bluuebunny/crossref_metadata_2025 huggingface dataset:
Fostering text mining with knowledge graphs: An approach to support business experts in defining domain-specific document sets
Authors: Bratke Pascal , Zimmermann Roland , Blum Ralph
Published: June 2023

Text mining techniques offer an efficient approach to extract information from text-based data, such as online news, for strategic planning tasks like the scenario technique. Data selection and data preprocessing is a crucial step in this process, during which decisive search terms help to sharpen the text corpus for downstream text mining activities. The integration of business knowledge is crucial for the creation of high-quality domain-specific document sets. Manually defining search terms is a time-consuming task for managers. Knowledge graphs accelerate this vital process: Based on a few initial search terms, related domain-specific subgraphs are selected which yield additional search terms that cannot be retrieved via thesauri or mere semantic similarity comparisons. Furthermore, possible biases introduced by subjective expert assessments are avoided and a more objective data selection is realized. The concept is demonstrated in a use case on electric mobility including an online demonstrator (www.digital-scenarios.com).
Analysis of home hospice from a systemic design perspective
Authors: Zhao Yang , Tang Wen
Published: June 2023

This paper reframes the hospice service system from a systemic design perspective and considers it as an extreme case of the wicked problem in the healthcare field. Through literature review, we first derive the feasibility of using systemic design thinking to analyze and intervene in hospice services from a theoretical level. Then, a multi-case comparative analysis was conducted to identify the commonalities in existing service system models. Next, we further explore the correspondence between these commonalities and system design features to confirm the presence of systemic design in hospice service systems. Also, the highlights and omissions of the existing cases are analyzed under the lens of systemic design, providing a reference for subsequent related research and system construction.
Game Theoretic Modeling of User Innovation and Venture M&A Processes
Authors: Lee Sangjic , Nishiyama Kohei , Nishino Nariaki
Published: June 2023

User innovation and venture M&A mechanisms enable value co-creation that utilizes knowledge and skill of individuals through the interaction between stakeholders. Given that the applicable methods for external innovation continue to diversify and economic efficiency becomes a relevant criterion of innovation process performance, they need to fit to the market environment and business model in order to be effective in value creation. But there is not enough analysis that takes the factors such as product characteristics and degree of consumer value diversity into account, and implication regarding the correspondence relationship between them and the adequate form of value creation process is scarce. This study proposes a game theoretic model that investigates the fitness of external R&D methods to the environmental factors. The model is analyzed by a numerical simulation, and how the environmental parameters such as product price, quality and innovation cost affect the relative social surplus of the proposed models is systematically examined. The condition of parameters in which each mechanism induces a relatively superior performance in terms of production quantity and social surplus is computed.
Relationship between preference for the existence of teacher images and learning effects in online learning for junior high school students
Authors: Hachisuka Satori , Kurita Kayoko , Warisawa Shinichi
Published: June 2023

This research focuses on online learning, which has rapidly become widespread in recent years, and shows the results of examining the ideal way of showing teacher images in online learning content. The purpose of this study is to clarify the impact of teacher images on the learning effect. We showed the knowledge retention rate verification results up to one month after the quiz with 53 junior high school students. We conducted five quizzes with multiple choices as pseudo-online learning content without interactivity as an experimental method. We also divided the participants into two groups, one group provided content with a teacher image on the screen, and the other was not. As an index of the learning effect, we adopted the percentage of entirely correct answers in the analysis, and comparisons were made at three different timings (1) during the experiment, (2) immediately after the experiment, and (3) one month later. The entirely correct answer means the correct answer after understanding the reason for the correct explanation of the quiz. As a result, there was no clear relationship between the presence or absence of teacher images and the learning effect. It indicates that displaying the teacher image does not directly affect the knowledge retention rate. However, on the other hand, we found that the knowledge retention continued even after one month when the preference for the existence of the teacher image and the actual display matched. Furthermore, even when the preference for the presence of the teacher image and the display matched, the knowledge retention rate after one month was significantly higher in the group with the teacher image display than in the group without the presence. These results suggested that the learning effect may be seen in the matching between the preference for the existence of the teacher image and the actual presented content.
An automated machine learning approach for early identification of at-risk maritime students
Authors: Mahbub Tusher Hasan , Haque Munim Ziaul , Hussain Sajid , Nazir Salman
Published: June 2023

Machine Learning (ML) presents a significant opportunity for the field of education, including Maritime Education and Training (MET). Unfortunately, the benefits of ML have yet to be fully realized within MET. By integrating ML and Artificial Intelligence (AI)-powered methods into maritime education, institutions can better prepare future seafarers while providing accurate, state-of-the-art education tailored to individual student needs. Early identification of areas for improvement can help students and teachers enhance educational outcomes within MET. This study showcases the potential of automated ML (AutoML) platforms for predicting future performance as well as for identifying at-risk maritime students at the initial stages of their degree program. By enabling early identification, institutions can more efficiently plan and execute education strategies while building confidence in AutoML as a decision-aid among maritime stakeholders.
Optimization strategy of interaction design for foreign language asynchronous online learning
Authors: Yang Mengni , Liu Mengfei
Published: June 2023

With the development of mobile communication technology and the outbreak of COVID-19, the much-anticipated online learning has ushered in a new growth peak. Among them, online language learning, a segmented field of online learning with a relatively long development, has a vast market scale and is expanding at a high growth rate. Nowadays, numerous participatory video websites offer high-quality foreign language online courses. Learners favor these courses because they can use the fragmented time for conducting asynchronous online learning regardless of space and time. However, foreign language learning has strong interactive and practical characteristics, while the current websites have insufficient functional support, resulting in low learner engagement, less sense of gain and unsustainable learning. Therefore, it is necessary to explore the needs of foreign language learners to design more targeted website features and optimize the asynchronous online learning experience. We select a typical website (Bilibili) in China and summarize four types of foreign language courses on the website according to the teaching method, teaching duration, teaching content, and interface: lecture course, circumstance course, demonstration course and resource course. Through behavior analysis, sentiment analysis, and topic detection, we analyze the danmaku data of each type of course to obtain the learners' behavior patterns, text sentiments, and hidden topics effectively. Combining the course type and data analysis, three learners' needs are summarized: the learning need to imitate and follow the teacher, the interactive need for frequent communication with teachers or study partners, the emotional need for a sense of ritual in class and the desire for participation and presence. With this as the foundation support, we propose three directions of targeted interaction design optimization strategies for participatory websites. Increase the multimodal interaction function, such as writing and voice following, and dual channels to help learners imitate language learning. Increase teacher-student and student-student interaction functions such as voting selection and optimizing the form of information feedback from teachers and learning partners. Enhance the ritual of online learning and improve the learning function system of the website such as designing interactive buttons at the beginning and end of the course, and visualizing course learning records. It is expected to provide suggestions for developing and reforming participatory websites to optimize the learning experience of foreign language asynchronous learning and to provide a scalable perspective for the optimization of other learning subjects.
Developing comprehensive sex education smart tools for the young generation with co-design: sex education for parents and children at home
Authors: Lin Xiaoling , Sun Shuai , He Xuan
Published: June 2023

This article introduces the use of design as a communication scenario in collaborative design to provide a holistic, intelligent education tool in the home setting. One out of every ten children has been subjected to sexual harm of varying extents. Implementing children's family sex education can endow children with the required correct knowledge and attitudes regarding sex. Co-design can help the children's family design forms, arrangement of sex, and other sensitive issues relaxed mind. The design prototype to develop a joint design workshop between children and parents was created during the co-design process. The interactive professional books for lessons from discussing body perception and alarms to discussing sex education knowledge comprehensively were expanded. It was concluded that the co-design method is effective in sex education intervention, and smart tools can link sex education institutions with families and empower children for equal dialogue.
A Review of Learning Analytics Dashboard and a Novel Application in Maritime Simulator Training
Authors: Haque Munim Ziaul , Kim Tae-Eun
Published: June 2023

Developing a Learning Analytics Dashboard (LAD) to evaluate maritime simulation training performance based on key performance indicators (KPIs) of maritime navigational competence can improve learning efficiency and effectiveness. Relevant data needs to be fed from simulation training logs and other sources, analysed using appropriate visualization and artificial intelligence approaches, and reported in a single window with valuable insights for trainees and instructors. This study provides a Systematic Literature Review (SLR) of published literature on LADs using scientometric tools and techniques. The findings reveal six research clusters and publication trends in LAD research. An example of a novel application of Automated Machine Learning (AutoML) analysing data from maritime desktop simulator training is presented for future maritime LAD development.
Early Education Robot for Preschool Children
Authors: Wang Sijia , Li Yuqi
Published: June 2023

With the development of society, the rise of education level and the improvement of quality of life, young parents are increasingly willing to provide more abundant and comprehensive preschool education for their children, and preschool education products have gradually become a new trend. Our team will design a children's programming robot for preschool children, to establish programming thinking for children, increase pleasure of learning, and enhance parent-child interaction space. This design adopts the methods of questionnaire survey, user interview and literature retrieval to deeply understand the pain points of children's preschool education, the development status of domestic early childhood education products, and children's preferences, so as to determine the product use process, product function structure and product packaging. The design uses on-chip sensors and priority commands combined with ergonomics and perceptual engineering. Children can play arithmetic games through the combination of the main robot and the control panel, and parents can help children learn and play through mobile application. The product have the ability to cultivate and rich preschool children's scientific way of thinking and problem-solving ability，so that children can use scientific thinking to explain the phenomena and problems in the future, and they can get all-round learning and development at last. After the usability test, the interviewees and their parents believed that the design had certain educational effect.
Effects of Online Gaming Behaviors on Filipino Students' Perceived Academic Performance through Multiple Regression Analysis
Authors: Nicole Arreola Phoebe , Gabriel Hernando Angel , Matthew Lugares Jonelle , Oliver Roxas Gene , Kurata Yoshiki
Published: June 2023

With the changes brought about by the COVID-19 pandemic, playing online games significantly increases as it lessens the stress and reduces the negative effects of self-isolation which cope with the problems encountered by most of the Filipino students. Several studies have shown that online games worsened the learning ability, attention issues, and lowered the academic performance of the students which shows the negative consequences in playing online games. This study aimed to identify the statistically significant factors affecting the perceived academic performance of Filipino students due to online gaming. A self-administered questionnaire was deployed among five hundred (500) Filipino online gamer students from across cities of Metropolitan Manila. Stepwise multiple regression analysis was utilized to determine the fittest predictor of academic performance. Results show that time spent playing online games during Weekdays (p-value= .001), Gender (p-value = .001), Number of subject loads (p-value=.005), Attendance (p-value= .001), Number of close friends (p-value= .001), and Career preferences of e-sports (p-value= .021) and Law (p-value= .047) are significant predictors of academic performance. Recommendations focuses on encouraging students to monitor their time spent playing online games on weekdays and weekends, avoid absences on class, practice group discussions and enroll on manageable units to improve their academic performance.
School teachers' and students' behaviors and attitudes toward recycling waste paper - a focus group experience
Authors: Gong Yingli , Jiang Ao , Wang Wei , Zhu Yinhe , Zhang Gaoshan , Zhu Jinjin , Huang Junyi
Published: June 2023

There are differences in the ways and attitudes of recycling waste paper between schools in urban and rural areas at different levels of development in China. The purpose of this study was to discover the role of interactive mechanisms of waste paper recycling on students' behaviors and attitudes toward waste paper in the campus recycling process. To complete this study, urban school classes and rural school classes in the same city, which have different waste management and recycling systems. Compare before and after recycling processing systems that incorporate interactive mechanisms. Data were obtained from interviews with students, questionnaires, and focus groups. Students in 10 urban schools and 10 rural schools in the same urban area of Guangdong Province, China, were surveyed online using Questionnaire Star, and the data were examined using SPSS statistical software. In the whole system, town schools are used as the main scenario, where teachers and students put waste paper into the converters and get the corresponding items. Due to the large amount of waste paper in town schools, there will be a surplus of items being converted out. Excess items will be transported to rural areas by transport vehicles from the recycling processing plant. The goods will be delivered to children in rural schools, reducing spending on educational items, while the transporters will take away and dispose of waste paper from rural areas. The focus groups discussed attitudes toward the improved waste paper management system, and most participants felt it was beneficial and significantly improved attitudes toward waste paper. After the improvement, the participants will intentionally collect the waste paper and put it into the replacement box. In addition, some participants also mentioned the sense of accomplishment that comes from turning the collected waste paper into usable items. Convenience and a sense of responsibility to protect the environment and the self-satisfaction of helping rural students are also motivations and potentials for improving waste paper management behavior. Participants were quite satisfied with the improved system of waste paper management. Not only is it sustainable, but it also takes into account the fact that it helps schools and school children in rural areas. Greater satisfaction can be obtained from it. This study provides a good starting point for future research on student attitudes toward recycling in both types of schools. A framework is provided for further research on factors influencing positive behaviors and attitudes based on this study.
Systematic literature review in Usability Web: A tertiary study
Authors: Astudillo-Rodriguez Catalina , Cedillo Santiago , Verdugo Priscila , Verdugo Jackelín
Published: June 2023

Web usability is a topic that several researchers have studied; this is because, with new technological advances, it is possible to improve application interfaces significantly and have usable products that captivate users by being friendly, efficient and easy to use. In this sense, reviewing secondary studies reported in this field is considered appropriate. This review aims to identify the methods and/or usability evaluation and validation methodologies, in what phase of development and software domain it has been evaluated, and the problems reported in literature reviews. The applied method is the one proposed by Kitchenham and Charters (2007) for the presentation of tertiary studies, beginning with the planning phase, which includes the activities: definition of research questions, search strategies, criteria for article selection, procedure for the inclusion or exclusion of studies and, criteria to assess the quality of investigations; followed by the review phase, in which the defined planning is carried out, the activities that include: execution of the selection of studies in the digital libraries, evaluation of the quality of the studies, extraction of relevant data and synthesis of the information; and finally the reporting phase, in which the answers to the research questions posed are evidenced. Regarding the results, we found a total of 106 articles, eliminated the duplicates, reviewed the rest and selected 15 papers, in which we identified the most frequently reported evaluation methods and methodologies, such as the Heuristic method, Observational measurement / Inspection and User test/usability tests. Likewise, we found the most commonly reported problems, such as Accessibility issues, Usability measurement and Methodological problems. Also, we distinguish that usability tests have been reported with a higher incidence in Web applications and Educational. Usability evaluation is applied in the different phases of software development, but with other incidences. Finally, we conclude that there is potential for more SLR about the usability of web applications.
Controlled experimentation to improve the usability of business management systems: UDA-ERP case
Authors: Astudillo-Rodriguez Catalina , Calle Juan , Crespo-Martínez Esteban , Chica-Contreras Gabriela , Mosquera Julio
Published: June 2023

An ERP enterprise resource planning system is software that allows managing the tasks involving an organisation’s processes. Usability within this system plays a vital role in users’ performance, facilitating interaction in an enterprise resource planning (ERP) system and boosting performance in terms of efficiency and effectiveness, which is why it is essential to perform usability tests. The UDA-ERP software developed by the Universidad del Azuay is a business management system whose objective is to improve the production processes of manufacturing companies in the MIPYME sector in Cuenca, Ecuador. This motivated us to evaluate the degree of user perception of the system’s usability. The present work evaluates the usability of the UDA-ERP software by applying a controlled experiment based on the Wholin methodology. This experiment was used for five experimental groups, including experienced users and users without experience in these systems. Controlled experimentation evaluated the performance of the selected study subjects regarding task completion time and completed tasks. This way, a comparison of the results was obtained, contrasting the results between the different experimental groups. The results show that each group completes the tasks with short time differences; In terms of usability, the UDA-ERP software is correct and does not require modification. In conclusion, usability is a relevant feature to consider in an enterprise resource planning system; hence, it is recommended to apply usability evaluations with some frequency.
Exploring the Correlation between Campus Map Representation and Wayfinding Behavior through Virtual Environment
Authors: Hsu Kai-Wei , I Chen Ching , Zheng Meng-Cong
Published: June 2023

National Taipei University of Technology (NTUT) is located in the heart of Taipei's prosperous transportation district. The campus retains many architectural features from the early 20th century. The Red House Historic Monument, a designated historical site in Taipei City, has cultural tourism value in Taiwan's history. The campus is also surrounded by scenic spots such as the Huashan 1914 Creative Park and the Guang Hua Digital Plaza, which attract many tourists. However, the campus is divided into several school districts by major traffic arteries and has three main entrances and exits. Overcrowded layouts and unclear categorized information hierarchies are apparent problems. However, we must investigate why entrants and tourists cannot reach their destinations efficiently through the campus map.This study uses the National Taipei University of Technology campus as the experimental site. It aims to investigate the design of its mapping system through the wayfinding behavior in the virtual environment. The 3D software was used to build the existing architectural environment. Then the model was imported into Unity 3D to simulate a scenario where the participants could move freely around the campus from a first-person perspective. A total of 30 participants were recruited for the online experiment, and three sets of scenarios were provided to simulate wayfinding on the campus, with eight tasks in each set. The assessment methods include: 1) participants were asked to perform the tasks and record their behavior and thinking aloud; 2) a five-point Likert scale was used to record the participants' evaluation of the map and their feelings while performing the tasks; 3) semi-structured interviews were conducted to understand the reasons behind the decisions and behaviors to wayfinding. We found that the existing campus mapping system had two major design problems: 1) Missing information. Important sites were not marked on the map, so the participants could only find them at a loss. 2) Design flaws. The maps on the same road have inconsistent directions, which causes the participants to spend extra time to confirm the original information and wayfinding strategy and increases the error rate. The original color differentiation and numbering provided little help. Participants indicated that they did not always notice them; even if they did, they did not find it helpful or counterproductive. "You Are Here" information was incomplete, resulting in errors in route-finding decisions. The position of the map stand is not consistent with the orientation of the participants, which increases unnecessary thinking time. The map design and the distribution of the overall campus don't meet the users' needs. The results of the study provide us with an understanding of users' pathfinding behavior on campus, which can be used as a reference for subsequent design improvements.
A Bibliometrics-Based Study of Visualizing Design Narratives
Authors: Zhang Mimeng
Published: June 2023

The context of digital transformation has brought new opportunities and challenges to design education. This paper aims to grasp the current research hotspots and theoretical foundations of design narrative and to explore new trends in future development based on the current research hotspots. Using the literature related to design narratives collected in Web of Science as the data source, the scientific bibliometric method to create a scientific knowledge map in terms of the distribution of literature by year of output, author, reference co-citation and keyword clustering, and conduct a visual analysis to sort out the research. The results show that the overall number of literature within the search area is rising, with research hotspots mainly focused on design education, narrative design, serious games, and narrativity.
User Experience on the Telecare System Menu Design with Handheld Devices
Authors: Liang-Yuan Che , Chen Chien-Hsiung
Published: June 2023

Telecare systems for handheld devices can support people who need medical help in a faster way through technology. This study is a continuation of the previous phase of the research and will design a prototype of a handheld device pertinent to a telecare system. The purpose of this study aims to investigate the user experience of telecare systems with handheld devices.In the previous phase of the study, most participants thought that the telecare system should have a clear information framework and function list to reduce the visual interference on the page and improve search efficiency. In particular, the functions in the "System Functions, Find Consultant, Hot Consultants" section should be clearly delineated. Therefore, the research design and experimental variables will primarily focus on the users' needs for remote care functions and the interactive menu interface design of the system. That is, the study will investigate the users' requirements for menu functions and the usability of the interactive interface of the system. The primary research method is a two-factor mixed experiment with a purposeful sampling method. Participants will be invited to take part in a usability test of the menu interface and will fill out a questionnaire after performing all typical tasks. Semi-structured interviews will be conducted with a representative sample of participants.After the experiment was completed, a two-way analysis of variance (ANOVA) will be conducted to investigate the main effects and interaction effect of the variables on the interactive user interface usability and users' subjective evaluations, such as psychological load, preference, and satisfaction. Through this study, it is hoped that the internal feelings of users when operating and interacting with the system can be understood via this study. The research results can be used as a good reference for future interface design of telecare system for handheld devices.
Investigating the creative design strategy for H5 news based on the Octalysis
Authors: Bin Liu Jin , Ye Chen Si
Published: June 2023

This study explores how to enhance H5 news user experience and promote news dissemination by constructing gamified creative design strategies. Through interviews and observations, eight key elements that affect H5 news user experience are summarized, and their weight values are calculated using AHP. Furthermore, the feasibility of gamification in H5 news is verified by comparing the high-weight elements with the eight core intrinsic motivators of gamification. A gamified design framework based on the Octalysisis proposed, and creative design strategies that aim to motivate the experience, set the incentive, and help to spread the news。
Biometric Information-Based Optimization of Driving Seat Position to Promote Safe Driving Behavior
Authors: Baba Kyonaka , Kaede Kazunori , Watanuki Keiichi
Published: June 2023

The purpose of this study is to propose appropriate adjustment values for individual drivers to promote safe driving behavior by adjusting the driving seat of a car. In this experiment, we focused on the impact on drivers while changing the front and back position of the seat, which is considered important for safe driving behavior, and experimented by paying attention to the movement of the right leg that operates the pedal. We attempted to discover the relationship between them. As a result, no significant difference was observed between the pedal switch time during emergency braking and the amount of right leg movement required for pedal switching obtained from the front and back position of the seat and the movement of the right leg. Therefore, it is considered that the front and back position of the driving seat does not affect emergency braking operation in safe driving behavior.
Skill training method aiming at empathy for body movements in the manufacturing industry
Authors: Matsuura Yoshifusa
Published: June 2023

This study explores a new approach to effectively learn manufacturing skills that involve physical movements. While automated welding machines and welding robots have been introduced in the welding field, manual welding is still widely used in many manufacturing processes. However, due to the intense arc light, it is difficult to directly observe the operator's posture and the operation of the electrode holder, which are critical for training purposes. In general, novices learn by observing expert welders and imitating their physical movements. However, novice welders struggle to control their bodies to assume the posture to be imitated, making it challenging to acquire the necessary skills. In welding, the primary training is the behavior of the covered electrode, which can be observed, but understanding how to control the body is difficult. As a result, the acquisition of welding skills does not improve, and motivation for training decreases.To address this problem, the researchers developed a method for structuring skill information by applying the factor analysis of quality engineering methods. In this method, the objective of welding skill acquisition is defined as "improvement of welding quality," and welding skills are structured as follows:(a) Direct factors: Information on the molten pool and arc that directly affect the weld quality(b) Indirect factors: Information on the operation of the welding electrode related to the direct factors(c) Somatic factors: Body part information that controls the manipulation of the welding electrode(d) Somatosensory factors: Somatosensory information that controls the body factors.Previous teaching methods focused on explaining the molten pool and arc conditions during welding, as well as the position and angle of the welding electrode, but provided little explanation of body part control for proper manipulation of the welding electrode. Consequently, novice welders were unable to predict the operation of the welding electrode and their body movements during the operation. This method of structuring skill information enables instructors to understand the necessary structure of skill information for training and provide adequate explanations to novice welders. The novice trainee can visualize, in advance, the state of the body parts required for the proper control of the welding rod and can train while being aware of those body parts. Consequently, the instructor and novice trainee can discuss based on the structured information and train while understanding each other's imagined information. This approach is expected to create a training environment that is satisfactory to the novice trainees and increase their motivation.
Building for Joy in the Digital World
Authors: Siow Robertson Rachel , George Jennifer , Kuan Johnson Matthew
Published: June 2023

User experience of digital platforms and technologies tends to be quite ‘thin’, characterized by low-quality engagements such as addictive tendencies or browsing on autopilot. This paper takes an interdisciplinary approach to identifying more cognitive and active dimensions of ‘thick’ user experience, introducing a new design and UX framework which is centered around the notion of joy. In this paper, we explain how we are piloting this framework and working at developing measurements that operationalize the different dimensions of joy, through a series of case studies of different digital platforms and applications.The first part of this paper develops a conceptual framework for building for joy. We consider existing UX frameworks which focus on dimensions such as delight, happiness, satisfaction, pleasure, adoption, and retention. We explain how many harmful kinds of engagement either do not impact negatively on these kinds of assessments, or even result in higher scores. We then draw on recent work in positive psychology, which has seen a move from happiness and ‘thin’ conceptions of pleasure to ‘thicker’ notions such as joy. Although there is no one definition of joy, the kind of experience we are interested in involves an intense feeling of fulfilment and a deep alignment between some good in the world and oneself (Johnson, 2020a, 2020b). This kind of joy encompasses a range of motivations and intensities, and incorporates a cognitive profile which includes recognition of integrity and dependence on external factors, as well as normative assessments.The second part of this paper provides an overview of our case studies, which explore how design elements of digital platforms interact with the motivational, cognitive, and normative dimensions of joy identified within our conceptual framework. For these studies, we used a range of methodologies, including surveys which aimed to collect both quantitative and qualitative data, structured interviews, and autoenthnography. We suggest that platforms and applications which do well within our joy-focused framework promote a deeper and healthier level of engagement with digital technologies. We end by opening up some new research directions, including how building for joy might correlate with increases in adoption, retention, task success, and financial profitability.
Theatricalization of Large Cruise Public Space and Design Transformation
Authors: Wai Michael Siu Kin , Wang Jinjin , Pan Changxue
Published: June 2023

As a place for tourists to communicate and interact, the public space of large cruise ships has become an important aspect of the design and construction of large cruise ships due to its dense functional units and core spatial location. In response to the lack of experience and spatial vitality in the public space of large cruise ships, this study attempts to apply dramaturgical theory and take the theatre, the physical space that carries the core of dramatic meaning, as the origin of the analogy. From the perspective of the dramatization of large cruise ship public spaces, “theatricalization” is introduced into the design of large cruise ship public spaces for exploration, returning to the meaning and emotional value of large cruise ship public spaces and attracting tourists to revisit them. Based on the core characteristics of the “theatricalization” of large cruise ship public spaces - theatricality, presence and spectacle, combined with theatrical narrative performance and scene construction, the design methods of large cruise ship public spaces are summarised and analysed in depth, actively building large cruise ship public spaces that interact with tourists. The study breaks through disciplinary limitations and forms a heterogeneous dimension for observing and understanding large cruise ship public spaces.
Effects of crease features on crease visibility and goodness of smartphone foldable display
Authors: Park Woojin , Park Kihyun , Ryu Jungmin , Hwang Kitae , Kim Sungmin , Song Younghee
Published: June 2023

Recently, foldable smartphones have become popular due to their flexibility and portability. However, the line-shaped mark (crease) produced by folding and unfolding can negatively affect user experience. Since eliminating the mark is difficult with current technology, it is important to understand the relationship between crease features and human perception, and develop a grading system to establish crease design guidelines to improve user experience. In this study, 25 participants were recruited, and 17 prototypes with different crease features were compared in terms of crease visibility. The findings showed that deeper crease depth and larger folding radius increased crease visibility, with depth being the more influential factor. The grading system established that foldable display prototypes with a crease depth below 60 µm were considered "good" or better. Also, the study found that a single-line crease was less visible/noticeable than a multi-line crease. These findings may provide practical guidelines for designing creases for foldable displays.
Painting Style Alignment: Restoration of Ancient Chinese Landscape Paintings Driven by Aesthetic Cognition and Aesthetic Computation
Authors: Chang Rong , Wang Jingran
Published: June 2023

Painting style alignment is critical for ancient painting restoration. To reduce the aesthetic cognition conflicts between human and artificial intelligence in Chinese landscape painting restoration, we propose a new research paradigm, joint aesthetic cognition, which aligns painting style in three stages: descriptive painting style based on human aesthetic cognition, predictive painting style with AI aesthetic computation, and prescriptive restoration test via human-AI collaboration. To keep interaction of these stages continuous, a hybrid research method based on both data design and self-supervised learning is further proposed to adaptively construct the joint cognition of specific painting style. Preliminary tests on two restorative scenarios, analogized generation and cognitive recompositing, indicate that our joint aesthetic cognition is effective and feasible for painting style alignment, and can thus facilitate human-AI collaboration in ancient painting restoration.
Design of Intelligent Home Planting Robot Based on MR Technology
Authors: Huang Zixuan , Qiu Shuwen , Long Ren
Published: June 2023

The purpose of this paper is to explore the interactive mode of intelligent home planting robot based on MR technology. In recent years, China's green plant industry market is expanding, the residential economy is developing rapidly under the epidemic prevention and control, and the smart planting machines used at home have attracted much attention. The design of intelligent home planting robot was explored in this study, which could provide reference for the design of related home intelligent products. Market research, literature research, user interview and user collaborative design methods to analyze the current design trend and user needs of home intelligent robots were adopted in the research. The results show that the development of labor courses in urban primary and secondary schools was affected by the epidemic, and there were some problems of children with less exposure to outdoor activities and a low understanding of vegetables. In order to meet the needs of children for home planting and understanding of green vegetables, our research team completed the design and output from the directions of human-computer interaction, appearance and modeling, sustainable development and plant demand visualization. The intelligent home planting robot is designed to grow green vegetables at home, which can compost degradable waste as raw materials. Based on MR technology, the real-time feedback of plants through operation interface and cartoon expression, which is of great research value and reference significance.
Socio-Cultural Factors of Industrial Workers in Low-Middle Income Countries (LMIC): Pilot Study
Authors: Asgher Umer , Ali Sara , Ali Tahir , Ayaz Yasar , Scataglini Sofia , Nazir Salman , Rashed Usama , Abdi Ellie , Iqbal Khawaja Fahad , Taiar Redha , Arzola-Ruiz José
Published: June 2023

The role of industrial workers is a significant element of any society and a vital stakeholder in an industrial setup. Their roles and existence in an organization affect the organizational culture, working environment, and quality of Life (QoL). In the same way, modern organizational culture and its environment affect the employee's psychology and behavior and bring new challenges daily. This paper is a pilot study that aims to review, confer, and analyze the organizational, social, and cultural challenges faced by industrial workers of Low-Middle Income Countries (LMIC) and how these factors affect psychology, personal, and professional Quality of Life (QoL). To ensure a better Quality of Life (QOL) among individuals, each industry should address these factors systematically to plan work-related issues that affect the industrial worker properly. In the first phase, a dedicated 25-item questionnaire on a Likert scale was used for investigating four socio-cultural factors (the individual, the relationship with their family, and social and organizational factors) among 50 industrial workers (data modelling and hypothesized data) with some assumptions. Sequentially, in the second phase, the study statistically analyzes how these factors influence their behavior and psychology. Results show that family, social, individual, and organizational factors are correlated with Cronbach's alpha of 0.916.
Attempt to develop analysis model of reader’s pictogram understanding process
Authors: Sakabe Tatsuya , Kosaka Hiroaki
Published: June 2023

When designing pictograms, a pictogram designer decides the meaning intended to be conveyed by a pictogram. It is desirable that the reader understands the meaning of the pictogram as intended by the designer. However, there are readers who understand a pictogram very differently from the designer's intention. Due to this difference between the designer’s intention and these readers’ understanding, the pictogram communicates the wrong message to the readers. This difference should be minimized.We attempted to develop a model to analyze a reader’s pictogram comprehension process. Analyzing the reader's pictogram comprehension process will contribute to clarifying the causes of differences between readers’ understanding and designers’ intentions. The proposed model does not simulate the cognitive processes of the reader. Instead, it logically analyses the process from the pictogram that a reader reads as input to the phrases representing the pictogram described by the reader as output.First, we conducted an experiment in which subjects looked at pictograms and described what pictograms they saw. We collected pictogram comprehension data through the experiment. Second, on the basis of the collected data, we developed a model that analyzed the process of understanding for the pictograms used in the experiment.The proposed model consists of three procedures:1)Breaking down the pictogram that a reader reads into its elements such as human beings and objects.2)Analyzing the relationship between each element.3)Analyzing the relationship between how a reader actually reads and understands a pictogram and the pictogram's grammatical relationship.We believe that the model is useful for estimating in detail why readers understand pictograms the way they do.
Integrating Views of Digital Twins in the Strategic Planning of Cyber-Physical Products
Authors: Arnemann Lars , Schleich Benjamin
Published: June 2023

The digital twin is the virtual representation of the real product and provides the basis for cyber-physical products. Information about states as well as commands are stored in the digital twin. A multitude and variety of stakeholders can retrieve the states and execute the commands. Howev-er, the digital twin is not made available to these stakeholders in its entirety, but rather application- and user-specific rights are distributed to them. These application- and user-specific rights are un-derstood to be the views of digital twins. Taking these views into account in the early stages of product development has the potential to reduce costs, open up new markets and adapt end products to individual customer requirements with less effort. The concept developed in this paper integrates the views of digital twins into the early stages of development of cyber-physical products. A model for strategic product planning is implemented that fully takes into account the criteria of Industry 4.0 and the views of digital twins. In this phase of the product life cycle, the views of digital twins are defined and integrated. A newly developed persona model can be used to analyze and formalize both users, in this case stakeholders, and ap-plications, in this case smart services. The stakeholder model considers both the assignment of a group and a role, as well as the identification of tasks, problems and benefits, and PESTEL influenc-ing factors. The smart service model addresses on the one hand the tasks, problems and benefits of the stakeholders; on the other hand, states and commands can be recorded as well as hardware, software and infrastructure can be analyzed. A comparison of these two models with each other promises an optimal fit. It is thus possible to fulfill customer-specific wishes. The developed concept is validated with the help of a practical use case. In particular, the integra-tion of the views of digital twins is investigated. As a result of the investigation, the applicability and viability of the concept are demonstrated on the basis of a vacuum cleaning robot. In the outlook, future research potentials are identified and possible new solution approaches are presented.
How to set up design skills in IT companies
Authors: Sasaki Toshiya
Published: June 2023

In recent years, businesses utilizing data and artificial intelligence are becoming more prevalent in society, and the design skills required in IT companies are changing. The purpose of this study is to propose a method for setting up design skills that takes into account changes in the design skills required by IT companies. After organizing the skills to be referred to when setting up design skills, this research conducted a workshop to validate how to set up design skills and discussed the evaluations from the workshop participants.