bluuebunny/crossref_metadata_2025 huggingface dataset:
User experience based acute death prevention monitoring system and emergency product design
Authors: Wei Jiajun , Zhou Shiyi , Gan Yan
Published: June 2023

Acute death is known as sudden death. In recent years, the number of sudden deaths in China increasing, and the proportion of deaths outside hospitals and at home is as high as 80 %. The purpose of this paper is to study how to effectively deal with the occurrence of sudden death and ensure the timeliness of rescue, so as to better protect the life and health of the elderly and sub-healthy people. The literature research method was used to study the current design trends and shortcomings of monitoring products and first aid products. From the perspective of user experience, the elderly and people living alone are the main objects of the study, and user interviews and empathy maps are used to construct role portraits, and behavioral analysis is applied to analyze user needs and provide guidance for the subsequent design. Based on the above approach, a community AED emergency system was proposed to serve mainly apartment houses in the community. Finally, user affective feedback was assessed through the Self-Assessment Model (SAM). This study concludes that a deeper understanding of the underlying user needs can be gained from a user experience perspective, and user-approved solutions can be designed accordingly.
Rehabilitation of Data Web Application Design and Usability Evaluation for Elderly Users
Authors: Hsu Wei-Ni , Liu Bo , Lin Yang-Cheng
Published: June 2023

As nations face aging populations, elderly individuals often resist seeking medical care, negatively impacting their physical and mental well-being. Current telemedicine solutions often present unfriendly interfaces, exacerbating seniors' difficulties comprehending these technologies. To address these challenges, we developed a web-based application enabling elderly users to access rehabilitation data on mobile devices, gain insights into their rehabilitation training, and obtain medical guidance.Our methodology combined semi-structured interviews with seniors, on-site observations, and expert consultations to understand user requirements. We then conducted usability task experiments to assess key usability metrics, such as satisfaction, efficiency, and error rates. Finally, we employed a usability questionnaire and semi-structured interviews to evaluate the application's usability and seniors' motivation.Analyzing the completion of five predetermined tasks and the results of the MAUQ questionnaire, our findings demonstrated good overall usability for elderly users, with an average score of 5.20 per question. Using an independent sample T-test, we found that although the total questionnaire score remained unaffected by respondents' education level, significant differences arose concerning ease of use and satisfaction among respondents with distinct educational backgrounds.Our study highlights that the web application enhances older adults' willingness to use mobile devices for rehabilitation. By integrating the application into geriatric rehabilitation training, healthcare providers can facilitate a deeper understanding of seniors' conditions, increase motivation for rehabilitation, and streamline the process, making it accessible, digital, and visually engaging.
A controlled experiment using eye-tracking to evaluate the usability of the UDA-ERP system
Authors: Astudillo-Rodriguez Catalina , Guzman Emilio , Margarita Ortega Chasi Patricia
Published: June 2023

The size and complexity of ERP systems demand investigating the ease-of-use characteristics required by business users. Usability testing provides essential information to determine errors and specific problems within a software product. This paper presents the results of a usability experiment using non-invasive tools to collect eye-tracking data to analyse and understand human behaviour. A controlled experiment for usability tests was carried out with the aid of an eye-tracking device and the application of the System Usability Scale (SUS) survey. The experiment involved expert teachers in the accounting area and students who are about to complete their studies in accounting. The methodology applied was the experimental process proposed by Wohlin. This methodology includes five tasks: scope definition, planning, execution, data analysis and interpretation, and presentation and dissemination. The experiment was guided by the descriptions of the specific tasks to be completed by the participants. The eye-tracking device GP3 collected participants' eye-gaze data while executing the task. Finally, participants completed the System Usability Scale (SUS) survey. The results show the feasibility of using eye-tracking devices jointly with the SUS survey to identify usability problems related to the graphic interface in the UDA-ERP system. The results suggest that the UDA-ERP system usability is functional, and the usability experiment methodology used in this study provides a practical approach for evaluating future ERP systems' usability.
Applying the Kano Model to Optimize the Furniture in Rental Scenarios - An application to China case study
Authors: Ding Wei , Liao Yuting
Published: June 2023

With the price of commercial housing rising year by year and the increasing floating population, more and more people choose to rent housing to solve their housing problems in the transitional stage. In order to reduce rental costs, many furniture in rental houses has problems such as poor quality of supporting facilities, incomplete functions, and difficulty in carrying, often ignoring the functional and emotional needs of tenants for the use of furniture, so it is necessary to find new furniture forms to meet the material and spiritual needs of contemporary renters.In this paper, the strategic analysis tool stemming from the PEST(political, economic, social, and technological) has been adopted to explore the necessity of studying furniture for rental scenes. Among the relevant research and practical cases, the research on rental furniture mainly focuses on space-saving, multi-functional, and modular design, and puts a lot of practice into the structural design of furniture, and conducts in-depth research on the difficulty of furniture disassembly and assembly, the portability of furniture, etc. However, relevant studies have ignored the functional and emotional needs of tenants in the process of using furniture, so some products do not fit well with the actual rental group.In response to this problem, we carried out user research using user interviews and Kano models. The research process is divided into three parts: experimental design, experimental development, and experimental results. We want to obtain basic user information through user interviews, and then use the Kano model to analyze and classify user needs and prioritize demand. Combined with the two-factor theory, we analyze the relative satisfaction (SI) and relative dissatisfaction (DSI) of each demand for users, so as to finally evaluate the functional demand of users for rental furniture design, and show the data results of this study in the experimental results.Based on the above research, this paper summarizes the requirements of furniture in the rental scenario and proposes the optimization strategy for this type of furniture design from four dimensions: user targeting, furniture appearance, furniture structure, furniture function, and furniture experience.
Correlation Between Dominant Sensory Mechanisms and Emotional Responses in Virtual Products
Authors: Olmos Pineda Lorena , Gil Tejeda Jorge
Published: June 2023

Through the exploration of Human Behavior with the use of networks as well as the tetrachoric coefficient, we sought the relationship between the active Dominant Sensory Mechanisms (DSM) during the processes of interaction with 3 Virtual Products in 3 groups of users., and the Emotional Responses generated in this process. The results obtained suggest the existence of a strong dependence on the dichotomy: Dominate Sensory Mechanisms and Emotional Response (Em). However, the results obtained from the Tetrachoric Coefficient (TC) show an inversely proportional relationship between the activation of the DSM and the Em. In this sense, the results show that the greater the domain of a DSM, the less influence of the Em response, and the greater the influence of the Em response, the less domain of a DSM. This was perceived in all 3 groups of users analyzed.
Analyzing Social Presence Factors in Experience Design of Online learning
Authors: Ren Li , Gong Xiaodong , Liu Yushun , Gong Qian
Published: June 2023

With the advancement of computer and Internet technology, online learning and hybrid learning have progressively become the new norm in education. The lack of interaction and communication in the experience design of online learning platforms has resulted in the forced weakening of the teacher's role, and the problem of lower student engagement and learning results has become increasingly evident which brings new requirements and obstacles to the design of online learning experiences.Since social presence has a direct impact on the effectiveness of online learning, which has been confirmed in the Col framework, this article will investigate user experience design in the context of online learning with the aim of enhancing users' social presence.User research methods, such as user interviews and questionnaires, are combined with theories associated with online learning to analyze the interaction experience design factors in the process of online learning, which are summed up as initial perception experience, learning process experience, and effect value experience. Second, the literature research technique is used to determine the formation mechanism and influencing factors of social presence: the formation of social presence depends on the triangle structure of "sociability-social presence-social space," and the mapping relationship of "social space orientation, perception of others, perception of self, evaluation of others and self, shared presence, perceived social presence" can be summed and promotes the formation of social space and social interaction in turn.The influencing factors, including control, sensory, distraction and realism, are what finally build the link between experience and design. This research constructs an experience design model for online learning from the perspective of social presence based on the aforementioned research methods, and utilizes it as a basis to guide the design process, which is verified by applying the social presence evaluation scale.Based on social presence theory, this study suggests a model for experience design for online learning to direct design procedures that can satisfy users' needs for online learning, promote social interaction in online learning, optimize the online learning experience, and enhance learners' engagement and learning motivation. It offers fresh perspectives and a framework for experience design in this situation.
Exploring the Design of Campus Directional Sign through Wayfinding Behavior in Virtual Environment
Authors: Chun Liao Ting , I Chen Ching , Zheng Meng-Cong
Published: June 2023

National Taipei University of Technology (NTUT) is in the center of Taipei City, with three significant entrances and more than 20 buildings. Because of the nearby attractions, such as the Huashan 1914 Creative Park and Jianguo Brewery, and the Red House, a city-designated historical monument on the campus. Visitors are often attracted to the campus. However, the crowded and enclosed building layout makes it difficult for first-year students, foreign guests, and tourists who are unfamiliar with the environment to navigate around the campus.In this study, the campus of NTUT was used as the experimental environment, and the modeling software was used to build the scene model. An interactive interface was created in Unity 3D to allow participants to move around the virtual campus from a first-person perspective to simulate wayfinding. A total of 30 participants conducted the online experiment, using the three entrances of the campus as the starting points to divide into three groups of scenarios. Each set of scenarios contained four tasks, and participants were divided into three groups of 10 to operate two scenarios, each with a total of eight tasks. The evaluation method is as follows: 1) Let participants perform wayfinding tasks, and the researcher observes and records their behavior and thinking aloud during the tasks. 2) After the tasks, a five-point Likert scale questionnaire was used to understand participants’ anxiety levels and evaluate the directional signs. 3) Semi-structured interviews were conducted at the end of all tasks to determine the reasons behind the behavior.The results show that the participants did not quickly enter the trail at the beginning of the experiment unless the directional sign gave clear guidance. They mostly searched for directions on the main wider paths, and we found that participants would expect the directional signs to be consistent. If they did not find the previous target information on the next directional sign, they would go back and forth to confirm the correctness of the information, or they would stop and look around, thinking they had reached their destination. On the other hand, once the participant starts looking at one form of directional sign design, they subconsciously look for the same design, such as the same color or shape. It caused participants easy to ignore the other design form of directional sign. In addition, the arrows of the directional signs should be more unambiguous. For example, when participants found out that the arrow is pointing to the back of the building, they are likely to pause and hesitate. A diagonal arrow can also lead to misunderstanding. When participants became disoriented in finding the exit, they used the strategy of walking around the campus wall to find the exit. The results of this study intend to help understand wayfinding behavior on campus and serve as a reference for the subsequent design of directional signs.
Does the Automated Essay Scoring System Reduce Motivation to Learn English Writing? A Case Study of Chinese College Students
Authors: Gui Zhixin , Zhang Duoduo , Bai Yiming , Ouyang J
Published: June 2023

Artificial intelligence technology has given rise to the Automated Essay Scoring (AES) system, which has greatly reduced the workload of English teachers. It can give overall scores, error feedback and writing suggestions in seconds, after students have uploaded their English essays. In China, the most widely used AES system is called Pigai, which has been shown to help improve English writing skills, but has caused resistance from some students who believe it reduces motivation and creativity in English writing. Using a case study approach, this study investigated 29 Chinese English learners who had used Pigai. Based on the Cognitive Process Theory of Writing, quantitative analyses were used to assess motivation in three writing stages: planning, translating and reviewing. The results showed that the negative impact on students' motivation occurred in the planning and translating stages for three main reasons: lack of interpretability, unsuitability of recommendation algorithms and inadequate feedback mechanisms. In addition, based on the results of the questionnaire and interviews, we made some design suggestions for the AES system to improve user experience.
Effect of Presentation of Advertisements during Visual Display Terminal Work on Concentration
Authors: Onimaru Kanta , Watanuki Keiichi , Kaede Kazunori , Osawa Yusuke
Published: June 2023

This study aimed to examine the effects that advertisements viewed during visual display terminal (VDT) work have on workers as well as the appropriate conditions under which advertisements should be presented to both consumers and advertisers. We investigated the manner in which the position and interest in advertisements affected people’s ability to focus. Mock advertisements were displayed on a monitor while participants completed a specially created cognitive memory exercise. We evaluated the effects on concentration based on the results of the exercise, subjective evaluations of concentration, and eye-gaze information. This shows that the self-perception of concentration may have been affected by the advertisement, except when the commercial was placed on the right side of the screen. Additionally, it was hypothesized that differences in the level of interest in advertisements and the condition of the workers affected their concentration.
Brand Design based on Kansei Product Development: Integration among Customer Experience, Kansei Value, and Emotional Design
Authors: Nagasawa Shinya , Irisawa Yusuke
Published: June 2023

In this study, we have summarized the theories about the customer experience and have discussed the central position of the theories and the relationship between the theories. In addition, we attempted an analysis of two cases one involving a movie and the other a car. On the basis of this discussion and case analysis, the products and services in which the concept of emotional design is applied can be positioned as customer stimuli (i.e. stimuli of consumption behavior), by which the customer experience is created through Kansei information processing. We have also verified the fact that this process is experienced by the customer.In terms of customer experience, which is difficult to manipulate and control, first, the customer’s experience can be targeted by asking the question, “What kind of experience do you want customers to have?”, and the products and services can be designed by a process in a direction opposite to that discussed in this study. This can be seen as a new product design methodology, which we define as “Customer Experiential Design” and which makes this study unique.In conclusion, we have considered and analyzed the process of design of products and services by focusing on the customer experience. The experience of customers, which is difficult to manipulate and control, has been clarified, and it is possible to implement product design in such a way as to realize the experience of the assumed customer. In addition, in this study, we have made suggestions about product design and the design process, focusing on the customer experience itself, as well as the related research and business.
StressButton: Using Connectivity of Everyday Objects for Children to Coping Learning Stress
Authors: Yao Cheng , Wang Pinhao , Li Zhengke , Li Jing , Li Xinyi , Hu Jun , Emilia Barakova , Ying Fangtian , Xu Wenjie
Published: June 2023

The highly competitive education system is an unavoidable problem for primary school students in China, and excessive learning stress among children is a problem that cannot be ignored in current primary education. In the family environment, parents tend to ignore the stress of children in the learning process and lack encouragement. This paper proposes a theory of connectivity and presents the interaction design and implementation of StressButton to help build a bond between parents and children in coping with stress through the intelligent connection of everyday objects. We conduct a study to verify the connectivity and effectiveness of StressButton. The results show that using the connectivity of IoT to improve the connectedness of family members is a better approach to coping with stress and helping build a relaxed home environment.
A machine learning approach for optimizing waiting times in a hand surgery operation center
Authors: Schuller Andreas , Braun Marc , Hahn Peter
Published: June 2023

For patients scheduled for surgery, long waiting times are unpleasant. However, scheduling that is too patient-oriented can lead to friction losses in the operating room and waiting times for the medical personnel. We have conducted an analysis of historical hand surgery data to improve forecasting of hand surgery durations, optimize operation room scheduling for physicians and patients and reduce overall waiting times. Several models have been evaluated to forecast surgery durations. A quantile-based approach based on the distribution of surgery durations has been tested in a scheduling simulation. This approach has indicated possibilities to gradually balance waiting times between patients and medical personnel. Within a field trial, a trained regression model has been successfully deployed in a hand surgery operation center.
Image Caption Generation of Arts: Review and Outlook
Authors: Zheng Baoying , Liu Fang
Published: June 2023

Image captioning extract image features and automatically describe the content of an image in words. Recently image captioning has broken through the application of natural images and is widely used in the arts. It can be applied to art retrieval and management, and it can also automatically provide artistic introductions for the visually impaired. This paper reviews related research in image captioning of artworks, and divides image captioning into three types, including template-based approach, retrieval-based approach, and generative approach. Furthermore, mainstream generative approaches include Encoder-decoder, Transformer, New generation framework, etc. Finally, this paper summarizes the evaluation metrics for image captioning, and looks forward to the application and future development of art image captioning.
Automated Visual Story Synthesis with Character Trait Control
Authors: Chen Yuetian , Shi Bowen , Liu Peiru , Li Ruohua , Si Mei
Published: June 2023

Visual storytelling is an art form that has been utilized for centuries to communicate stories, convey messages, and evoke emotions. The images and text must be used in harmony to create a compelling narrative experience. With the rise of text-to-image generation models such as Stable Diffusion, it is becoming more promising to investigate methods of automatically creating illustrations for stories. However, these diffusion models are usually developed to generate a single image, resulting in a lack of consistency be- tween figures and objects across different illustrations of the same story, which is especially important in stories with human characters.This work introduces a novel technique for creating consistent human figures in visual stories. This is achieved in two steps. The first step is to collect human portraits with various identifying characteristics, such as gender and age, that describe the character. The second step is to use this collection to train DreamBooth to generate a unique token ID for each type of character. These IDs can then be used to replace the names of the story characters in the image-generation process. By combining these two steps, we can create controlled human figures for various visual storytelling contexts.
Towards a Proper Evaluation of Automated Conversational Systems
Authors: Sanders Abraham , Schwartz Mara , Chang Albert , Briggs Shannon , Braasch Jonas , Wang Dakuo , Si Mei , Strzalkowski Tomek
Published: June 2023

Efficient evaluation of dialogue agents is a major problem in conversational AI, with current research still relying largely on human studies for method validation. Recently, there has been a trend toward the use of automatic self-play and bot-bot evaluation as an approximation for human ratings of conversational systems. Such methods promise to alleviate the time and financial costs associated with human evaluation, and current proposed methods show moderate to strong correlation with human judgements. In this study, we further investigate the fitness of end-to-end self-play and bot-bot interaction for dialogue system evaluation. Specifically, we perform a human study to confirm self-play evaluations of a recently proposed agent that implements a GPT-2 based response generator on the Persuasion For Good charity solicitation task. This agent leverages Progression Function (PF) models to predict the evolving acceptability of an ongoing dialogue and uses dialogue rollouts to proactively simulate how candidate responses may impact the future success of the conversation. The agent was evaluated in an automatic self-play setting, using automatic metrics to estimate sentiment and intent to donate in each simulated dialogue. This evaluation indicated that sentiment and intent to donate were higher (p < 0.05) across dialogues involving the progression-aware agents with rollouts, compared to a baseline agent with no rollout-based planning mechanism. To validate the use of self-play in this setting, we follow up by conducting a human evaluation of this same agent on a range of factors including convincingness, aggression, competence, confidence, friendliness, and task utility on the same Persuasion For Good solicitation task. Results show that human users agree with previously reported automatic self-play results with respect to agent sentiment, specifically showing improvement in friendliness and confidence in the experimental condition; however, we also discover that for the same agent, humans reported a lower desire to use it in the future compared to the baseline. We perform a qualitative sentiment analysis of participant feedback to explore possible reasons for this, and discuss implications for self-play and bot-bot interaction as a general framework for evaluating conversational systems.
Evaluating the Effect of Time on Trust Calibration of Explainable Artificial Intelligence
Authors: Bernardo Ezekiel , Seva Rosemary
Published: June 2023

Explainable Artificial Intelligence (XAI) has played a significant role in human-computer interaction. The cognitive resources it carries allow humans to understand the complex algorithm powering Artificial Intelligence (AI), virtually resolving the acceptance and adoption barrier from the lack of transparency. This resulted in more systems leveraging XAI and triggering interest and efforts to develop newer and more capable techniques. However, though the research stream is expanding, little is known about the extent of its effectiveness on end-users. Current works have only measured XAI effects on either moment time effect or compared it cross-sectionally on various types of users. Filling this out can improve the understanding of existing studies and provide practical limitations on its use for trust calibration. To address this gap, a multi-time research experiment was conducted with 103 participants to use and evaluate XAI in an image classification application for three days. Measurement that was considered is on perceived usefulness for its cognitive contribution, integral emotions for affective change, trust, and reliance, and was analyzed via covariance-based structural equation modelling. Results showed that time only moderates the path from cognitive to trust and reliance as well as trust to reliance, with its effect dampening through time. On the other hand, affective change has remained consistent in all interactions. This shows that if an AI system uses XAI over a longer time frame, prioritization should be on its affective properties (i.e., things that will trigger emotional change) rather than purely on its cognitive purpose to maximize the positive effect of XAI.
Towards Kenyan Sign Language Hand Gesture Recognition Dataset
Authors: Nyaga Casam , Wario Ruth
Published: June 2023

Datasets for hand gesture recognition are now an important aspect of machine learning. Many datasets have been created for machine learning purposes. Some of the notable datasets include Modified National Institute of Standards and Technology (MNIST) dataset, Common Objects in Context (COCO) dataset, Canadian Institute For Advanced Research (CIFAR-10) dataset, LeNet-5, AlexNet, GoogLeNet, The American Sign Language Lexicon Video Dataset and 2D Static Hand Gesture Colour Image Dataset for ASL Gestures. However, there is no dataset for Kenya Sign language (KSL). This paper proposes the creation of a KSL hand gesture recognition dataset. The dataset is intended to be in two-fold. One for static hand gestures, and one for dynamic hand gestures. With respect to dynamic hand gestures short videos of the KSL alphabet a to z and numbers 0 to 10 will be considered. Likewise, for the static gestures KSL alphabet a to z will be considered. It is anticipated that this dataset will be vital in creation of sign language hand gesture recognition systems not only for Kenya sign language but of other sign languages as well. This will be possible because of learning transfer ability when implementing sign language systems using neural network models.
An ontology-based modeling and CBR method for cable process planning
Authors: Qiu Chengjin , Liu Xiaojun , Zhu Changbiao , Xiao Feng
Published: June 2023

Cables exist in a large number of complex electronic devices, the quality of cable process design has a direct impact on the service quality and efficiency of the equipment. Cable process planning is a complex, time-consuming, and typically knowledge-intensive task that involves product information, process routing, parameters, and material selection, depending on the experience and knowledge of the process designers heavily. However, the unstructured and tacit nature of the knowledge makes it difficult to reuse. To implement knowledge-based intelligent cable process reasoning, and increase the design quality of the cable process plan while lowering the cost, it is critical to managing the cable process knowledge systematically and effectively. This paper proposes an ontology-based modeling method for cable product and process knowledge, in this approach, (1) A cable knowledge model containing cable product description and process plan is built; (2) Case-Based Reasoning (CBR) is employed to reuse knowledge from the previous case with the maximum similarity to realize rapid cable process planning, reducing the time and cost of process planning. In addition, a customized control cable process planning is taken as an example to verify the feasibility and effectiveness of the proposed method.
Examining the effects of near and far cues on creativity
Authors: Kumar Mritunjay , Roy Satyaki , Sameer Ahmed , Kundal Amit
Published: June 2023

During the creative problem-solving, creators frequently encounter external stimuli. As a result of the context in which the problem exists, these stimuli can be near or far. Various theories in the past have supported the role of analogical cues to overcome impasses and generate new ideas. The use of analogous cues ensures successful transfer between the source and the target, depending on the degree of superficial similarity and complexity between them. However, some studies have shown that exposure to analogous cues can result in creative fixation rather than the development of new solutions. Furthermore, there has not been extensive research on the analysis of the combination of both the near and far cues on creativity as compared to the near and far analogies alone. This study investigates the effect of near and far cues in the creative process. This study aims to fill this gap by exploring the impact of combining near and far analogies on creativity and its impact on the flexibility, fluency, and originality of the ideas produced.
The role of design education in electronic waste management
Authors: Anand Swetha , Xi Wang Cecilia
Published: June 2023

Fast-changing technology is resulting in increased consumption of electronics. According to Nanath and Kumar(2019), the Global E-Waste Monitor 2020 reported that the amount of electronic waste produced in 2019 was 53.6 million metric tons. By 2030, they predict it to increase to 74Mt. This report also shows that, in 2019, the USA produced 6.92 million tons of electronic waste (e-waste), and only 15% was recycled. Severe environmental and human health problems will occur if the e-waste is not recycled appropriately. Unfortunately, the United States still needs a standard system for recycling electronic waste, including laptops, monitors, cell phones, printers, and television, which will lead to a low habit of recycling within the US population. The primary cause is the need for proper knowledge and awareness.One way to address the problem is to prepare the younger generation through education to create better habits and spread awareness of the importance of recycling electronic waste. This paper focuses on analyzing the existing quantitative and qualitative surveys on the role education methodologies have played in spreading this awareness of electronic waste recycling. Researchers are finding more about the most effective medium to communicate complex information about recycling and reusing electronic waste in students' courses. The curriculum should acknowledge how students can reuse electronic waste equipment rather than purchasing new devices. Additionally, gaps need to be addressed by the education system to build courses for students from all fields, as most of the existing studies specifically have electronic waste courses only for electrical or engineering students. This paper will propose an interdisciplinary approach to design education and electronic waste based on the existing literature and findings. The proposed approach will use design methodologies, such as divergent and convergent thinking, to educate students on electronic waste recycling and reuse. This will prepare the future generation to build the habit of recycling and reusing electronic waste and build a better environment.
Neurosciences and museum - Museum visit as inclusive, embodied and transformative experience
Authors: Benente Michela , Minucciani Valeria , Berti Annamaria
Published: June 2023

Following their previous writings and research works, Authors describe very recent experimentations at Museo Nazionale Etrusco di Villa Giulia (Rome) devoted to study the visitors’ behavour and to verify the effectiveness of inclusive and multisensorial communication.Starting from the assumption that access and accessibility to Cultural Heritage are not simply intended as physical approach, and they happen when individuals “appropriate” and “transform” cultural contents, this paper shortly discusses the “Emotion Museology” principles, according to which what moved visitors will be particularly remembered by them, processed and transformed, becoming a very personal asset.Emotions, although difficult to define, are an important element in cognitive processes and are inclusive, as each visitor can empathise with objects and stories. The innovative experiment described by Authors has been conducted in a museum environment with the aid of techniques for detecting the neurophysiological factors of visitors during a visit: a number of experiments have been carried out in recent years on perception mechanisms of a neuro aesthetic nature, but not to indagate the spatial cognition and the role of “atmospherical” conditions.Searching for what all audiences have in common, and not what divides and differentiates them, emotions answer to objects, spaces and communicative stimuli proposed by museums (captions, context, relations). Conversely, differences have also to be considered and “celebrated” as a humanity’s treasure. Then, emotional stimuli can originate very different responses, assuring intimate and individual appropriation processes. From this point of view, the research team aims to relate unconscious responses with cognitive processing of contents: pre visit expectations and “bias” and post visit feedback can support an integrate interpretation of data.In this perspective, and following the seven “Design for All” principles, can be updated referring to cultural accessibility and inclusion, overcoming and abandoning the unrealistic goal of guaranteeing the same experience for different publics, but rather aiming to ensure a fulfilling, lasting and transformative experience for all.
Smart furniture for CO2 reduction in public spaces in the center of Guayaquil, Ecuador. Case study: 9 de Octubre Avenue
Authors: Chara Pedro , Coque Jorge , Briones Juan , Flores Katherine , Rivera Rosanna
Published: June 2023

As a problem experienced worldwide, carbon dioxide (CO2) emissions into the environment are increasingly eminent, affecting ecosystems, leaving them unprotected from the ozone layer that makes public spaces in tropical and coastal areas uninhabitable. Guayaquil, as a city located in the coastal region corresponding to the warm coastal zone, has been affected by these CO2 emissions, which is why the development of materials based on CO2 emissions is proposed in this research section. A quantitative methodology is applied when evaluating Smart accessories within the furniture and a qualitative one for the study of the site and the decision making through the AHP-TOPSIS method that generates criteria and variables in the choice of material, obtaining a polyurethane hybrid in panels with wood. assembled. As a conclusion, there are 8 Smart furniture approaches which display energy saving functions, reduction of CO2 emissions and increase of green area in public spaces. Among the future lines of research, it is proposed that the proposal generate an increase in the urban green index through the use of Smart furniture in unprotected areas and with a deficit of green areas in the city of Guayaquil.
Movement Description Method and Application for Dance of Chinese Traditional Drama
Authors: Du Yihang , Yao Zhang , Ke Niu
Published: June 2023

The purpose of this research is to propose a description model of human motion for Chinese traditional drama, which contained body structure, spatial orientation and movement force effect three dimensions. A multi rigid model is established based on the relative relationship between nodes and edges, record the movements of each part with geometric figures to establish the skeleton hierarchy of multiple joint points. In addition, we applied the description method on the virtual body in digital CTD performance system, which is designed base on augment reality technique. Also, we extracted the complete set of human motion from CTD such as martial dramatic works and body movement in Bingxi painting dance performance, and design the virtual human action by combining the posture base on the model above. This description method can realize the creative transformation and innovative development of Chinese excellent traditional culture in intelligent media.
Investigating the concept of sustainable strategy in digital service design
Authors: Tian Xiaotong , Wu Yichen
Published: June 2023

In the new era of rapid economic development, human beings are beginning to think about whether a sustainable development path can be built between humans, nature, and society. Simultaneously, the digital society has increased the number of digital services that users encounter in their daily lives and the emergence of more virtual digital products. In this study, we propose a strategy to investigate the concept of sustainability in the design of digital services by working with companies and using a case study of shattered cell phone screen insurance. The large amount of e-waste generated by users' constant use and constant replacement of consumer electronics has not received the attention it deserves.Therefore, we will focus on applying and exploring the sustainability concept in digital services and exploring inspirational design in broken screen insurance services to convey the sustainability concept to users.In the first phase, this study interprets the design case of the sustainable concept through case studies, with desktop research used to analyze the qualitative content of the inherent status of e-waste in policy and implementation. Questionnaire research was conducted to collect data on users' experiences of e-waste generated by cell phones as a carrier of broken screen insurance services, using data secondary analysis to elicit user trust patterns for new products and concepts. We created a mind map centered on sustainable environmental protection, emotional interaction design, and e-waste, and defined the user needs for each of the three major areas. The framework of the digital service tandem based on the concept of sustainable screen-shattering insurance was established to demonstrate the different types of environmental design that can be incorporated at different stages of user contact with screen-shattering insurance. In the second phase, based on the design framework of the first phase, the functional architecture of the shattered screen insurance service design is organized. The interaction model of the online digital service is conceived, specifically visualizing the process of each link and designing the interaction form. According to research and practice, the design of digital services must be socially attractive, functional, and easy to understand in order to increase retention rates. This helps to increase public awareness of sustainability concepts and allows users to build a deeper awareness of environmental protection, thus enhancing the communication strategy of sustainability concepts in digital services.
Visualization and Visual Communication of Tibetan Music
Authors: Zhang Xinlei , Zheng Chao , Zeng Yichen , Zhan Xinhao , Cheng Xie Li , Qiu Bingkun
Published: June 2023

Tibetan music is a unique and ancient music form, which retains the original music characteristics and humanistic connotation, has unique Tibetan regional characteristics and cultural factors, and has high artistic value and aesthetic interest. Because of the restriction of the traditional national structure and modern communication system, Tibetan music can not be developed effectively in modern society. One is how to spread and inherit Tibetan music culture in the present and future society, and the other is how to spread and propagate Tibetan culture through music to attract more people to the Tibetan area. This paper will study the visualization of Tibetan music and visual communication derived from Tibetan music. The modern communication system combined with the preferences of young people to experiment with pioneer music and visual arts to stimulate the vitality of Tibetan culture and iteration. Under the framework of China's traditional ethnic minorities, the cultural genes related to Tibetan arts and humanities are deeply excavated to promote multi-cultural dissemination in the future.
Ergonomic Risk Reduction: A Height-Adjustable Mesh Truck for Picking Activities Evaluated With A Depth Camera
Authors: Lolli Francesco , Maria Coruzzolo Antonio , Forgione Chiara , Gonçalves Terra Neto Platao
Published: June 2023

The correct assessment of ergonomic risks involved in picking activities is considered crucial step for avoiding musculoskeletal disorders in the workforce. In addition, the workplace and related tools should be designed to minimize those risks during daily activities. In this study, the researchers evaluated the benefits earned from introducing a height-adjustable mesh truck to facilitate and mitigate the risks in which operators are subjected. We evaluate the reported risks by exploring an Azure Kinect-based application which can semi-automatically assess the NIOSH index. We performed an experiment involving 20 volunteers who performed a total of 200 picking, statistically demonstrating the benefits that can be obtained with the introduction of a height-adjustable box.
Improvement Design of Metro Access Control System Based on Ergonomics
Authors: Huang Zixuan , Qiu Shuwen , Zhu Zhijuan
Published: June 2023

The purpose of this paper is to explore a new mode of metro security check based on ergonomics. Before China’s epidemic policy had been adjusted at the end of 2022, the metro security inspection had faced the problem of balancing epidemic prevention and control and travel efficiency. To deal with different situations flexibly, the improved methods of the metro security system and proposed feasible countermeasures were explored in this study. Questionnaire interview and field observation methods were adopted in this study. Based on the research of literature and competing products, the forms of security check in different cities were compared and the existing problems of metro security check were summarized. The impact of different security inspection links in the metro access control system on passengers' travel efficiency was explored. Then, the design positioning and scheme design were proposed from the perspectives of man-machine size, process integration, information feedback, and product appearance. To improve the metro passengers’ travel efficiency, physiology and psychology knowledge in ergonomics were used in this metro entrance guard system integration design, which could make vulnerable groups go through the security check easily and improve the passengers’ efficiency to enter the metro station.
The Development of Process-Based Customized Service on Insole Design for High-Heeled Shoes
Authors: Chiang Zun-Hwa , Su Wei-Wei , Chuang Ming-Hsien
Published: June 2023

In the era of customers in power, customized products have gained significance in design strategy. By discovering the uncomfortableness of wearing high-heeled shoes and researching the issues caused by inappropriate foot pressure, this study (which is currently in process) aims to establish a service process that meets customers’ needs . The service process started with scanning the contours of the subjects’ feet and constructing corresponding 3D anti-slip kits. Then, the prototype was printed with a silicone 3D printer with controlled parameters. The hardness, thickness, and density of the silicone materials differed among subjects with different experiences, and feedback was obtained. Through interviews and data collected from the subjects, the researchers will analyze the feelings they experienced—both standing and walking—while wearing the designed silicone kit. In the end, we will develop a reference chart, based on body weight and shoe size, that guides consumers in choosing silicone anti-slip kits . In this way, the manufacturer can optimize the low-cost mass production and the high-cost of full customization . Thus, we will create a service design and physical products that better meet consumer expectations.
Evaluation of nonlinear regional stability performance of passenger cars
Authors: Wei Zehong , Zheng Xuelian , Wang Jie , Ren Yuanyuan , Wang Qingju
Published: June 2023

With the development of automobile technology and the improvement of road facilities, the driving performance and driving environment of vehicles have been improved, and the speed of vehicles has accelerated. This also brings hidden dangers to vehicle safety. When the vehicle is driving under complex working conditions such as ice and snow roads or strong crosswind, the vehicle tends to be in a nonlinear area, and the vehicle is prone to instability due to drivers’ insufficient driving experience and incorrect operation, resulting in traffic accidents and casualties and property losses. However, in the current evaluation system for passenger car safety, the performance of the linear region of the vehicle is mainly evaluated by limiting the maximum vehicle speed or lateral acceleration, and the stability of the nonlinear region of the passenger car is not comprehensively evaluated. This paper proposes a comprehensive evaluation index for passenger car safety based on stability and nonlinearity. The slowly increasing steer test under different speeds and different road conditions is conducted through the joint simulation of CarSim and MATLAB/Simulink, and the vehicle state can transition from the linear region to the nonlinear region under this test scenario, so the validity of the comprehensive evaluation index of passenger car safety proposed in this paper can be verified. The test results show that the index can quantitatively evaluate the safety of passenger cars under different test scenarios.