bluuebunny/crossref_metadata_2025 huggingface dataset:
H2-fueled passenger ship hazards: challenges in risk assessment for a front edge technology application
Authors: Bionda Arianna , Tome Maintega Marta , Noguero Torres Oscar , Sanchez David , Sullivan Brendan
Published: June 2023

Achieving the ambition set out in the initial International Maritime Organization (IMO) greenhouse gas strategy will require zero-emission vessels to enter the fleet in 2030, forming a significant proportion of vessel new builds from 2025. Besides the cargo market, the passenger ferry industry is fastly moving to explore alternative fuels and low-emission technologies, promoting a large number of projects and pilot cases for inland and coastal navigation, mainly. However, compared to fossil fuels, around which the shipping industry has had decades to optimize the design, maintenance, and operation of ferries, the introduction of zero-carbon technologies, such as hydrogen fuel cells, brings new safety risks that need to be analysed and managed. This paper presents an initial result of the EU-founded e-SHyIPS project, investigating the methodologies for an early-stage risk assessment of hydrogen-fuelled passenger ships, where a compartment with a pressurized hydrogen supply system and passenger compartments are in proximity. The study objective is to present and discuss both the methodology adopted in international risk assessment workshops and the results obtained. The research activity involves identifying hydrogen-related hazards and selecting critical areas for more detailed explosion and fire risk studies. As a result, considerations are given on hazards and risks affecting the structural strength or the integrity of the ship, safety of crew on board, and preservation of the environment that will be used as input for consequence calculations and frequency assessments for release, dispersion, fire, and explosion experiments.
Cross-Cultural Analyses Between USA and Japan: Personality, Emotional Strategies, and Job Performance of Customer Service Employees
Authors: Okabe Noriko
Published: June 2023

The previous theory suggests that individuals may experience less stress when engaging in activities that are personality congruent. In this research, the author first tries to answer what kind of personality in the Big-five personality model of customer service employees are more or less likely to practice better job performance. And second, this study tries to answer the question of the best emotional strategies, affective delivering, surface acting, and deep acting, to easily practice for the specific type of employees to perform emotion regulation tasks. This study also tries to answer the question of who can best manage their emotions to produce the required emotional expression without appearing insincere or experiencing increased stress. Finally, the author compares the result from the USA and Japanese data to reveal the similarity and differences between the two.
A Smart Sustainable City Tailored to Changing Needs
Authors: Motała Daria
Published: June 2023

MethodologyThe idea of a smart sustainable city has been developed for years. It encompasses such aspects of the functioning of a city as its user-friendliness, which particularly refers to its inhabitants, and, at the same time, efficiency as regards the use and distribution of resources and eco-friendliness, both for current consumers and future generations. Despite the increasingly common understanding of such a direction of urban development, there is an ongoing intensive search of the tools which would make it possible to collect, analyse and evaluate the solutions of creating and perfecting a smart sustainable city. The primary aim is to gather information about the expectations of city residents and the assessment of the possibility of implementing them. The basis for the considerations were literature research and an analysis of management methods and tools used in enterprises. On this basis, it was assumed that it is possible to implement these methods and tools for the management of cities and urban agglomerations.ConclusionsAs a consequence, the focus was on two tools supporting management and the concept of their use in city management was presented. It is possible to collect the proposals of implemented solutions from the users by way of systematic improvement. On the other hand, if any of them does not fulfil its role in the expected scope, the application of the Failure Mode and Effect Analysis (FMEA) may be helpful. Both methods have basically the same goal – to promote the constant development of the adopted mode of operation by introducing improvements or adjustments. The very knowledge of them is not sufficient to make decisions on the introduction of changes, though. It is necessary to analyse the causes for which the current arrangement must be modified. Recommendations It is postulated to implement these methods after their preparation in an IT form, so that they are available on various mobile devices. This will allow for broad access to obtaining information from users of the agglomeration, i.e. people who are interested in improving urban spaces.
Achieving Circular Economy Adoption In The Construction Industry: Hurdles To Cross In A Developing Country
Authors: Adekunle Samuel , Chauke Nyiko , Ikuabe Matthew , Aigbavboa Clinton , John Beauty
Published: June 2023

Sustainability and the ability to manage waste in the construction industry are critical to the construction industry efficiency. It is also important as it preserves the environment. The study adopted a quantitative approach via a well-structured questionnaire to identify the barriers to achieving the circular economy in the south African construction industry. Data was collected from construction industry professionals. The data collected was analysed, and the findings reveal that lack of education and awareness, lack of penalties on illegal dumping, and lack of knowledge of CE principles are the three most significant barriers to achieving CE in the construction industry. The study is important as it provides insight into the hurdles to overcome in achieving CE.
Method to Identify Data Related Characteristics for Detailing a Capability Maturity Model for the Smartification of Products
Authors: Frings Sandra , Kett Holger
Published: June 2023

Digital transformation has many facets, one of them being the process of smartifying a traditional, non-smart product into a smart product as well as developing smart services. Smart products collect data via sensors, store, process and communicate data via a network, and react to data via actuators. As an added value, a company uses the processed data to offer smart services. The decisions a SME’s CEO needs to make when visioning to smartify or improve the smartification of own products also depend on the knowledge which capabilities need to be build up. Capability and maturity model (CMM) based approaches are common methods to identify the gap between the current situation and the target situation a SME needs to achieve in order to fulfill the business goals which have been set up. We research a methodological and tool-based approach to identify the maturity of SMEs on their way to smartify their products, which is made up of a three-dimensional CMM to determine the maturity levels regarding eleven areas of action as well as their cross-sectoral base capabilities, and a process model to apply the CMM. In this paper we describe a method to detail the subareas of action for each capability/maturity level within the CMM. We define the method requirements to be able to identify and integrate relevant characteristics in our CMM following the sole purpose of smartification but also looking into related subjects like digital transformation as well as retrofitting for Industry 4.0.
The role of nonhuman actors in contributing to filmmaking solidarity: Ethnography of independent filmmaking in Japan
Authors: Coney Shun , Ito Yasunobu
Published: June 2023

The purpose of this paper is to clarify how nonhuman actors contribute to solidarity in independent new film production. Specifically, it examines independent new film productions from a relationalist perspective, using actor-network-theory (ANT), which considers humans and nonhumans as equivalent actors and analyzes phenomena based on their interactions with each other. The research method used was ethnography with a focus on participant observation. One of the authors, a filmmaker and researcher, observed the inner workings of the filmmaking activity, while the other author observed the observer from an anthropologist’s perspective. In a previous paper, we found from the process of translation that the two nonhuman actors of the film’s original story and funding are inextricably linked, and the agency of the human actors surrounding them interacts with and transforms the nonhuman actors (Coney and Ito, 2021). In the present study, we analyzed the interaction with the solidarity among human actors in the process of film production by closely following the linkage of nonhuman actors such as provisional publicity materials, in addition to funds and scripts. In the process of filmmaking, the nonhuman actors often encounter unforeseen circumstances such as budget adjustments and filming postponement, but despite the setbacks, the nonhuman actors form a network in which they accept each other’s roles, and filmmaking is promoted by solidarity as human actors of the film become more interdependent through the agency working as an inclusive collective. The results of the study revealed that the human actors in film are interdependent and that their solidarity promotes filmmaking.
How to empower digitally vulnerable people? Co-designing policies and services with end-users
Authors: Reinsalu Kristina
Published: June 2023

The aim of this paper is to analyze impactful methods to address citizens who are excluded from digital transformation. These are citizens whose digital engagement in political decision-making and e-services is hindered by their lack of access to technological benefits, a lack of awareness of digital issues, and/or a lack of digital literacy and skills. With the unprecedented speed of digital developments in many countries around the world, digital vulnerability affects not only specific demographics or what we may have traditionally considered vulnerable (e.g., older people) but anybody who could be digitally vulnerable due to their circumstances. The more deeply affected are those societies that are extra vulnerable and already damaged, such as economically, in terms of security, or due to war. Therefore, the case studies of this paper focus on Ukraine and Georgia, where digital development has been relatively rapid and there has been a lot of emphasis on e-services; however, less attention has been paid to addressing the digital divide and social aspects of these countries. Applying the theory of change, design thinking, and service and process design is not a new or revelatory approach; however, these concepts have, so far, been applied primarily in the business sector. This study argues that this approach could be successfully implemented in other sectors of society and by various stakeholders to tackle arduous challenges and problems. The current extraordinary circumstances occurring in Ukraine, but also the context of Georgia, increase the need for a novel approach to tackle digital vulnerability. Thus, this paper analyzes how a business-like approach, which is a new concept in the countries included in this study, helps to impactfully identify the most vulnerable citizens, and how to design processes, services, and policies to empower and engage with these citizens.
New digital ways of creating value in retail
Authors: Meiren Thomas , Khan Ilyas
Published: June 2023

The COVID 19 pandemic led to a change in consumer behavior in the retail industry. While retailers were already facing increased competition from large online platforms before the Corona crisis, the pandemic has significantly accelerated this process and also introduced customer groups to online shopping that had not used it in earlier times. However, there is currently only a hesitant return to earlier shopping habits from which entire regional ecosystems - especially in rural areas and smaller towns - are now suffering. Many stores are giving up, and neighboring service providers (e.g., restaurants, culture, leisure industry) are also affected. Nevertheless, the pandemic has also shown that companies, that implemented new - often digitally supported - solutions very quickly, came through the difficult times better. For example, web shops as well as additional online and delivery services were able to mitigate the loss of sales in the stationary business.But it has to be noted, that retail is traditionally a rather less innovative industry. Expenditure on research and development, for example, is among the lowest in the entire service sector. It is not uncommon for small and medium-sized retail companies to lack a fundamental awareness of innovation and to have no corresponding processes and responsibilities defined there. The resulting deficits became obvious in the current pandemic and now leaves many companies with a dilemma: on the one hand, they notice that competitors are successful with new digital solutions, but at the same time they often have neither the competence nor the means to implement their own innovations. The knowledge about digitization as well as about the development of new solutions is simply not available in many small and medium-sized retail companies.The conference paper will present relevant digital innovations for the retail industry of the future - from interactive display boards and shop windows to digital price tags, new smart payment solutions and the use of augmented reality, artificial intelligence and service robots. Moreover, concepts and case studies will be shown how digital innovations can be successfully implemented step by step in small and medium-sized retail companies. The conference presentation will be complemented by the results of an expert survey in the retail sector.
Industry Academia Collaboration in UX Education: Bringing the UX Industry into the Classroom
Authors: Satterfield Debra , G Wilson Ryan , Houdek Azalea
Published: June 2023

Students interested in a User Experience (UX) career are facing a multitude of barriers when leaving academia: a competitive, saturated market; poorly written job descriptions and companies unsure of the duties performed by UX practitioners; a rapid evolution of the market and emerging technologies; and individual uncertainty of career direction, be it UX Research, UX Design, User Interface Design, Interaction Design, Front End Design, or more. By developing professional networks and mentor relationships with Industry professionals, students can enhance their understanding of the field of UX and become more acquainted with industry expectations such as working with clients, title definitions, current and emerging technologies, evolving business needs, and streamlining their career focus.To support the industry-academia collaborations, a strategy was developed using a hybrid teaching model, I-SPACE (Innovation for Students, Practitioners, Alumni, and Community Engagement) that brings industry professionals into a college course on UX via online platforms such as zoom and Miro thus creating a virtual internship experience. The I-SPACE teaching method was co-created by design educators and industry professionals for the purpose of simulating internship experiences within an online course. The online virtual internships with industry professionals are conducted in three 5-week segments over a 15 week semester, to give students exposure to three distinct UX industry models and three sets of industry professionals. The goal of the virtual internship is to enhance career preparedness post-graduation through industry exposure, build a social network of professionals in the field of UX, and establish mentors.This paper will discuss the structure of the course, interactions with industry professionals in UX, and engagement with subject matter experts (SMEs). It will also discuss a comparison to traditional internships and a virtual I-SPACE internship experience in terms of the impact on student work, mentorship, and professional networking that are unique to the I-SPACE collaboration strategies and the insights of the industry mentors on the virtual internship strategy. Implications for virtual internship experiences will be addressed regarding issues of diversity, equity, and inclusion in internship opportunities and potential barriers will be identified.
Influence of Pre-Video Explanation through an Acquaintance on Perception and Purchase Intention in Japanese Sake Tasting
Authors: Matsumura Kengo , Masuda Hisashi
Published: June 2023

In social media marketing, the impact of the relationship between the information provider and the receiver on marketing effectiveness has recently been the focus of much attention. However, in the field of tasting marketing for alcoholic beverages and other products, such differences in the relationship have not been adequately examined. This study examined how factors related to the degree of relationship to the characters in the video affect purchase intentions for the sake tasting experience, comparing the case where tasting participants know the informant in the video with the case where they do not know. The results showed a statistically significant positive relationship from cognitive perception to purchase intention for both knowing and not knowing the character in the video. Furthermore, there was a statistically significant positive relationship from sensory perceptions such as aroma to purchase intention only when the character was known. This research will contribute to the development of tasting marketing that takes into account the nature of the relationship between the information provider and the receiver.
Factors affecting Perceived Earthquake Preparedness Behavior among Senior High School Graduates in the Philippines
Authors: Joy Carmelotes Larriza , Anne Mingua Jasel , Jerome Santos Kyle , Aleen Umayam Kyle , Ngo Joehanna , Kurata Yoshiki
Published: June 2023

The Philippines is known to be highly vulnerable to disasters brought on by natural calamities and hazards, including surges, cyclones, droughts, earthquakes, tsunamis, and landslides. Currently, the country expects that the worst-case earthquake, known as “The Big One,” stretches from the Philippines’ West Valley fault, which will cause catastrophic events such as property damage, livelihood loss, and human casualties. With the recent improvements in the primary education curriculum in the Philippines, disaster risk reduction and management (DRRM) have been incorporated as core subjects to be taken by students in senior high school. The research aimed to know the factors affecting the perceptions of Filipino senior high school graduates regarding earthquake preparedness through the integration of Protection Motivation Theory and the Theory of Planned Behavior through Structural Equation Modeling. A total of 505 Filipino senior high school graduates volunteered to answer a self-administered online questionnaire consisting of 66 questions (11 latent variables and 57 indicators). Results show that Intention to prepare (I) has the highest direct significance effect on Actual behavior (AB), Actual behavior to Perceived preparedness (PP). Moreover, Actual behavior (AB) has the highest direct relationship with Perceived Preparedness (PP). Media (M), Hazard Knowledge (HK), and Risk Perception (RP) affect the Perceived Severity (SV). Media (M) and Hazard knowledge (HK) were also found to have significant effects on Perceived Vulnerability (VN). Thus, Perceived Severity (SV), Perceived Behavioral Control (PBC), and Attitude towards the Behavior (AB) directly affects Response Efficacy (RE). Lastly, Perceived Behavioral Control (PBC) and Attitude towards the Behavior (AB) have a substantial effect on the Intention to prepare (I). Recommendations presented in this paper such as securing items at home, preparing an emergency kit, storing consumables, mustering information about evacuation sites and earthquake risks, and participating in drills or practices, are expected to improve earthquake awareness and preparedness among students and aid in reducing the disaster severity effects.
The Implementation of Immersive Technologies - Artificial Intelligence (AI) in Aviation Collegiate Education: A Simple to Complex Approach
Authors: Ziakkas Dimitrios , Del Cid Flores Abner , Cornelius Natakusuma Hans
Published: June 2023

Aviation and air transportation have traditionally led to technological innovation. The International Air Transportation Authority (IATA) Technology Roadmap (IATA, 2019) and the European Aviation Safety Agency (EASA) Artificial Intelligence (AI) roadmap (EASA, 2020) outline and assess ongoing technological prospects that aim to change the aviation environment with the implementation of AI from the beginning of collegiate education.Rotolo (2015) suggests five characteristics to characterize immersive technology. Immersive technologies must have radical originality, fast growth, coherence, significant impact, and low uncertainty and ambiguity. Emerging technologies like Virtual Reality (VR) are notable for their influence and coherence across applications and usage. VR technology has dramatically reduced training expenses compared to other systems. Laughlin (2008) reported that remote learning and practicing basic flying abilities could lower new pilot training expenditures by as much as 70%. Due to the COVID-19 pandemic, flight training organizations must develop new ways to teach their pupils. Distance pilot-to-student education is one. The Federal Aviation Administration (FAA) (2020) is progressively accepting non-traditional methods for regulatory training. AI, VR, AR, and MR can improve flight operation training. Human System Integration (HSI) specialists use systems engineering methods and procedures to achieve successful HSI. Simple to complicated methods meet functional and non-functional requirements. The systems engineering team uses each branch to analyze collegiate aviation program requirements. Aviation training changes will impact humans' performance and ability to make decisions. The research was thematically selected on immersive technologies implementation in collegiate aviation trainees' perception. The study was structured based on an analysis of the available literature concerning the current uses of immersive technologies - AI in aviation. The findings were reviewed and evaluated concerning the appropriateness of the implementation of immersive technologies in aviation training syllabus and the notable differences between the levels of technology.
Human-machine Interface User Experience of intelligent Manufacturing Industrial Control Software
Authors: Jiang Rong , Cao Huai
Published: June 2023

Industrial control software is software used for industrial production and manufacturing site control, which has a wide variety and powerful functions. The human-computer interaction experience of industrial control software should not only consider the basic cognition of users for operation but also consider the experience of each contact point from tasks and scenes. This paper analyses the characteristics of a human-machine interface of industrial control software. It also analyses the experience level of human-machine interface touchpoints of industrial control software based on the perspective of user experience, and finally makes an outlook on the future development path.
Visual variable perception in time series dynamic visualization
Authors: Mi Chunzhu , Liu Xiaojun
Published: June 2023

Visualization facilitates understanding by encoding large amounts of complex information into intuitive formats such as graphics and images. In the design of dynamic visualization of time series, visual coding is more important, because a large number of complex and high-dimensional data will follow over time, but users may not be able to process and filter them in time and effectively. The paper evaluates the cognitive load and performance of users under two time pressures of eight different dynamic visual variables through experiments, so as to allocate more significant coding methods to higher priority information and improve the efficiency of information acquisition. The results show that there are significant differences in cognitive load when using different visual variables, and the cognitive load is lower when using angle, symbol number and area coding. However, there is no significant difference in user performance. There was no significant difference in cognitive load between the two time pressure states, but there was significant difference in accuracy. The accuracy under low time pressure is significantly higher than that under high time pressure.
Effects of Design Thinking on Learning User Experience and User Interface Design
Authors: Huang Chieh-Ju
Published: June 2023

User experience design is more essential and important for the planning then visual interface design. In this research, design thinking integrated in “User-Interface Design for Mobile Device” course for making the students to investigate the user requirements from the related tools. Both the group of design and the group of technology students will have interdisciplinary groups and do the research about the user requirements according to spectacular topics from related workshops in the class. Later on, they will learn how to do the interface design prototype with related software and also concern about the visual style. It will help the students understand the point of how to execute project and practice it. Also, the experts are invited to the class for giving talks and suggestion about the students’ projects and sharing the ideas of design innovation and experiences. User test is required after the students finish their design project, beside set up several tasks with scenarios for the participants to see what kind problems they would have during the investigation of the prototype of the service app. The students can learn and practice four phases of design thinking. There are several evaluating methods of teaching and learning in this research: descriptive statics, reliability analysis, and independent sample t-test. The students gave positive feedback for the general questionnaires, and the reliability is high for the value of Cronbach’ alpha. For the arrangement and teaching method in this course, expert critics are helpful for implementation of related design projects, and the students can get more advices from this teaching method. In the future study, more experts from the industry will be invited for different advices and feedbacks according to the types from students’ projects for practical and integral learning experiences.
Design of Smart Subway Travel Products Based on Scene Theory
Authors: Cao Huai , Gong Xinyue
Published: June 2023

In recent years, thanks to the development of digital, subway is no longer just a means of transportation to meet people's fast travel, but can meet people's diverse needs and provide rich and thoughtful humanized services.In the process of smart city construction in China, new technologies such as big data, cloud computing, artificial intelligence and 5G are increasingly applied to urban rail transit. "Smart subway" is developing rapidly everywhere. Services such as intelligent navigation, face scanning, automatic temperature measurement and other services are gradually entering the subway of some cities. It improves the experience and efficiency of people's travel.This paper takes the internal product facilities of subway trains as the research object and conducts desktop research based on Context theory. By gaining insight into the behaviour and experience needs of subway passengers riding scenarios, design opportunity points for optimising the product experience are derived and combined with design tools to solve the problems currently encountered by passengers when travelling on trains in order to improve the user experience.
Quality Function Deployment to combine with Service Design to optimize the English vocabulary learning app's usage experience
Authors: Liu Shuo-Fang , Yu Su An , Chieh Wu Yi , Hsuan Lee Meng
Published: June 2023

As mobile technology develops, more people are using their smartphones to learn English vocabulary, and smartphone apps can improve English vocabulary learning effectiveness. When evaluating how to use an app, the process and user experience are equally as crucial as the actual product. Research has also revealed that using applications is not straightforward and that the user interface is not sufficiently clear. Service design, which aims to generate creative service processes, is focused on interdepartmental teams developing procedures based on the needs of learners. Quality Function Deployment is an effective technique for transforming customer requests into product design specifications through a multi-level examination of the product. This study combines a User Journey Map with the Quality Function Deployment to more precisely identify and fix issues with the use of English vocabulary learning applications. The user's thoughts and feelings are expressed in a timeline through the visualization of the use process, user demands are assessed in a hierarchical manner, and important design aspects in the use process are recognized. This is a novel technique to meet fresh learning opportunities and offer fresh viewpoints on the interface's user flow.
Virtual Fitness Coach App Interaction Design by Using Kano-AHP-QFD Model
Authors: Guo Chang , Li Anglu , Luo Wanyue
Published: June 2023

As people become increasingly health-conscious and their living standards improve, fitness has become an important part of daily life. However, due to limitations such as time, location, and cost, many people are unable to go to the gym for regular fitness training. Therefore, designing a virtual fitness coach mobile application that caters to the fitness community is of practical significance. The purpose of this study is to improve fitness effectiveness by determining and quantifying the demands and weights of fitness enthusiasts in the interaction of a virtual fitness coach mobile application, transforming them into design elements, and enhancing user experience and satisfaction through their appearance in the app. To this end, this study proposes a virtual fitness coach mobile application design method based on the Kano-AHP-QFD model. First, a questionnaire survey was used to obtain 20 requirements for virtual fitness coach mobile application design from the fitness community, and the Kano model was used to classify them according to attributes. Secondly, the Analytic Hierarchy Process (AHP) was used for weight analysis, revealing that user fitness instruction and user life guidance needs are the most critical design requirements for the mobile interaction design of virtual fitness coaches. Finally, Quality Function Deployment (QFD) was used to transform customer needs and expectations into product or service design characteristics, ensuring that these characteristics are met. This paper combines three classic quality management tools to design and study the mobile virtual fitness coach application, verifying the feasibility of this method in solving similar design problems. This method not only provides practical design for the fitness community but also provides reference for the design of other mobile applications.
Children's Experiential Product Design from the Perspective of Aesthetic Education
Authors: Luo Ziqin , Zhang Huixiang
Published: June 2023

This study employs advanced methods such as user interviews and behavioral observations to facilitate the practice of aesthetic experience design. The primary objective is to delve into the intricate interactive dynamics between users, environment, and products through diverse experiential encounters, ultimately enhancing user experience and fulfilling their emotional needs. Notably, this paper prioritizes pedagogy and supplements it with design, integrating an aesthetic education perspective that underscores the guidance and cultivation of beauty. By integrating emotional elements into children's experiential product design from an aesthetic education perspective, this approach serves to stimulate emotional resonance and profound experiences among children. Furthermore, it aids in the enhancement of cognitive abilities, the cultivation of comprehensive qualities in various domains, and the fostering of user participation through rich educational elements. This approach holds substantial theoretical and practical significance for design practice and the development of children's products from an aesthetic education standpoint.
Effects of Field-of-View Expansion Using a Wide-Field HMD on Sensibility During Straight-Line Video Viewing
Authors: Koishi Tomoya , Watanuki Keiichi , Osawa Yusuke
Published: June 2023

Visual information is considered particularly important among the information that humans receive from the external world, because of its significant impact on human mental activity, including self-position and self-motion perception, impressions, moods, situational judgment, and decision-making. Therefore, we conducted a study to investigate the effects of expanding the field of view (FOV) that receives visual information on human mental activity. In the study, we created three types of visual environments in a virtual space and used image processing to expand the FOV of videos that move straight through each environment. We then conducted an experiment to explore how expanding the FOV affected viewers' impressions of the visual environment and their mood. The results showed that expanding the FOV increased the sense of dynamism and spaciousness of the visual environment, and led to improvements in viewers' activation and arousal levels. These findings suggest that expanding the FOV not only enhances the impression of the visual environment but also has the potential to change viewers' mood to a more energetic state.
Enjoy Life from Within: A Proprioception Way
Authors: Fukuda Shuichi
Published: June 2023

Brain is getting wide attention these days. Until very recently. it is deeply associated with Digital Computing. But Recently the importance of Analog is getting wide attention and such word as Brain-morphic Computing (BMC) is emerging. Although whether it is Digital or Analog, the attention is focused only on Brain. But as William Wordsworth indicated "Our heart leaps up when we behold a rainbow in the sky", our heart plays a very important role in our Emotion. The world has been the Industrial World and Euclidean Approach (EA) played a leading role. EA is interval scale-based with units and requires orthonormality among their datasets. But as the curse of dimensionality teaches us, we cannot solve the problem, if its number of dimensions becomes too large. The environments and situations of our daily life, however, change from moment to moment. But we spend our daily life safely and happily. Change is related with movement. And human movement is divided into two: Motion, which can be observed from outside and Motor, which is the movement inside of us, such as those of muscles, etc. Our discussion on human movements has been focused on Motion. Our muscles harden when we get close to the target object and they move together with our skeleton, forming the musculoskeletal system. Thus, we can control our motion trajectories. But at the first stage, our motion trajectories vary widely from time to time. This is because the environment and the situation vary from time to time and we make our efforts to adapt to these external changes. We coordinate all body parts to balance our body to adapt to the changing environment and the situation. In other words, our internal Motor or such parts as Muscles. etc. come to play an important role. Coordination becomes more and more important. In short, sensorimotor or proprioception has come to play an important role.
Effect of Enlightenment Video for Walk on Motivation and Action
Authors: Okubo Masashi , Takami Tsukasa , Tatsumi Akihiro
Published: June 2023

Due to the impact of the COVID-19 virus resulting in recommendations to work from and stay home, people have fewer opportunities to walk. However, a study on physical activity and exercise conducted by Japan’s Ministry of Health, Labour and Welfare indicates that the risk of lifestyle diseases may be decreased by several percentage points through an increase in physical activity, walking. As such, it is necessary to consider the content and presentation method of material that encourages behavior modification away from a lifestyle with little walking. Regarding behavior modification, Matsumoto’s model for behavior change stages indicates that people go through five stages: precontemplation, contemplation, preparation, action, and maintenance. To encourage change in the contemplation stage, [Matsumoto] suggests the importance of people thinking negatively of themselves due to their lack of physical activity and thinking positively of themselves if engaging in physical activity. Furthermore, Saito reports that in advertisements that aim to create desire to purchase and interest, presenting advertisements in the medium of video contributes to behavioral change.Under this context, this study will evaluate the effects that enlightenment videos about walking, created with a focus on content and wording, have on number of steps and awareness toward walking. In addition, we will focus on people’s temperaments and consider what enlightenment videos are effective for such temperamentsThis study evaluated the effects that enlightenment videos about walking, created with a focus on content and wording, have on number of steps and awareness toward walking. Before the experiment, we expected that participants with stronger approach temperaments would greatly increase their number of steps by viewing the positive video, and those with stronger avoidance temperaments would greatly increase their steps by viewing the negative video. The experiment results show that number of steps increased for the group with strong approach temperaments who viewed the positive video, but the number of steps decreased for those with strong avoidance temperaments who viewed the negative video. In other words, people with stronger approach temperaments may be more likely to increase their number of steps by viewing enlightenment videos compared to those with weaker approach temperaments. Also, this may demonstrate that explanations of the positive effects of walking are more effective in contributing to an increase in number of steps than explanations of the negative effects of not walking.
Using Virtual Reality to Explore the Effects of Feng Shui on Physiology and Psychology
Authors: Hsun Peng Cheng , Wen Yen I , Zheng Meng-Cong
Published: June 2023

Feng shui is an ancient Chinese subject that has been adopted by many architects and interior designers. However, the jury is still out on whether feng shui is a legacy of traditional experience or a design guideline that can be scientifically measured. There are a few studies that discuss the use of feng shui in indoor and outdoor decoration, but for its impact on the human body's psychological perception and physical comfort are still rarely to be discussed. Therefore, the purpose of this study is to investigate whether the living room decorated under different feng shui conditions will affect the physiological reaction and psychological feeling of the human body. This study created a virtual experimental scene, made the participants wear VR glasses, measured their physiological value of HRV simultaneously, and conducted semi-structured interviews after completing the POMS psychological measuring table. The results showed that: (1) The results of heart rate variability showed that the living room with better feng shui conditions could provide more stable physiological data for the subjects and make them feel comfortable and stable. However, the pattern with poor feng shui conditions reflects the unstable physiological data of the subjects, which makes people feel anxious and uneasy. (2) The results of the emotion measuring table showed that the living room with better feng shui conditions could provide the subjects with a more pleasant mental state, while the living room with poor feng shui conditions reflected the subjects' less pleasant mental state. (3) In the semi-structured interview, the subjects reported that they would judge their own needs in life and allocate the living room, and would not completely follow the principles of feng shui. The results showed that interior spaces with feng shui in mind generated more positive emotions, while also being perceived as a more comfortable environment.
Design strategies for museum digital games based on emotional interaction
Authors: Xinyan Kang , Hong Luo , Liu Haoying
Published: June 2023

Background With the development of the digital age, museums are paying more attention to the needs of their audiences, and the relationships they build are gradually transitioning from relationships with people to relationships with everyone in order to meet the attributes of serving the public. Museums take the historical dimension as the timeline to elaborate the spiritual connotation of cultural heritage, and digitalization with its multi-dimensional experience mode becomes the necessary medium and basic condition for the development of museum traditional culture in the information age. In the process of digital expression of museum cultural heritage, the application of gamification thinking can effectively promote the efficiency of the display, people in the activities and tasks through the inner drive to drive themselves to complete the task, under the guidance of relaxing and pleasant elements through the visual, auditory and other sensory organs to effectively receive and understand the information. Therefore, the analysis and refinement of museum digital game expression, the demand for emotional interaction design based on the optimization of user pleasure in the process of museum game experience, and the highlighting of emotional interaction are the keys to the current museum digital game design. Objective In view of the development mode and design strategy of the existing museum digital display, this paper explores the design practice of emotional interaction design in museum digital games, and provides innovative design for the emotional interaction needs of museum digital games. Methodology Firstly, from the perspective of interaction design, the three levels of emotional design are used as a theoretical basis to combine the cultural heritage of museums with the transferability, interactivity and immersion characteristics of emotional interaction design, and propose digital interactive games as a carrier as an effective way of digital innovation for museum cultural heritage. Secondly, based on the case study method, graphical analysis and evaluation experiments, the museum digital games case study is analyzed to explore the main factors that affect the emotional experience of users in the games from the interaction behavior itself. Finally, the main interaction processes and methods of museum digital game design are constructed in four aspects: digital game categories, content and mechanism design, interaction and experience methods, and interface and navigation design.
Innovative dining experience realized by developing naked-vision floating projection
Authors: Day Jia-Ming , Lin Yu-Hsuan , Wen Chao Shun
Published: June 2023

With the advent of the COVID-19 post-epidemic era, human life has gradually transformed into a new form: less contact, avoiding dining together and reducing open shared spaces. The traditional lifestyle of human interaction, cultural participation, and sharing of emotions has changed, and this has become a new issue that needs to be resolved. This project aims to develop a naked-vision multi-level optical projection system as a cultural carrier and construct a new catering cultural field. We projected beautiful images of solar terms, poetry, and natural scenery on the dining table. The virtual animation mixed with the tableware in three-dimensional space to construct an immersive field of naked mixed reality. Innovative technical indicators are three-dimensional floating and touchable projection images. A multi-mirror staggered array optical element combined with a directional light projection system will achieve floating projection for engineering technology. The virtual image is projected into the physical space and completes the effect that the virtual image is "touchable and unavailable" (that is, it will pass through the virtual image when touched by the hand). To achieve the function of the interaction between floating images and people, we will use hand posture information to control the interface, define the floating image's imaging position through leap motion, match the operation behavior's position, and trigger the pre-designed animation content. This paper focuses on the display issue, and we will present another paper on the interactive issue.
Color Preference of Large Cruise Catering Space Based on Eye Tracking Technology
Authors: Wang Jinjin , Pan Changxue
Published: June 2023

The color of large cruise catering space, an indispensable part of the design, is of great significance to improve the dining experience of visitors and ensuring the comfort of the space. In this study, the eye tracking technology is used for the color needs of visitors in cruise catering space. From the perspective of visitors’ color preference, the study discusses design methods of color coordination for cruise catering space in detail, and design rules and inspirations of color matching in cruise catering space, on a basis of effective data of eye tracking experiments. And from the perspective of visual psychology and combination of colors, the study analyses color elements of cruise catering space. Subjects were invited to conduct simulation test, in which the eye tracker was used to record the data of eye movement when the subjects looked at cruise catering space, including heat map, AOI and saccades, etc. At the end of each task, each subject was asked to give the color preference in the process, so as to analyze the correlation between objective research data and subjective preference. According to the heat map, it is found that the subjects mainly focus on the catering space featuring “analogous colors harmony” and “triad complementary colors harmony”. And according to the AOI bar chart, it can be concluded that the subjects show an average fixation level in the area of “red and orange” significantly higher than that in other areas. Therefore, the results suggest that visitors are more interested in the color coordination and design of cruise catering space, when it features colors similar with red and orange. And the color preference of visitors is of great significance to improve the color quality of cruise catering space, which can stimulate people’s appetite, thereby creating a pleasant and comfortable dining environment.