catalina
Published: June 2023

The present study reviewed primary studies that report the use of virtual reality in tourism education to identify the impact that the use of virtual reality has generated in the classroom. The applied methodology was the systematic literature review proposed by Kitchenham, which includes planning, review and reporting of results. As a result, 365 scientific articles were obtained, of which, after reviewing, we selected 52 papers. In these articles, it is evident that virtual reality is a tool that has positively impacted education, establishing through constructivism an adequate relationship of students with the knowledge, does not discriminate gender or age, which allows having a range of action at all educational levels, in terms of tourism facilitates approaching the area where the activity takes place from every context.
Comparing the impact of two common information architectures on the operational performance of mission planning systems
Authors: Gong Xiaodong , He Shihang , Gong Qian , Liu Yushun
Published: June 2023

To explore the impact of information architecture design on task planning performance with the aim of improving the operational performance of task planning processes and reducing operator cognitive load. Methods: Two types of most commonly used linear and tree structures were used to design an interactive low-fidelity prototype of the two architectures based on the same planning task, 20 subjects were recruited, testers randomly selected the two scenarios, usability tests and NASA-TLX questionnaires were used to measure the differences in task planning operational performance and cognitive load of the two information architectures, and finally ANOVA methods were used to data processing and analysis. Conclusion: In the prototype design task with a tree structure, the subjects' performance was generally higher than that of the task designed with a linear structure, and the former subjects' cognitive load index values of self-performance, mental demand, time demand, frustration level, and effort level scores were lower than those of the latter, except for physical demand. After analysis, it was concluded that probably in complex task planning scenarios with many subtasks, the tree structure enables users to have a more holistic control of task branching and reduces the path return hierarchy, which in turn reduces the consumption of cognitive resources.Keywords: task planning, information architecture, interaction flow design, linear structure, tree structure
What role an agent could play at home? Exploring the social roles of smart home system based on a content analysis
Authors: Dong Haosong , Cheng Peiyao , Xue Haian
Published: June 2023

Smart home systems not only serve users to fulfill pragmatic goals, but also ‘live with’ users. Despite the conceptual possibilities, it still remains unclear whether and what social roles current smart home systems are intended by the companies. In this paper, we report a retrospective study on 15 selected smart home systems (SHSs) on current market. We used content analysis to identify themes and categories of function, personality and social role of these SHSs, and also explore the connections among them. Four representative social roles were identified: instrument, lobby boy, assistant and family member. Four related personalities were found: competent, helpful, trustworthy, and caring. Results of this study revealed an overview of current social roles that smart home system plays as well as the personalities they exhibit.
Design and Research of Modular Monitoring and Disinfecting Connection Cabin in the Perspective of "Resilient City"
Authors: Liu Ziqian , Zhao Qin , Chen Yiting , Feng Yujia , Yao Xinyi
Published: June 2023

The global outbreak of the Coronavirus has exposed the problems of lagging construction of supporting facilities and emergency response systems when cities face sudden disturbances. The project aims to improve public health care safety from the perspective of "resilient cities" and to find out the feasibility of public epidemic prevention products. The research focused on the 4R attributes of resilient cities. Based on user scenarios, we took over 200 samples through questionnaires and interviews, with questions on behavioral movement, human-machine interaction and system process experience, and obtained pain points as: "efficiency", including time, strain; "safety ", including the extermination strength; "convenient", including operation process tediousness; "sentiment", including information symmetry; "staff fatigue" and other issues, and through interviews to further refine the process of staff experience. Summarizing the pain points to design functional modules for temperature measurement, triage guidance, special situation emergency handling notification, etc. Based on the task and environmental scenarios, we carried out field observation of different places and emergency handling methods, thus interpreting epidemic and disaster prevention policies to classify the places. Aiming at multi-layer scenarios and functions, the product is positioned at the front-end control of cross-infection to realize early detection, triage, disinfection and treatment. In order to facilitate the transportation and maintenance, our design is based on "cabin", including the L-shaped modular main cabin, which is preferentially positioned in the 1 and 2 level shelters. Emergency cabin, which can be unfolded into bigger space for rest if necessary. The isolation cabin, which is put away when idle and can be expanded to serve as an isolated area for users when there's user status exception. The material disinfection cabin at the entrance is suitable for tertiary scenarios such as communities where entry speed is lower. The belongings travel with users in the main cabin, and users can enter and exit the place through this connecting cabin after completing the process such as hands and shoes disinfection, and body temperature detection at the corner, which enhances users' sense of security, usability in terms of user experience. Based on research, our design is more technically and functionally competitive, focusing on the urban users' experience. Our study can realize front-end control of contagion and timely dispatch during major and secondary disasters, and can utilize the space with modular design to enhance resilience and realize common governance of public areas.
User-centered design of an adaptively morphing human-machine interface
Authors: Max Kiessling Jonathan , Maier Thomas , Wiesenfarth Simon , Mayer Stephan
Published: June 2023

Adaptively morphing (shape changing) human hand-machine interfaces aim at increasing usability for various users, especially older walking-aid users with impaired hands. This paper introduces such an interface design for a five-finger hand-handle contact consisting of machined and additive manufactured components. Functionality is achieved via a granulate-filled flexible shell and pneumatic-actuated jamming. The interface is tested in a realistic use context experiment. The results contain positive subjective comfort evaluation and a digital workflow for design parameter analysis. Further design iterations considering these parameters are proposed.
User-Centered Dashboard for Sensors-Enabled Human State Monitoring: Two Operational Use Cases
Authors: Marois Alexandre , Salvan Laura , Lemaire Noémie , Gagnon Jean-François
Published: June 2023

Recent developments in sensing technologies make it increasingly feasible to collect physiological and behavioural data that can be exploited to understand operators’ cognitive challenges, health and operational readiness in real-life situations. Our previous work led to the development of a real-time data integration, synchronization, and processing nexus that can be used with multiple sensors and multiple users simultaneously. In turn, this data can be analysed and displayed on a dashboard to monitor one’s state using machine-learning derived or classical algorithms. This study presents how user-centred design can be harnessed to develop context-adapted monitoring solutions in two different use cases, that is space medicine and public safety personnel training. We highlight the steps taken to define context-adapted solutions for the exploitation of physiological and behavioural data. We also outline the necessity to consider end-users and stakeholders to produce usable information that is context relevant and that optimizes the human-system interaction.
Design of Self-Driving Tour Planning Interface Based on Tourism Motivation
Authors: Boyang Zhang , Sun Yuanbo , Zhang Huayu
Published: June 2023

Objective: To study the interactive perception effect of users' travel motivation on self driving travel planning function and demand characteristics.Methods: Taking the user's travel motivation as the starting point, the author analyzed the travel motivation of self driving tour users through factor analysis, analyzed the case of existing travel planning products, summarized the defects and deficiencies of the products, and elaborated the demand characteristics of self driving tour in the travel planning.Conclusion: Based on the user's tourism motivation, design the travel planning function of self driving tour, sort out the characteristics of travel planning before, during and after tourism, provide intelligent information services for tourists, use mobile Internet technology to build a close relationship between tourists and service providers, and form an emotional recognition effect between the user's use of the operating interface and the product.
Construction of Key Index System of Product Usability Design Based on User Operation Behavior -- An Example of the Intelligent Ultra-cryogenic Refrigerator
Authors: Píng Zhāng , Wang Hanyu , Tian Haokun , Li Ruzhong
Published: June 2023

There is a contradiction between the increasing complexity of product functions and the ease of operation. This resulted in the ubiquitous usability problem of products. In view of the mismatch between product usage and user behavior logic, this study systematically analyzes the usage of product from the perspective of user behavior logic, and explores the usability requirements of intelligent ultra-low temperature refrigerators. This paper combines the theory of usability engineering to correlate usability requirements with product design elements. Correlation co-efficient and, weight are calculated by gray correlation analysis and the order relation analysis, and the key indicators of usability design of product are extracted, which provides key indicators, which provides key indicators for product optimization design, quantifies user demand, improves product usability, realize the interaction, mixing and symbiosis mode between human and intelligent machine. In the process of research, providing the intelligent ultra-low temperature refrigerator as an example. As a biological sample or special work piece manager, intelligent ultra-low temperature refrigerator is of great significance for speeding up medical research and promoting industrial development. This study constructs the key index system of product usability design. And by the user knowledge and design knowledge effectively matching to improve product availability, enriched the theoretical system of human-computer interaction design and usability, and provided decision basis for iterative innovation product design, reasonable allocation of resources.
Interaction Design Strategies for Cultural Relic Information in a Mixed Reality Context
Authors: Li Chenlu , Gao Songhua
Published: June 2023

This paper focuses on the issue of how to design cultural relic information interaction in a mixed reality context. Taking the perspective of cultural relic information interaction design as the entry point, and combining the mixed reality context and characteristics, a design strategy for cultural relic information interaction design are proposed, which provides a basis and reference for cultural relic information interaction design and helps to improve the user experience. Using interdisciplinary cross-research and deductive methods, the design strategy are proposed at the level of strategy, scope, structure and presentation, and a practical application is carried out to validate the design strategy, using the Luohua bird embroidered jacket as an example. By analysing the concept and characteristics of mixed reality contexts, new opportunities for digital product design from the three dimensions of computer, human and environment are identified. The design of natural interaction techniques, design theories of natural human interaction behaviour, and theoretical support that can enhance user experience in rich application scenarios provide for the design of cultural relic information interaction. At the same time, it further extends the application of mixed reality contexts in the field of cultural relic information dissemination. Expand the explanatory power of cultural relic information. From the level of public awareness: it helps the public to better understand cultural relic information, gradually love traditional culture, improve their awareness of cultural relic information, and then develop a sense of cultural identity. From the level of cultural popularisation: to improve the breadth and depth of popularisation of cultural relics information, to help promote the dissemination and transmission of cultural relics information, while expanding the effective transmission of cultural relics information.
Design of the living room based on the survey of children's parent-child families - Take Shanghai as an example
Authors: Rashad Sultan Alazazi Ezaes , Dai Linong
Published: June 2023

People's living standards have improved with the continuous development of the times. The lifestyles of today have changed dramatically, which has led to an increase in living space requirements. Additionally, young children's growth is particularly concerning to many people.The living room serves as the focal point for family communication and emotional interaction. Consequently, the living room receives more attention.We begin this paper by examining the family lifestyles of modern Chinese consumers, examining the life patterns of children's families, and demonstrating the importance of the living room through research, using the Shanghai area as an example, in order to improve the home market's understanding and attention to parent-child users so that products that fit their needs can be developed.
Agile and reliable design decisions based on the perception of the target audience
Authors: Marzo Roselló Raquel , Morales Casas Adrian , Jimenez Vanessa , De Belda Lia , Valero Marta , Sanchís Almenara Mercedes , Colomer Granero Adrian
Published: June 2023

The conceptualization phase of a product plays a critical role in the design process. The decisions made during this phase directly affect the degree of innovation, quality of design solutions, costs involved, and overall competitiveness of the product. During this phase, a continuous process of accepting and rejecting options takes place, so that making decisions correctly becomes a very important activity for the company. However, decisions made during this phase often rely on subjective opinions, leading to uncertainty and errors. This paper presents the Waumap platform (https://waumap.ibv.org), that was developed as a methodological tool to involve potential consumers in the design process. This tool takes advantage of the potential of Artificial Intelligence (AI) to analyze in a standardized, agile and autonomous way the perception of the consumer expressed naturally by a representative sample of remote users, combining classical qualitative user research with natural language processing techniques.The paper shows also the results of the use cases carried out with different companies. In general, the companies state that the Waumap tool is very simple, intuitive and agile. They consider it very useful for their decision-making in their development processes, specifically, in the following application areas: new product concepts, supermarket shelf (physical and/or virtual), packaging and corporate image.The analysis of the perception of the consumers who have participated in the use cases have allowed to show that the automatic analysis of the user's perception through Artificial Intelligence reduces the time and effort of analysis to generate the keys that make it easier for companies to make decisions in the design of their products. The Waumap platform has positive implications for the decision-making process, facilitating a better integration of the target audience in the product conceptualization phase and offering the keys to design optimization from the point of view of market acceptance.
Application of innovative design of transformable baby stroller based on TRIZ
Authors: Wei Lu , Zhao Xiaotong , Ye Xiaomo , Chen Xin
Published: June 2023

In the context of traditional stroller design, people tend to focus on its lightness, stability, comfort and material safety aspects, however, the current strollers are single-functional and do not fully meet the needs of users in complex spaces, while there are safety hazards. Based on the safety requirements of the escalator scene, this paper proposes a solution for a stroller with liftable rear wheels to solve the problems of easy tipping and unstable user force when the front and rear wheels of the stroller are not at the same level. The solution discusses how strollers can dynamically change to meet users' needs for product safety and ease of use in an escalator scenario. First, user research was conducted through observations and interviews. After that, a TRIZ-based functional model was developed to describe the application scenario and identify the specific problem. Using the standard solution method, the innovative invention principle was used to design a self-adjusting structure applied to baby carriages through the analysis of the su-field model. In addition, based on the ergonomic design principles of standing posture, we have improved the sense of the experience of using the product. This study guarantees the safety of infant travel while also enhancing the comfort of use, satisfying the needs of users and providing a new solution for the use of strollers in escalator scenarios.
Quantifying Interest from Facial Images, and the Role of Video in Effective Business Calls
Authors: Katsuki Ryosuke , Watanuki Keiichi , Mashima Suguru , Osawa Yusuke
Published: June 2023

It is said, to succeed in business, put the interest of customers ahead of your own. This is great advice to businesses, racing to deploy video calls to provide COVID-safe meetings and/or benefit from general conveniences and gain productivity. If 55% of the communication is truly nonverbal as suggested by Prof. Albert Mehrabian from University of California in Los Angeles, putting the interest of the customer ahead means listening carefully to the nonverbal channels. In video calls, one must try hardest to read, understand and manage the customer interest expressed in the video images.In this study, our primary objective was to analyse and evaluate the practicality of a project to develop a machine-learning model that can predict and quantify a level of interest of a video caller from his facial images. As such, our secondary objective was to explore facial and behavioural expressions, highly correlated to or triggered by interests that are confirmed by imaged human subjects themselves, as well as explore areas and methods to capture them as to generate machine-learning training data.The result suggested the project to develop a machine-learning model would be practical. The finding included that a model based on static facial features visible in a video frame could be possible, but a model based on moving facial features estimated from sequence of consecutive video frames could do better, especially those with acute focus on eye movements.
The Body of Sensation within the context of Atmospheric Painting
Authors: Grazina Rui , Moreira Da Silva Fernando , Poeiras Fernando
Published: June 2023

In this study we analyse approaches through which the construction of atmospheres in painting is accomplished, and in which ways there might be a crucial relationship between the conception of these images, and the body of sensation. Further to a theoretical framework, we study diverse case studies and propose to establish pertinent distinctions. The cases are examined from the point of view of their pictorial values, and are juxtaposed in sets in order to endeavour to question each other in a more pertinent manner. We try to reach conclusions regarding the construction of atmospheres in themselves, and also in which forms these might allow cognitive and interpretative advances, and how these constructions might be related to different mechanisms of sensation and perception, and in particular how these will be enabled by the body of sensation.
Artificial Empathy: Exploring the Intersection of Digital Art and Emotional Responses to the COVID-19 Pandemic
Authors: Li Mingzhu , Zhong Ming
Published: June 2023

The COVID-19 pandemic has caused widespread emotional and psychological impacts globally, leading to feelings of isolation, separation, and disconnection among individuals. In response to this, the present study seeks to explore and document the emotional experience of the COVID-19 pandemic through the creation of an art project titled "All those days in isolation". Using mixed media and collage techniques, the study seeks to create a visual representation of the collective experiences and emotions of a community during the pandemic. This project was inspired by the feelings of isolation and separation that many people have experienced and sought to explore and express these emotions through art. Through a comprehensive review of existing literature and qualitative research, including semi-structured interviews with a group of participants who have experienced the pandemic, this thesis will examine how digital art has been used to record and express emotions.The study found that the COVID-19 pandemic has had a significant impact on mental health and well-being, with high levels of anxiety, stress, and depression reported among individuals who have been directly or indirectly affected by the virus. Additionally, the pandemic has been associated with feelings of loneliness and social isolation, as well as with an increased risk of domestic violence and other forms of abuse.The art project was successful in exploring and expressing the complex emotions of the COVID-19 pandemic, offering a nuanced and well-rounded perspective on the emotional impact of the pandemic on individuals. The study highlights the importance of art in documenting and preserving collective experiences and emotions, as well as its potential to serve as a reflection of society and a tool for coping with stress and traumatic events. Overall, the art project demonstrates the power of art in exploring and expressing complex emotions and providing a space for people to connect with and understand the experiences of others.
Application of Educational Context Data using Artificial Intelligence Methods
Authors: Peñafiel Myriam , Vasquez Maria , Vasquez Diego
Published: June 2023

Today the web generates a large amount of data, the same ones that come from social networks, online platforms, communities, cloud computing, etc., but one type of data has not been recognized for its relevance and that is data from Learning Management Systems like Moodle in the educational context. Considering this context, this research will apply some Artificial Intelligence methods and techniques such as the TSA methodology, Text mining, and Sentiment Analysis to assess the data about the opinion of the students, converting them into stable information structures that allow their reflection and analysis. The work carried out focuses on determining the level of user satisfaction, in this case, the students, of the virtual learning platforms. The results obtained show that applying Artificial Intelligence allows obtaining relevant information that helps to undertake improvement actions by authorities and managers in the educational context based on the opinion of the students, detecting important problems in online learning during these times of COVID-19 we are just past.
A study on the current state of development of data-driven intelligent design and its impact on design paradigm
Authors: Zhao Hu , Xiang Yuan
Published: June 2023

With the rise of big data and artificial intelligence, intelligent design platforms with data technology-driven and application scenarios have gradually become a common focus of design academia and industry, during which various intelligent design platforms have emerged, bringing profound changes to the design paradigm. This paper firstly, by collecting and analyzing related literature and cases, we elaborate the concept of data-driven intelligent design and sort out the research and application status of intelligent design tools based on the design process; then we analyze the impact of intelligent design on the design paradigm from three perspectives: design process, design object and designer, combined with the application and development status of intelligent design tools. We found that the development and application of intelligent design tools have made considerable progress, but at this stage the design process still requires the participation of human designers, so human-machine collaborative intelligence will be one of the long-term issues in the development of intelligent design tools; secondly, the application and development of intelligent design tools, while empowering the design process, also poses new challenges to the functions of designers and the adaptation of human-machine relationships.
An Analysis of the Spatial Distribution of the Crime in Urban Villages--Taking Dianqian Village,Xiamen as an Example
Authors: Wu Yiting
Published: June 2023

Urban villages are the legacy of China's rapid urban development, those is characterized by high mobility and complex structure, which is endangering the personal safety of residents in urban villages and the surrounding people, affecting the harmony and stability of the communities in urban villages, and not conducive to social and economic development. By taking the distribution of Robbery, Grab and Theft cases as the data source, combining with big data POI information obtained from Gaode, which is the one of the large map service companies in China. Methods such as kernel density analysis, standard deviation ellipsometry and spatial syntax theory are applied in the study, respectively, in order to quantitatively analyze the relationship between the spatial configuration and the environment of crime distribution within urban villages. The results show that: the accessibility, global integration, local integration and connectivity affect the occurrence of Robbery, Grab and Theft and the escape routes of criminals in the village. Different types of POI points and the occurrence of Robbery, Grab and Theft are correlated. This study helps to identify and improve the environmental factors that induce crime, and provides some references on security for the future renovation and construction of public spaces in urban villages in southern Fujian, China.
A Novel Temple Clamping Force Measurement Method for Eyeglasses Design
Authors: Zhang Jie , Chen Junjian , Chen Luwei , Luximon Yan
Published: June 2023

The temple clamping force is an important factor affecting the fit and comfort of most eyeglasses. The temple height is usually very small (1.0~6.0 mm) and the clamping force is very low (0.0~1.0 N). However, the diameters of the effective area of available force sensors are usually larger than the temple height, and their lowest measurable force is sometimes larger than the clamping forces. This causes difficulty in measuring the clamping force using force sensors. Hence, we proposed a novel temple clamping force measurement method for eyeglasses, which only uses a digital tension meter. In this method, the displacement of the ear attachment points (EAPs) at the temple was computed based on the static and wearing expanded lateral distance of EAPs; and then the tensile force was measured based on the temple displacement by using a digital tension meter. The method has been applied to investigate the relationship between the measured clamping forces and the perceived fit scores of the temples. The experimental results are consistent with the previous report, which demonstrates the reliability of our proposed method.
Eco Innovation and Firm Performance: A Meta Analysis
Authors: Mahmud Rocky
Published: June 2023

The objective of the meta-analysis is to develop a comprehensive knowledge of the relationship between eco-innovation and firm performance. Total 21 articles, published in different academic journals, were selected for the meta-analysis following a systematic literature search on the web of science and Scopus. The result of the meta-analysis suggests that there is a positive relationship between eco-innovation and firm ́s financial performance. The correlation between the variables is moderate (r > .20). However, findings suggest a heterogeneity among the reported effect size. It is found that study regions and sample company size have moderating effect on the heterogeneity score, suggesting these factors affects the result of an individual study. Moreover, the funnel plots suggest there might be the presence of publication bias.
Integrating Human Factors in the Systematic Mechanical Design of NPU-Wrist Rehabilitation Robot
Authors: Chen Yasheng , Yu Weiwei , Zhi Jin , Abderraouf Benali , Wang Runxiao
Published: June 2023

The wrist connecting the human hand and the forearm includes multiple joints and interlaced ligaments. In addition, the dimensions of the hand, wrist, and forearm vary from individual to individual, that lead to great challenges to design a wrist rehabilitation robot. However, most research on the mechanical design of wrist rehabilitation robot is on the perspectives of actuators configuration, structure lightweight design, or sensors layout optimization, there are rarely research focus on the systematic study of human factors in the mechanical design, especially how to apply human body structural dimensions, functional dimensions, features of motor functions in the design process. In this paper, we focus on the mechanical structure design of NPU-Wrist rehabilitation robot based on human factors to ensure the harmony between the machine and the human body. Based on the analysis of the dynamic/static dimensions of the human body, the anatomy of the wrist, the kinematics of the wrist, and the human-robot contact surface, the mechanical design of the robot is decomposed into several sub-functional modules and each module is specific designed combining the traditional robot design method and the human factors. Finally, a questionnaire was administered on a group of users with different body static and dynamic dimensions. The statistical analysis is conducted and the results show that our NPU-Wrist rehabilitation robot has excellent adaptability to different individuals, safety and comfort
Research of the Typography Design for Digital Reading on Mobile Devices
Authors: Cui Mengxi , Zheng Chao , Shi Wenning , Wang Zihao
Published: June 2023

Typography is the art and technique of arranging typeface and space to make written language legible, readable and appealing when displayed. Typography can be traced back to humans consciously arranging elements, such as text and graphics, on a plane according to specific rules to convey a message effectively. Typography requires that the content be normative, readable, and aesthetically pleasing, which can effectively help improve the reading speed, optimize the efficiency of information transmission, and enhance the audience's visual perception. Digital media has changed how we access and communicate information. Digital reading is becoming our dominant mode of reading. Compared with traditional media, digital reading offers convenience, immediacy, and interactivity. From the Xerox Alto, the first system to have all of the contemporary Graphical User Interface (GUI) components, to the current apple iOS16 system, based on breakthroughs in science and technology, significant changes have occurred in interface functions and appearance. However, simultaneously, the content information carrier screen must stay within the rules of typography and follow the rules of standardization, readability, and aesthetics. This article focuses on the mobile base screen through the research of grid system, font and image of the existing interface design system, summarizes the fundamental purposes of typography which is to adapt to changes in reading scenarios, effectively convey information, and standardize typography for mobile applications for digital reading.
Shaping Multivariate values: An analysis of the research characteristics of DRS conference
Authors: Jiang Yuhao , Zhao Danhua
Published: June 2023

The time-space distribution of conference papers, significant authors, and research themes were studied from three perspectives using the bibliometric method to analyze the research characteristics of DRS conferences. Regarding the papers' time-space distribution, it exhibits a general rising trend in the time sequence and mostly concentrates on the design of inclusion, happiness, and health. In terms of significant authors, two academic communities, one centered on Lancaster University and the other on the Delft University of Technology, were established. Design education, service design, participatory design, inclusive design, design methodology, and social design are the six main research themes that have emerged from DRS research. The main traits of DRS conferences are shaping multiple values, as this study demonstrates.
Global Design Practice: Mask Design in COVID-19 era
Authors: Siwei Wang , Zhao Danhua
Published: June 2023

Prior to the covid-19 pandemic, there were differences in the use of masks due to different cultural backgrounds. Since 2019, the coronavirus COVID-19 pandemic has caused a global health crisis. One of the effective protection methods is wearing a face mask in public areas according to the World Health Organization (WHO). The use of face masks in public settings has been widely recommended by public health officials during the current COVID-19 pandemic in various countries. This has made wearing a mask a daily practice for people around the world. It also makes the design of masks attract the attention of designers around the world. In this case, masks become a suitable object to study design practices in a global perspective. This paper reviews the process of normalizing the use of masks worldwide during the covid-19 era, different mask-wearing behaviours and mask design features, and the evolution of modern mask design during the COVID-19 era. Sorting out the design language of masks and their globalization process to provide reference for other design products to globalize.
Design of Integral Kitchen CMF Evaluation System Based on Virtual Reality
Authors: Tang Jiawei , Sun Yuanbo , Zhang Huayu , He Zhiyuan
Published: June 2023

Integral kitchen is a new form of kitchen, and becomes an inevitable trend. The existing evaluation methods of integral kitchen CMF include graphic display, sample display and product display, but there are some problems such as tedious evaluation process, high cost and subjective evaluation. The paper analyses existing evaluation methods, demonstrates the necessity of applying virtual reality to the integral kitchen CMF evaluation. The results show that the integral kitchen CMF evaluation system based on virtual reality can improve the efficiency and quality of evaluation. This paper puts forward four design strategies, and provides reference for related design research.
Design Strategy of Vehicle HMI VR Prototyping Tool Based on Kano Model
Authors: Zhang Huayu , Sun Yuanbo , Tang Jiawei , Jin Gao , Liu Wenhan , He Zhiyuan
Published: June 2023

The Virtual reality specialization has been the trend in recent years. At the same time, vehicle HMI is faced with multimodal and 3D interaction methods. This is an opportunity to build vehicle HMI VR design tools. Design strategies for building prototype tools are developed based on user requirements. By studying and sorting out the HMI design content, we study the requirements of HMI VR design tools based on the Kano model, and build a suitable design strategy to guide the subsequent development based on the requirement priority and user feedback. Most of the envisioned functional requirements were positively evaluated, and there is positive value for designers in building vehicle HMI VR design tools.