bluuebunny/crossref_metadata_2025 huggingface dataset:
How will the smart cockpits develop and facilitate a more social space in the possible, emerging, future business models of ownership?
Authors: Wang Bingquan , Zhao Danhua
Published: June 2022

With the development of the vehicle industry and the diversification of lifestyles, as well as the prevalence of the sharing economy, the demand for intelligent cockpits is growing rapidly. If we still design from the perspective of the traditional car cockpit layout, the design of intelligent interaction and connected services will be strongly constrained. This also makes user behavior, new business models and future scenarios become the focus of this research. This paper investigates the above by questionnaire survey method as well as literature method. In this study, user knowledge of smart cockpits is obtained and the scenarios of smart cockpit usage in the sharing economy are predicted. Our findings show that user needs, user experience, EV market and business models have significant effects on the intention of smart cockpits to serve future usage scenarios and their reuse. Our findings also provide guidance and implications for the development of smart cockpits.Keywords: Smart cockpits, Sharing economy, User needs, Future scenarios
Design Innovation Based on Classification Model of Intelligent Products
Authors: Xue Zhongjie , Zhao Danhua
Published: June 2022

Rencently, with the development and application of IoT, AI, and Internet technology, traditional products have been transformed into intelligent products with different levels of intelligence and improved human life’s quality. However, it does not provide a comprehensive and holistic design method for new intelligent products. The overall aims of service design are to system and experience and design research based on users, technologies, user-behaviors, environment, etc. it can provide guidance and direction for the designer and upgrading of the complex intelligent system. In this paper, we used service design thinking to give intelligent product suggestions for the design process from dependent factors, like the user behavior, technologies, material. We selected the target users, used the user journey map analyzed the stakeholder's activities, and think to extract the user value. Finally, this paper proposes a design process based on service design, which takes into account the value of the different levels of intelligent products.
Virtual models of architectural spaces: methods for exploration, representation and interaction through narratives and visual grammars
Authors: Manuel Figueiredo Carlos , Machado Santos Sofia
Published: June 2022

In this paper we aim to present a conceptual framework for virtual creation, exploration, and representation of architectural space. This framework will allow us to establish a method that will drive the viewer along a path, intended by the researcher, to experience, interact and get feedback of spaces in study, through linear or interactive narratives.Space virtual computational representation tools have evolved over the last decades and are now providing advanced new tools from gaming, AI and VR real-time complex fictional environments creation, depiction and interaction. From interior spaces to planetary systems, replicated or fictional, sets for all kinds of computer simulation models with immersive possibilities can be created and explored.In a linear visual narrative of a 3D animation the viewer is carried, without choice, by the flow of visual narrative storytelling, through several spaces, events, conclusions, expectations, premonitions, anticipations, empathy and characters and environments, fictional readings in dreamlike narratives, where reality and fantasy can be blended. In an interactive tale storytelling and script, the linearity would become in theoretically infinite lines of possible events and plots, with diverse endings, in which a narrative story line diverges in multiple plots.Having a set of formal parameterized elements within a grammatical lexicon that constitute and methodological approach to an architectural object in a study, it is intended to look at methods to experience, interact and get feedback of spaces in study, through visual multiple narratives, linear or interactive, being immersed or not. All these narrative approaches imply a script and visual grammars, storyline, and plot, where the player looks or travels through a fictional space, in a lived and experiential way.For conception and planning as for studying or research in the architectural field, this is an area of expertise to explore, as these new graphic computing tools can pursue new approaches, using several methods available to apply in each research, to provide analysis breakthroughs.
Interactive Animation Design of Egyptian Totem Elements under the Digital Media Technology
Authors: Zeng Qiaoling , Lee Mingu , Eune Juhyun
Published: June 2022

This paper is a record of the creation process based on the cross-over study of visual, animation, and interaction design of ancientEgyptian totemic elements with the use of digital media technology. Through an in-depth analysis of the creation process of theanimation interaction work from an art design perspective, this paper points out the importance of theme setting as well as thepotential problems during the process of visual, animation, and interaction design, and puts forward the corresponding solutions.In addition, a systematic summary of the design concept in the animation interaction as well as other additional concepts is madethrough the work Tutan, which is presented in the paper.Tutan consists of 22 groups of single-module elements derived from ancient Egyptian totems, which were dismantled and reorganizedto reconstruct the main picture. Through the use of animation and interaction design, the designer aspires to build a connectionbetween people and the work Tutan, in an attempt to promote the ancient Egyptian culture among the general public, entertain theviewers, and establish a connection between culture, technology, viewers, and the work itself.
Experience And Interaction - Application Of Audiovisual Synesthesia In Interactive Devices
Authors: Zhou Jian
Published: June 2022

Background: As material culture improves, people's need for spiritual culture becomes more and more urgent. Art exhibitions are an important way for the public to participate and absorb cultural and spiritual nutrients, and the interactive installation works in the exhibition are a favorable form of creation that can bring the audience closer to the works. However, the diversity of audiences and the varying degrees of professional inculcation have led to some audiences being turned away. This situation extent an obstacle to the dissemination and development of the arts.Aims: The interactive installation removes the distance between the audience and the artworks, enhances the interactivity and experience between the audience and the artworks, and diversifies the exhibition format and enriches the visual language.Method:Through the variety of exhibition displays, new forms of artistic expression are discussed. Specifically, the phenomenon of audiovisual association and the correlation characteristics that exist between audiovisual factors are studied, key influencing factors are extracted and applied to the creation of interactive installation artworks, opening up the way of perception for the audience to recognize the works through multiple channels.Consequence:Through the creation of the experimental works, it was found that there is a cross-correlation between the sound and the visual presentation in the interactive installation; secondly, the audience is transformed from a single spectator to a participant. Compared to static installations or sculptures, interactive installations with audio-visual associations have unparalleled advantages in terms of creative dimension and cognitive engagement with the work.Keywords: audiovisual synesthesia、 interactive artwork、 sound consciousness、experience、exhibition
Interface design of three-dimensional virtual teaching situation based on psychological schema theory
Authors: Tan Zhengtang , Yao Xiangyu , Yi Zhu , Den Meizhen
Published: June 2022

By analyzing the interface design process of the virtual simulation software of digital skirt design in Hunan Normal University, this study puts forward that based on image schema, users' thoughts and behaviors in the process of learning and operation can be metaphorically interpreted, and then the interpreted users' thoughts and behaviors are mapped to the corresponding visual contents expressing specific functions in the corresponding interface dimensions by using matching psychological schemas such as UP-DOWN", CONTAINER and LEFT-RIGHT. Based on this, an interface design method suitable for 3D virtual teaching software is constructed, which can enhance the fluency in the operation process, reduce the psychological burden of students in the knowledge learning process, and provide services for better virtual simulation teaching experience.
Innovative Exploration of A New Air Health Product Based on Analytic Hierarchy Process
Authors: Liu Miao , Zhang Loufei
Published: June 2022

In order to better meet the diversified needs of consumers for air purifiers, a new type of air purifier is explored to meet the current social trends. This paper analyses the development opportunities of air purifiers through SET analysis, and then reconstructs the concept of air purifier through design Matterology, divides 5 design criteria and 16 design elements, and constructs a hierarchical analysis model. The design practice was conducted by calculating the weights of design elements and obtaining design priorities using the ensemble averaging method. Through a combination of the Design Matterology and AHP analysis, a product that emphasis the provision of a quality space environment for the user rather than simply purifying air is explored and a design practice is developed.
Food packaging design that help reduce consumer-generated waste
Authors: Rossa-Sierra Alberto , Cortes Chavez Fabiola , De Obaldia Marcela , Garcia-Hernandez Mariel
Published: June 2022

Estimations affirm that by 2030 there will be 9 billion people on our planet, which makes the problem of food a priority issue. A large part of the food, especially in industrialized countries, is packaged, either fresh produce from the field (fruits and vegetables) or cooked products, many of them in the ready-to-take mode.The recent COVID-19 pandemic increased the consumption of food prepared for home delivery, causing more waste in municipal landfills. In countries like Spain, takeaway fast food services have increased during the pandemic by 83% compared to 2019, already representing 3% of the shopping basket, which indicates that spending on this appearance has doubled.The Starpack Competition organized by the Institute of Materials, Minerals, and Mines of England used this problem as a theme for its contest in 2021. The students of the "Molds and production in plastics" course of Engineering in Innovation and Design at Universidad Panamericana in Mexico participated in the contest, obtaining outstanding positions in the awards.This communication shows the results obtained. We explain six design projects, who received prizes in the contest. The projects include a container for take-out tacos, a dehydrator container for fruits and vegetables, a Multi-purpose container for foods such as salads, sushi, hamburgers, etc., a container for scones, and finally, a container for fresh potatoes.All the proposals presented were made with recycled or recyclable plastic materials, thinking about the circular economy, the possibility of being re-used, and the reduction to a minimum of waste and the manufacturing process. The intervention of the human factor was taken into account during the design process, considering the physical and psychological aspects in the design of the packaging projects.
Development of Teleoperation System for Overhead Handling Cranes
Authors: Yu Zhefan , Luo Jianping , Zhang Han , Zhang Ruotian , Hee Lee Seung
Published: June 2022

To offer the possibility to achieve the teleoperation of electric overhead travelling (EOT) crane by human operators and avoid in-site hazardous operations, this study presented a technical prototype of tele-operated overhead handling (TOH) crane system using a three-axial robot. To evaluate the usability of the proposed TOH crane system, this study aimed to investigate the satisfaction of human operators during teleoperation. Specifically, we surveyed the subjective feedback of a novice group including 21 University participants and an expert group including 11 professional EOT crane operators regarding the teleoperation system. The subjective feedback was collected through a designed 7-point Likert questionnaire comprised of 11 standard questions. A typical side-to-side handling task condition was tested. The feedback of the novices in each dimension was compared with the experts. The feedback of the experts was used to evaluate the reproducibility of the prototype. The results showed that although most of the novices and experts (over 80%) agreed that the prototype TOH crane system was simple to learn and operate, the positioning assistance displaying critical information on the visual display interface (VDI) such as the relative location of items in relation to the loading area and the alignment, was crucial for the novices’ teleoperations. 91% of the experts gave positive feedback on the reproducibility of the technical prototype. The results of prototyping demonstrated the system features and explored possibilities before the in-site constructions. The results of the investigation of operators’ subjective feedback provided suggestions for developing the features of TOH cranes in the future.
Short Video Interaction Design Based on Interactive Ritual Chain
Authors: Yujia Gao , Liu Mengfei
Published: June 2022

In the past, the design and research of short videos mostly starts from the short video itself, and lacks the global exploration from the perspective of users. The interactive ritual chain is a dominant theory of analyzing group behavior in sociology, enabling the study of interactive behavior from individuals to groups. This article, from the perspective of interactive ceremony chain, analysis with short video as the medium of social interaction chain, combined with online questionnaire data deconstruct with short video as the medium of vertical social interaction scene and interaction behavior, from the perspective of social, put forward the short video application interaction design points, provide methodological guidance for vertical social application design of interaction. Through the design means, the social process with the short video as the media will be gradually analyzed and symbolized, so as to optimize the social experience of the short video and improve the user stickiness.
Fatigue, sleepiness and workload in train traffic controllers
Authors: Noriega Paulo , Nascimento Rafael , Rebelo Francisco , Carvalhais José , Cotrim Teresa , Vilar Elisângela
Published: June 2022

The levels of fatigue, sleepiness and mental effort in workers could compromise transport system’s security. The objective of this observational field study was to analyze the variation of fatigue, sleepiness and mental effort by shift (morning, afternoon, night), difficulty of work station, age group and consecutive days of work in train traffic controllers. Fatigue was measured by simple reaction time (SRT) and Samn-Perelli perceived fatigue scale; sleepiness by Karolinska Sleepiness Scale (KSS); mental effort with the Rating Scale of Mental Effort (RSME). 93 measurement series were made. The night watch registered the higher values of SRT, fatigue perception scale, KSS and RSME. Workers with 45 years or under rate the work in more difficult work stations with higher values of mental effort. Perceived fatigue and KSS increase with work days’ accumulation. The perceived fatigue, sleepiness and mental effort were maintained at medium/low levels, not appearing to be concerning factors.
Design of museum science popularization interactive installation based on embodied cognition theory
Authors: Song Xinheng , Lu Zhaolin
Published: June 2022

Combining embodied cognition theory and exploring innovative forms of interaction in the context of smart manufacturing, a Chinese Fan Museum science popularization interactive device was designed to provide an embodied experience. A usability evaluation model is constructed for the interactive device to evaluate the usability of the device, which will help to improve the product in the early and middle stages of its development and identify usability problems. Embodied cognition theory is applied to the interactive design of the museum science popularization information. Kansei Engineering evaluation and fuzzy analytic hierarchy process are used to evaluate and analyze the usability of the product. A usability evaluation system was constructed. The results show that the overall usability of the product is between good and excellent, and is satisfactory to users. It is feasible to explore the design of museum science popularization interaction with embodied cognition theory, and the evaluation system constructed for this product can also provide an accurate evaluation of the usability of the product and provide a reference for product upgrading and innovation.
Dynamic privacy hierarchical design to optimize the user experience of financial management
Authors: Jing Xiaoyun , Fan Junyao , Liu Yufei
Published: June 2022

As the social attributes of fund financial products for young people have increased, users have begun to share financial management information in social circles, which has become a new way of privacy disclosure. Generally, users have a lower willingness to disclose financial information, but the social emotion gains become the benefit points of privacy fluctuations in this scenario. We looked forward to improving the user experience of financial income information sharing services from the perspective of privacy protection. Dynamic privacy classification control could help users reduce the hidden dangers of privacy disclosure, which helped to overcome the above problem. We conducted semi-structured interviews and behavioral observations with young users (18-35 years old) who purchased financial products online to explore users' attitudes towards sharing financial information. We asked participants to rank the privacy sensitivity of their information shared online to establish a privacy classification standard for financial information sharing. According to the research, user roles, users' financial management capabilities, and the sharing scenarios of financial information would all affect users’ privacy sensitivity. Therefore, we established a dynamic model. Finally, we showed the participants a design prototype of dynamic privacy classification control. Almost every participant found it perceivable and useful, improving their user experience of using financial income information sharing services. Privacy classification protection research usually discussed user privacy rights and social ethics, but thought less of user's own experience. The study introduced dynamic privacy classification control to provide a reference for the optimization of user experience design.
Integrated design of electrical equipment bay layout for civil aircraft based on ergonomics
Authors: Tian Ruina
Published: June 2022

A large amount of electrical and electronic equipment is arranged in the E-E bay of a civil aircraft, which is one of the most densely arranged zones on the aircraft. Since the E-E bay is also a zone that needs to be inspected and maintained frequently, the ergonomic design of this zone is also particularly important. Generally, in order to improve the cargo space of the aircraft, the E-E bay should carry out the comprehensive integrated design of the space layout as much as possible under the premise of meeting the inspection and maintenance requirements, so as to improve the space utilization rate. From the perspective of ergonomic design of the E-E bay, this paper proposes the integrated design concept and implementation path of the system layout in the E-E bay for maintenance personnel. Furthermore, ergonomic design considerations are put forward from the aspects of accessibility of maintenance channels, system space allocation, and integrated design of system equipment racks, LRU maintenance, and equipment disassembly. This paper has reference significance for carrying out the system integrated layout design of E-E bay based on ergonomics.
Evaluation of Camera APP Interface Element Layout Based on Interface Aesthetics Model
Authors: Fang Yuan , Zhang Zhisheng , Xia Zhijie
Published: June 2022

With the popularity of large-screen smartphones, more and more mobile applications are appearing in the market. However, there are few studies on the comprehensive aesthetics of these application interfaces. In order to effectively evaluate the comprehensive aesthetics of the app interface and provide a reference for App interface design. By studying the characteristics of mobile application interfaces and combining expert opinions, this study selects six of the 13 interface aesthetics indicators proposed by Ngo as the criteria for evaluating the aesthetics of mobile interfaces in this paper, they are balance, symmetry, sequence, simplicity, density and regularity. By using a series of algorithms to quantify these six indicators and introducing hierarchical analysis (AHP) to calculate the weight of each aesthetic indicator, the comprehensive aesthetic value of the App interface is finally obtained. Therefore, this paper proposes a method for evaluating the comprehensive aesthetics of App interfaces. Moreover, this paper takes the interfaces of six photography applications as examples, and calculates their comprehensive aesthetic value by abstracting the App interface elements into different rectangles, and after optimizing the design of the interface with the lowest value, the comprehensive aesthetics of its interface is calculated again, and the results show that the comprehensive aesthetics of the optimized App interface is higher than the comprehensive aesthetics of the original interface. This verifies the effectiveness of the method for evaluating the comprehensive aesthetics of App interfaces and helps designers to improve the design of existing application interfaces.
The style correlation between color palette generated by the k-means and original picture
Authors: Zhang Zhihao , Zhang Zhisheng , Xia Zhijie
Published: June 2022

A color theme (palette) is a set of significant color samples that can represent color choices in works of art or designs. The generation of color palette usually starts from selecting an appropriate image, and then extracting colors from the image to form a color palette. This paper use a method, K-means clustering algorithm, to extract seven colors from pictures to generate a 7 color palette for designers. Whether the extracted palette can reflect the image of the original image is the key to extracting color. Therefore, this paper designs a qualitative scale according to the pre semantic difference method, and the subjects subjectively evaluate the color of the image and from the image according to the qualitative scale. Then, the correlation coefficient is used to measure the subjective feeling correlation between the two pictures, so as to judge whether the style of the palette generated by the main tone of the picture can reflect the style of the original picture and could used by designer.
Trend Analysis of the Layout Design of the Smartphone's Rear Screen Based on Aesthetics
Authors: Gao Chang , Zhang Zhisheng , Xia Zhijie
Published: June 2022

The layout design elements of the smartphone’s rear screen mainly include the camera, flash, fingerprint lock, brand logo, product information. In order to study the trend of the layout design of the rear screen elements of mobile phones in the context of the rapid iteration of smartphones. This paper selected 12 mobile phones in 3 series of Apple brand and Huawei brand as the research object. In addition, 6 aesthetic metrics: balance, symmetry, integrity, simplicity, cohesion, and proportional beauty were selected to perform quantitative calculations on the layout of mobile phone rear screen elements. And 59 users were required to perform subjective evaluation and sorting of the research objects. The results indicated that samples with high user acceptance have the better comprehensive performance of aesthetic evaluation. In addition, the layout design of mobile phone rear screen elements shows a trend of paying more attention to aesthetics. In particular, the results could help designers grasp the trend of mobile phone rear screen design better based on the aesthetic evaluation.
Evaluation of interface interaction efficiency of industrial design education based on virtual reality
Authors: Xing Yining , Wu Wenyu , Xia Zhijie , Xue Chengqi
Published: June 2022

Virtual technology is more and more widely used in various fields, such as medical treatment, military, entertainment, education and so on. However, Virtual Reality (VR) has not been well applied in education, especially for industrial design, which requires multidimensional perception system and advanced interaction technology to achieve more interactive efficiency and learning effect. The purpose of this paper is to study the effect of VR on the efficiency of classroom interaction in industrial design and to predict its application prospects. By collecting and quantifying the user's attitude and feelings through the Likert scale and semantic differential method to design questionnaire, the paper analyzes the classroom learning effect of applying VR. Then uses Kano model to predict the necessity of applying VR to promote the interaction efficiency of educational interface based on several learning characteristics of industrial design classroom. Data analysis based on 132 survey volumes shows that users are more expected to integrate VR in the classroom, especially the understanding and memoryability of the classroom interface. However, Kano model shows that application of VR is still not necessary. Therefore, it is necessary to adapt to the new visual interaction mode according to the changes in learning styles, which will bring convenience to design education.
Morinhuur Music Visualization Device Design
Authors: Zhao Yunyan , You Lisi , Li Wenguang
Published: June 2022

Using Morinhuur music as the research object of intangible cultural heritage music visualization, based on the synaesthetic effect, through research and analysis of Morinhuur music’s historical development, performance skills, and musical characteristics, using focus interviews, questionnaire surveys and other qualitative and quantitative methods to collect organized into visual data charts such as Sankey Diagrams. The visual aspects of the retrieved different music information are applied to the visualization device using the Processing programming language and the imaging technology of the Kinect equipment. A visual presentation of Morinhuur music is proposed, and visual design is used to enhance the digital protection and transmission of intangible cultural heritage music.
Freedom, equality, identity: the Right to Design
Authors: Trigueiros Paula
Published: June 2022

When advocating for typically excluded groups in society, it is common for arguments to invoke general principles of universality and equality, referring to the Universal Declaration of Human Rights and to other instrumental documents of a developed society. Considering the wide scope of design fields and its influence on products, services for our quality of life, we can perceive the power and responsibility of design in the observance of those principles. The proposed argument will be categorized according to three perspectives. First, Design as a noun: by enriching the markets for products and services that meet people’s expectations and needs, design is promoting freedom of choice. The second, Design as a verb, is about processes of promoting the right (of people with disabilities) to self-determination and to active and informed participation in decision-making and creation processes. Third, Design as a theme acknowledges designers’ powers and emphasizes their social responsibilities, as activists of change. This paper offers a reflection on the different contributions and responsibilities of Design in promoting fundamental rights such as dignity, freedom of choice, and the right to personal identity of diverse audiences. This article is therefore a manifesto for the Right to Design, drawing on relevant literature, practical experiences, and case studies.
Design Thinking in Interdisciplinary Collaboration: Creating Innovative Solutions for Students' Community
Authors: June He Juanjuan
Published: June 2022

Design thinking is a mindset and toolkit to effectively support the process of problem-solving and product development. Expanding knowledge of design thinking to non-design major students helps introduce the methodology and enhance creativity to a broader audience. In the fall semester of 2021, many college students came back to campus after more than one and a half years of remote learning due to Covid-19. They were eager to participate in in-person activities and communities. However, they faced anxiety and uncertainty in the post-pandemic environment. This paper introduces the theory and methods using design thinking and collaboration to help interdisciplinary students tackle problems in their community. Some group projects from the Product Design program at Drexel University are used here as examples, including topics on female students’ safety on campus, bike storage issues, and making friends in the university. Within this course, students from diverse disciplines collaborated to generate innovative solutions. Students’ presentations and feedbacks show improved confidence in creativity and a great passion to pursue further study in the design-related curriculum.
HeroFit: A gamified solution with a mini game, to promote the change of sedentary behaviors.
Authors: Rebelo Francisco , Carvalho Diana , Noriega Paulo , Vilar Elisangela
Published: June 2022

One of the main barriers to non-sedentary behavior is the fact that professional work needs to be done while seated. Since non-sedentary tasks must be performed repeatedly, one should not solely exercise outside of work, as this can lead to a long period of sedentary lifestyle during working hours. In this study, a solution was thought up, HeroFit, that would motivate people to perform low intensity exercises for longer periods of time and consequently lead to a change in their routines. The results showed that the HeroFit application, had a good acceptance rate by users who have tested it. It had all the necessary features to monitor physical activity, as well as a strong gamification component, which goes further than the existing applications on the market, by incorporating a mini game where the user had a greater goal than just socialization and physical performance.
Emoticon Input Method Design Based on Theory of Use and Gratification
Authors: Yuan Ruoxin , Kang Jintao , Liu Rui , Heng Zhang , Li Chunxiao , Xie Xiaojie , Lu Zhaolin
Published: June 2022

A set of input method prototype for emoticons inputting and modifying is designed to improve user experience of emoticons cross platform. Based on use and gratification theory, core requirements and pain points for emoticons usage were summarized. The core needs of using emoticons include communication efficiency, emotional expression, personality interest and identity recognition. The outstanding problems of emoticon usage are expressing ambiguity, misunderstanding and invalid information, also the closeness and exclusivity of circle culture. According to the found key points, a questionnaire mainly composed of Likert Scale was designed to validify the proposed needs through collecting data of college students’ behavior habits and preferences. To explore the influence of various factors and diversities of different groups on experience when using emoticons, the statistics analysis was then carried out by IBM SPSS Statistics, which included descriptive statistics and regression analysis. 7 interviews were carried out based on results of questionnaire statistics analysis to excavate root causes. The results show that (a) a seek sense of integration exits when using emoticons on social media, which means usage tend to vary from usage sceneries and recipients to perform properly and fit into various groups. (b) personalized expression meets the need of self-identity and entertainment but also suffer the risk of misunderstanding and confusion. (c) cross platform emoticon use and emoticon edit are two main factors that damage convenience of emoticon use.Based on the above conclusions, a way of editing and using expression package was designed to improve the user experience and avoid the problems of complex process of emoticon choosing and editing and vague expression of emoticons. The emoticon input method can effectively solve the cumbersome problem of cross platform expression package collection and sending process combined with the functions of expression package editing and crowd classification which further optimizes the use process and improves the use experience.
Strategy for ergonomic validation of a physical mock-up involving limited user trial
Authors: Wibneh  Mengistu Amare , Kumar Singh Ashish , Karmakar Sougata
Published: June 2022

Background and Objective: It is practically impossible to find out an individual with a specific percentile for all the anthropometric dimensions. In traditional anthropometric compatibility evaluation, a large number of participants would be required to represent a specific percentile (say, 5th percentile) of different body dimensions. However, a user trial involving a large number of participants with intended percentile values is a tedious, time-consuming, and costly affair and in many cases not practically feasible. This paper presents a research strategy of how to validate the anthropometric compatibility of a physical mock-up by a small number of participants representing the extreme anthropometric variability of the target populations. Methodology: A case study on the user trial of a physical mock-up of a light armored vehicle (LAV) used by the Ethiopian army was carried out involving a few users from an ergonomic perspective. Following an anthropometric survey (32 variables) of Ethiopian army personnel (n =250 male), 12 key variables (06 dominant variables, 02 variables with less commonality, 03 variables with less correlation coefficient from their respective predictors, and one targeted variable ‘mass’) that account for the variability produced by the 32 original variables were identified using Principal Component Factor Analysis (PCFA) and regression analysis. Following this, Ethiopian army personnel who represent the boundary values (5th or/and 95th p values) of the identified key variables were identified from the targeted population. Thereafter, the compatibility testing (in terms of space occupancy, dimensional clearances, reaching distance, view field, operational activities, etc.) of the physical mock-ups were conducted with the identified subjects. Results: The 12 key variables found from PCFA and regression analysis were stature, sitting height, popliteal height, popliteal length, bideltoid breadth, hip breadth, elbow rest length, arm length, foot length, foot breadth, handbreadth, and mass. Total 07 army personnel were finally identified who represented the extreme measurement values (5th or/and 95th p values) of those key variables and were asked to volunteer for testing. Discussions: As demonstrated in the present study, it is possible to identify less number of key anthropometric variables that are representative of the overall anthropometric variability of the population by using PCFA and regression analysis. A minimal number of volunteers could be identified by using the extreme anthropometric values (5th or/and 95th p values) of the identified key variables. These volunteers could be deployed for user trials to ensure compatibility from an ergonomic perspective. Such an evaluation technique, involving less number of participants would confirm accommodating wide ranges of user populations as well as reduce the cost, time, and resources for physical trial.
Effect of the Turning Angle of a Curved Passage on Human Sense of Direction
Authors: Takahashi Naoki , Kado Keita , Yoshioka Yohsuke
Published: June 2022

Recognition of the correct direction is crucial in reaching the desired destination, including the assimilation of the surrounding environmental features while dynamically moving. One of the scenarios where the sense of direction tends to misshift is when passing through a gently curved passage. However, there are few studies that have investigated the relationship between the features of curved passages and sense of direction.In this study, an experiment using virtual environment technology was conducted to evaluate the effect of the turning angle of curved passages on the accuracy of the sense of direction. The purpose of this study includes obtaining useful knowledge for the architectural design of passages to avoid a misshift of the sense of direction by analyzing the experimental results quantitively.Eleven college students participated in the experiment. The subjects were asked to wear a head-mounted display and walk through some curved passages constructed in a virtual environment. The subjects also wore soundproof earmuffs to prevent hearing the surrounding sounds.First, a virtual arrow was displayed and arranged at the beginning point of the passage. The subjects were asked to memorize the direction indicated by the virtual arrow. After memorization was completed, the subjects were asked to walk toward the end of the passage. Upon reaching the end of the passage, the entire passage environment was removed with only the ground left, and two different colored virtual arrows appeared instead. One of the two arrows was black, indicating the traveling direction at the end point of the passage. The other arrow was red, and the subjects could change the direction of the arrow using the trigger of the hand controller.The subject was then asked to adjust the direction of the red arrow to the same direction as that of the first arrow memorized at the beginning of the passage. The difference between the direction of the red arrow adjusted by the subjects and the direction of the arrow arranged at the beginning point of the passage was calculated as the evaluation values of misshift of the sense of direction.In this experiment, a straight passage and twelve curved passages with different total turning angles (15, 30, 45, 60, 75, 90, 105, 120, 135, 150, 165, and 180 degrees) were set as the experimental conditions. Each condition was presented twice in a random order for each subject.The results of the experiment showed that the values of misshift of the sense of direction were significantly larger in the curved passage conditions with total turning angles of 90, 105, 120, 135, 150, and 165 degrees than in the straight-aisle conditions. This result suggested that the sense of direction tends to misshift in a curved passage in which the total turning angle was between 90 and 165 degrees.
An Analysis on the Effects of Different Types of Keyboards on Users’ Productivity and Hand Muscle Strain
Authors: Ignacio Jr Lugay Carlos , Kurata Yoshiki , Ramon Leofando Joseph , Mari Pamisal Janfil , Salas Jeryl
Published: June 2022

Musculoskeletal disorder (MSD) complaints are increasing as people are forced to do their daily tasks at home using computers, as evident with the limitations brought by the COVID-19 pandemic. The purpose of this study was to provide a comparative analysis on the efficacy of different types of keyboards in terms of typing speed, accuracy, and prevention of wrist/hand fatigue among keyboard operators to assist them in increasing work productivity and minimizing the risk of Carpal Tunnel Syndrome (CTS) or other hand injuries. To assess the pain level, typing speed, and accuracy, the participants were subjected to a 5-minute keyboard typing activity to test 4 different keyboards: standard, mechanical, foldable, and laptop. Through the Kruskal-Wallis H-Test, it has been found that mechanical keyboards are the optimal choice for all students and typing-related workers to increase their typing speed and accuracy and alleviate wrist/hand-related pain. Other than using a mechanical keyboard in the virtual workplace, it is also recommended that the users’ hands move freely and be elevated above the wrist rest while typing to enhance the wrist's mobility.
Design of Access Control System Based on Ergonomics in Post-epidemic Era
Authors: Gao Zikun , Yi Peiqi , Wang Luyu , He Xin
Published: June 2022

The main function of the access control system is to restrict and manage the people entering and leaving the access control area to ensure safety. In the post-epidemic era, according to the needs of epidemic prevention and control, there are three characteristics in China. First of all, everyone needs to wear a mask when going out. Secondly, body temperature needs to be measured when entering or leaving any place. Thirdly, QR codes often need to be scanned when entering or leaving public places. Based on this, the author found that the current access control systems on the market cannot fully meet the needs of epidemic prevention and user behavior. Therefore, this article takes Hubei Art Museum in China as an example to improve the design of the access control system through the principle of ergonomics, aiming to make it meet the needs of epidemic prevention, bring better user experience and provide reference for related product design.
Brand Marks examination. Empirical study of graphic parts in their relation to contrast, recognition, and memorization.
Authors: Raposo Daniel , Moreira Da Silva Fernando , Correia Ricardo , Ribeiro Rogério , Neves João , Silva Jose
Published: June 2022

Brand Visual Identity is an identification system that, with flexibility, ensures the unity and coherence of visual communication (in multiple media: physical as products, objects, or graphics; architectural and ambiance; audio-visual; digital and virtual).Brand Marks occupy a top place in the good performance of most Brand Visual Identity systems, even when these rely more on imagery and use Brand Marks with less expressiveness. In dynamic Visual Identity systems, the Brand Marks may constitute themselves as systems within the Brand Visual Identity supersystem.This study aims to dissect existing brand marks, focusing on how the graphic components (symbol, logotype) are designed, prioritised, and correlated to achieve differentiation, contrast, recognition, and memorisation. This include an empirical examination based on direct observation and exploration and in survey by questionnaire with a sample of 400 participants, aiming at the definition of design principles to aid the design of Brand Marks and to be considered in the definition of the "map of competitors" tool, which intends to aid in the analysis of multiple visual identities competing in the same market or segment.
Morning Boost on Alertness, Cognitive Performance and Mood with Dynamic Lighting
Authors: Li Yanjie , Fang Weining , Guo Beiyuan , Bao Haifeng
Published: June 2022

The monotonous lighting environment in the windowless workplace as well as the heavy tasks during peak hours can seriously affect healthy individuals’ vitality and work performance, with the result of leading to decision-making errors and even human safety accidents. In this study, an exploratory experiment on the perception of lighting environment was conducted in an experimental windowless environment, aiming at comparing the non-visual biological effects of static lighting and dynamic lighting on alertness, cognitive performance and mood during the peak morning work period. Meanwhile, the effect of task difficulty on lighting environment perception was also taken into account. All 16 subjects containing 8male and 8 female (mean age = 23.63 years, SD = 1.088 years) were required to perform a set of cognitive tasks under static light (4000K, 500lx) and dynamic light（CCT between 4000 and 12000K, 500lx）for 50 minutes. During each lighting condition, participants completed a 5-min Psychomotor Vigilance Task (PVT), an n-back task including 0-back, 1-back, 2-back, and a MATB-Ⅱ containing low, medium, high trials. Seven testing methods that questionnaires（Karolinska Sleepiness Scale, Positive and Negative Affect Schedule）, task performance（PVT, N-back, MATB-Ⅱ）and physiological methods（ERP, melatonin）were used to measure alertness, cognitive performance and subjective mood. The results indicated that a significant improvement in the subjective alertness and response speed to external stimuli under dynamic lighting vs. static lighting, which could depend on the duration of light exposure. N-back response time was significantly lower under dynamic lighting vs. static lighting and MATB-Ⅱ performance was also better under dynamic lighting which indicates that dynamic lighting has a significantly positive effect on individuals’ working memory and executive control function. Attention should be paid to the fact that the effect of dynamic lighting on cognitive performance was affected by the task difficulty. No significant difference was found between dynamic lighting and static lighting in P300, nor in the subjective mood. The findings from this study show the feasibility of dynamic lighting acting as an environmental intervention for supporting individuals’ psycho-biological wellbeing in a closed environment. Further study would concentrate on the non-image forming effects of dynamic lighting on alertness, cognitive performance and mood during the afternoon or night shift period.
An interactive visualization system for urban cultural quantitative model
Authors: Hou Wenjun , Han Yuxin , Wei Xinli
Published: June 2022

Urban culture is a core component of a city’s humanistic characteristics and urban charm. An in-depth exploration of it will help deepen the cultural cognition of the city and enhance the joint force of the city’s cultural development. Under the background of emphasizing the deep integration of culture and technology, this research proposes a digital visualization system for the laws and connotations of Beijing's urban culture. For this purpose, data on Hutongs, time-honored brands, and literary landmarks were collected from three dimensions of residential areas, commercial areas, and urban landmarks. The concept of urban-culture-value was proposed, and corresponding indicators and an evaluation system were constructed. Besides, a visualization system was provided to show the distribution and relationship of urban culture in geographic space. Lastly, through case analysis, a model of Beijing Urban Cultural Belt was established, and the relationship between urban culture and political center was explored. Furthermore, three types of urban culture distribution models, centralized, conventional, and marginal, were proposed.