bluuebunny/crossref_metadata_2025 huggingface dataset:
Defining the configuration of storage shelving in assembly workstations: an ergonomic tool for a parametric optimization
Authors: Cicconi Paolo , Trovato Michele , Donati Lorenzo , Casimiro Caputo Antonio
Published: June 2024

The analysis and correction of working postures is an essential practice in industry. Discomforting postures and repetitive tasks could cause strain, fatigue, musculoskeletal disorders, pains, and injuries, reducing worker productivity. Several normative standards provide tools and methods for observation, evaluation, and solving critical ergonomic situations. The workstation assessment often requires the study of the actions and postures of each operator related to each task and each repetitive cycle. In the context of assembly line workstations, a common task is the material picking from storage shelving. The ergonomic evaluation of shelving for lineside temporary parts storage is focused on the layout, location of each part container, and picking frequencies. An ergonomic evaluation in the shelving design phase could reduce the risk of repetitive and poor working postures, producing benefits for the operators.The paper proposes a parametric optimization tool based on a Genetic Algorithm to reduce the ergonomic risks related to the picking phase from light shelves employed in assembly lines. RULA and OWAS methods are used to perform the ergonomic evaluation of different configurations of shelves during the optimization analysis. As a test case, the design of a light shelving is proposed considering the time and assembly cycle of fitness bikes.
VR Controller Design for Autistic Children and Therapists
Authors: Xue Qing , Yang Yilin , Haining Wang , Ou Jing
Published: June 2024

Intervention training will be beneficial to autistic children when they are entering regular primary schools. The interaction between autistic children and regular children will help autistic children to develop their social skills, motor skills, and learning abilities. VR-based therapeutic games have been proven to have good intervention effects. However, there is currently no VR controllers on the market for children nor therapists. Therefore, this study aims to develop a set of VR controllers that will provide a better experience for children while offering more efficient assistance to therapists. The development of the VR controller adopted many ergonomic methods, such as children’s pain points and their needs. This VR controller development collected user experience experiments results, which improves the overall user experience, increase intervention effectiveness, and provides reference for the future VR controller designs for the autistic children treatments.
High-Frequency Gripping Area for One-Handed Smartphone Rear Interactions
Authors: Zhang Xinyue , Wang Wei , Wang Xiaopeng , Sun Guanhua , Zhong Yikai
Published: June 2024

Recent years of cell phone development have proposed ways to extend the interaction with mobile devices by equipping the device with a touch-sensitive rear for back-of-device (BoD) interaction. Although previous work [1] provided a classification of hand-hold/grip styles, a detailed understanding of the location of high-frequency touch areas at the back of the cell phone and the position of different fingers is missing. Knowledge of this information is necessary to develop ergonomically based interaction techniques on the back of the device. In addition, the location of high-frequency gripping areas needs to be taken into account when designing the location and size of the heating elements of a cell phone, and such areas should be avoided as much as possible to achieve a better user experience. The purpose of this study is to investigate the distribution of high-frequency gripping areas in the portrait view (one-handed vertical screen scenarios) for BoD interaction of a cell phone. We conducted an experiment to collect the rear area of the phone held by one hand in the natural settings. The rear and surrounding bezel area of the phone is partitioned in 10*10mm squares, with a total of 8*16 grids. 60 human subjects (normal smartphone users recruited by demographic segments) participated in this study. Their hand-hold/grip behaviors data were recorded by simulating their natural usage of the testing device with using an ink-based handprint technique. Then, through image recognition, filter the grid of the rear and surrounding bezel area of the phone, where handprints area account for more than 40% of the grid area. The final processing of the experiment yields a high-frequency grip area map and its corresponding grip posture which indicates how the user hold the smartphone and their BoD interaction. The whole grip area can be divided into three major parts: purlicue area (space between the forefinger and thumb), index finger area, and three fingers (middle, ring, and pinky) area. The results show that in the purlicue area and three-finger area, the grip frequency is normally distributed, and the location and size of the specific areas where the users' grip frequency reaches 90% and 95% in these two areas are obtained. The high-frequency grasping area identified in this study could provide references to design BoD interaction and improve the touch experience on the rear of such devices. In addition, the research results can lay the foundation for exploring the thermal tactile experience of mobile devices, provide a theoretical basis for the PCB layout design of heating components in mobile phones, and guide the system optimization of mobile phone cooling systems.Reference:[1]Choi, Y., Jung, H., Park, J., & You, H. (2017, September). Analysis of grip posture for ergonomic smartphone interface design. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting (Vol. 61, No. 1, pp. 1058-1061). Sage CA: Los Angeles, CA: SAGE Publications.
A Critique of the Use of Information Axiom for Ergonomic Design
Authors: Ekşioğlu Mahmut , Gündüz Ömer
Published: June 2024

Axiomatic design is a science-based design process based on two axioms. The first axiom, the Independence Axiom, maintains the independence of the functional requirements. When more than one design that satisfies the Independence Axiom is available, the second axiom, the Information Axiom can be used to select the best design. That is, among those designs that satisfy Independence Axiom, the design with the smallest information content is the best design. Since its invention, the axiomatic design approach has been widely used in product, software, organization, and system development. Several studies investigated the potential of its use for ergonomic design but found some flaws. So they modified the original information axiom to fit ergonomic design. However, through this study, it is shown that the alternative formulae proposed by these studies have also their flaws for most anthropometric design cases. This paper examines the original information axiom formula as well as the modified ones for their applicability to ergonomic design and identifies the shortcomings within them. Several anthropometric design examples are provided to illustrate these cases.
Types of children's cultural and creative products based on card sorting method
Authors: Tan Zhengtang , Zhou Yufan , Lin Shuang , Den Meizhen , Yuan Zhuyun , Tang Shunshun
Published: June 2024

Children's cultural and creative products, designed specifically for the child demographic, aim to subtly influence children by integrating high-quality cultural resources through diverse design techniques. These products help children understand cultural content such as history, geography, local customs, and artistic aesthetics, thereby fostering cultural confidence. Despite the wide range of children's cultural and creative products, including educational toys and cultural heritage tools, there is a lack of a scientific and systematic method for classifying these products. This gap affects the accuracy of product design and market positioning, as well as limits the potential for product innovation. To address this issue, this study introduces an innovative card classification method aimed at establishing a scientific framework for classifying children's cultural and creative products, thereby enhancing the precision and innovation of product design.In this study, we first collected and created 20 cards representing different children's cultural and creative products. Subsequently, we invited nine scholars and experts from the fields of design and vocational education to conduct experiments on the Optimal Workshop, an online card classification analysis platform. The results from the 3D cluster analysis categorized these 20 cards into four major groups: interactive educational products, technology-integrated products, cultural and scientific products, and aesthetically practical products. We conducted a thorough analysis of these four categories of children's cultural and creative product cards and their grouping labels, finding that the interactive educational products category had the most products, while the technology-integrated products category had the fewest. The study further conducted case analyses and feature descriptions for each category.The experimental results demonstrate that the card classification method can effectively classify children's cultural and creative products, providing a reliable and reusable method for categorizing these products. This classification not only helps designers accurately position products and foster innovation but also meets the diverse needs of children. Additionally, this scientific classification method provides solid support for the marketing and sales of products.
Holograms for Minimally Invasive Surgery Training and Planning
Authors: Poltorak Alexandra , Hooper Charli , Cai Yang
Published: June 2024

The medical field has rapidly adopted Minimally Invasive Surgery (MIS) as a powerful alternative to traditional surgery as it reduces infection, pain, hospital stays, and costs. Despite these benefits, the in-depth knowledge of procedures coupled with the variety of tools used requires extensive training and technical planning for successful surgery. Prevailing Virtual Reality (VR) and Augmented Reality (AR) applications enable a broad spectrum of MIS training and pre-surgery planning. However, these currently existing systems are bulky, complex, and expensive and have had poor adoption rates in the field attributed to a lack of knowledge and financial barriers2. In this paper, we present a novel low-cost approach to develop a mobile hologram platform for MIS surgery training and potentially pre-surgery planning. Our developmental process consists of converting a patient's CT DICOM data to a 3D model using region of interest identification and volumetric or surface rendering. We prioritize realistic model texturing as the texture has a significant impact on visual perception and potential for use in medical diagnosis. The realistic 3D model can then be displayed on a variety of accessible devices such as mobile phones, 2D tablets, 3D tablets, and phone-based Google Cardboards or HUD headsets, all with their tradeoffs. The integration of models with devices can rely on different software for development, in our instances exploring the capabilities of Unity, Unreal, React, and XCode. Using this software, we then developed an overlay functionality that tracks aspects of the physical world and places the virtual 3D model on physical models of organs, mannequins, and/or live humans, allowing for real-world replications of medically relevant augmented scenes. An integral part of surgical practices is incisions that can cause blood flow. This is a feature we are mimicking with fluid dynamics and implementing using particle systems to yield a high-quality real-world medical training platform. To use these realistic models for MIS training, we developed specific controls based on ergonomics research that were suited for each platform. We experimented with approaches such as hand-tracking and touch-based screen gesture controls to tailor usability to device specifications. Finally, to improve perceptual adaptation, we focus on the disparate distance as it plays a critical role in user experience. Further development in user interactions and surgical design is required to allow for pre-surgical planning functionality on our applications.
Flight Simulation Task Performance Predicts Military Multitasking Better Than Laboratory Measures
Authors: Hilla Yannik , Stefani Maximilian , Michael Nitzschner Marco , Mack Wolfgang
Published: June 2024

Proficient multitasking abilities are essential for conducting military operations. Air Force pilots, for instance, must monitor control panels and respond to radio messages while steering an aircraft. Moreover, infantry soldiers need to collaborate in teams in addition to executing orders. Whether both conditions require the same multitasking abilities is unclear. This raises the question, which mechanism accounts for efficient multitasking behavior. One answer may be that individuals possess a general multitasking ability, enabling them to conduct multitasking at more or less the same level of proficiency regardless of task requirements. Likewise, multitasking performance in military operations may be influenced by the proficiency in employing task-specific skills and abilities to handle high workload conditions, suggesting that only individuals with a certain skill set may be suitable for specific military tasks. Determining which account predicts military multitasking best, may significantly improve soldiers’ success rate. To address this, we recruited 25 officer cadets to perform multitasking in three different environments (laboratory, flight simulation, shooting gallery). In the laboratory, individuals needed to solve math problems and memorize radio signals separately and concurrently. In the flight simulation, individuals steered a hair cross (representative for an aircraft) using a joystick. Additionally, they had to respond to control panels and radio signals, and monitor a tank system. In the shooting gallery, the cadets had to solve math problems and memorize radio signals while shooting at ring targets. Laboratory multitasking and military performance were operationalized by means of a modified version of the multitasking throughput measure, allowing to compare performance modulations across different task conditions. We expected that the cadets’ laboratory multitasking assessment predicted their military performance in the shooting gallery best, given that both settings shared similar task requirements. To test this hypothesis, we conducted Bayesian regression analyses. In contrast to our expectation, we found that a compound score of the flight performance measures predicted military performance best. Both measures also correlated with military service duration. This effect implies that military performance may be related to a general multitasking ability. But further research will be required to test if this effect also translates to other military occupational fields.
Enhancing Quality of Care for Older Adults: A Participatory Design Approach for Assistive Devices in Caregiving
Authors: Hernández Grageda Pilar , Velázquez Ramiro , Johnson Andrew
Published: June 2024

As the proportion of the older adult population is increasing worldwide, so is the prevalence of disabilities such as dementia. Older adults living with dementia often need the help of a caregiver, and caregivers tend to have a higher prevalence of burnout.This research aims to address the pressing need to improve the quality of care for older adults by focusing on the development of assistive devices tailored to alleviate caregiver burnout. The objective is to propose a participatory design process, engaging caregivers as potential users, to create technology-based devices that fulfill the ideal design requirements. By mitigating symptoms of burnout among caregivers of older adults, this study seeks to elevate the standard of care provided to the elderly population.Three distinct design approaches, namely User-Centered Design, Total Design, and Participatory Design, are proposed as integral components of a comprehensive framework. Recognizing the inherent limitations of these methodologies when employed individually, this research advocates for their collective integration, harnessing their combined potential to yield an effective, functional, and valuable product. The workflow for merging these design approaches forms a crucial aspect of the findings, delineating a structured pathway toward the realization of the study's objectives. By combining the strengths of User-Centered Design, Total Design, and Participatory Design, this approach offers a holistic strategy to optimize the effectiveness of the proposed technology-based devices. Such an integration facilitates the creation of solutions that not only meet user needs but also address the complexities and challenges inherent in caregiving for older adults, particularly those with conditions such as dementia.This research contributes to a paradigm shift in the development of assistive devices, offering a novel framework that prioritizes the needs and experiences of caregivers. By advocating for a collaborative design process that transcends individual methodologies, this approach has the potential to herald a new era in caregiving practices for the aging population, fostering a culture of empathy, innovation, and improved quality of life for both caregivers and older adults.
Retired independent women adjusting to co-living
Authors: J Myers Marie
Published: June 2024

With present financial concern and the increase of aging populations the French government has seen a way to support women in co-housing within buildings with moderate rents (HLM).This represents a significant saving, both for the women and the government as these women support one another with no medicalized need to the end of their lives. We investigated the charateristics, attributes and qualities for such successful co-housing as the model Babayagas House in Montreuil. It is extremely important to get a good grasp of the way people fit together. Many groups have tried similar endeavours in order to live more economically, yet few have lasted 12 years like the model housing in Montreuil. This is especially true in Canada. Friends have decided to share a house, and after three to five years it all falls apart. In all parts of the world similar attempts are being made. In Korea and China, it is usually wealthier people who get together. Retirement housing is expensive in Canada and often women who lost their spouse also lost additional income while finding themselves alone and struggling.This study is of a qualitative nature (Creswell & Poth, 2018). The outcome is an inventory questionnaire to be used for the selection of members of similar co-living arrangements. First we researched well-being questionnaires to identify a format that would best suit the targeted population.We then analyzed personal journals to uncover desirable characteristics. We also analyzed documents from the public domain pertaining to the housing arrangements as well as the House Charter, each member has to sign upon joining the Babayagas House.All categories were examined and emerging themes were used as items for the identification of relevant questions from an already existing well-being questionnaire.Questions were slightly modified for the convenience of an aging population.These questionnaires are further reviewed by people presently in retirement homes for annotations as regards their content and appropriateness.Findings show a number of characteristics that emerged from the data analysis which are deemed necessary for on-going harmonious co-living. It comprises 33 sections, from autonomy and responsibility to adherence to rules in an attempt to identify personal traits based on aspects that emerged from existing data, namely the participants journals and other documents through which these traits were deemed to be conducive to better co-living.Examples will be given. The results will be discussed in light of the findings of the analysis and also as they pertain to the annotated questionnaires from present residents in retirement homes.
Overcoming Obstacles: Examining User Resistance to Home-based Health Monitoring Systems among Older Adults
Authors: Zhao Zhen , Mao Qian , Hei Chak Yun , Cheung Trudy , Wang Hailiang
Published: June 2024

Home-based Health Monitoring Systems (HHMSs) have rapidly emerged as a promising tool for health management among older adults. By providing real-time, easily accessible health information, HHMSs can facilitate proactive health management and potentially improve health outcomes for older adults. However, despite the potential benefits of this technology, its adoption by older adults remains a complex challenge. Older adults’ unique perceptions and attitudes toward technology often create barriers to effectively using these systems. While numerous studies have explored the factors affecting technology acceptance among older adults, there is a relative lack of research into the factors contributing to resistance towards health monitoring technologies. The present study aims to fill this gap by investigating the factors influencing older adults’ resistance to HHMSs. To this end, the study integrates two key theoretical frameworks: status quo bias theory and task-technology fit theory. We conducted an empirical study investigating factors influencing older adults’ resistance to HHMSs. Data was collected from 483 seniors aged 55 and above through an online survey. Based on this data, a structural model of user resistance was proposed and tested using the partial least squares structural equation modeling (PLS-SEM) method. The results revealed that inertia and technology anxiety accounted for 43.5% of the variance in user resistance. Among these factors, technology anxiety was found to strongly impact user resistance (p < 0.01), suggesting that fears or apprehensions about using the technology can significantly deter older adults from adopting HHMSs. The study also found that inertia, switching costs, and switching benefits significantly influenced technology anxiety (all p values < 0.01). When older adults perceive higher benefits and lower costs of switching to a new technology, they may experience lower anxiety. Furthermore, if the required task and technology are fit, they are more willing to switch to the new technology. It’s worth noting that the study found that task-technology fit did not significantly affect technology anxiety and user resistance (p > 0.05), suggesting that even if a technology perfectly aligns with an older adult’s tasks, it may not necessarily reduce their anxiety or resistance towards it. This study dedicated that the development of HHMS should consider the relationship between task characteristics and technology capabilities, identify tasks in specific contexts, and gain insight into older adults’ emotional and psychological anxieties. It also provides valuable insights into designing effective, user-friendly, and easy-to-use systems for older adults.
Fashion design combining agar bioplastics with other materials
Authors: Kori Yutaro
Published: June 2024

This study aimed to utilize agar-based bioplastics derived from natural sources, in conjunction with fabrics such as denim, to pioneer new avenues in fashion design and textile creation. Specifically, the production of fashion items using agar bioplastics was explored. Further, on the basis of the findings and insights acquired research through design, experimental fabrication of textile samples was conducted by amalgamating bioplastics with ten different types of fabric. The experiments revealed texture variations depending on the fabric used, indicating the potential for novel texture expression through the combination of agar bioplastics and fabrics. However, it was also found that the application of agar bioplastics as a fabric coating could produce several similar textures. Although agar bioplastics are biodegradable, the fabric also contains non-biodegradable materials therefore, the development of processing and recycling methods for agar bioplastics must constitute a major area of concern for future research.
Comprehensive Analysis of Body Shapes in the Indian Female Population: A National and Regional Study
Authors: Tiwari Manoj , Anand Noopur
Published: June 2024

India relies on anthropometric data sourced from foreign nations to develop products, resulting in a formidable challenge for Indian consumers in their quest for products tailored to their specific bodily attributes. The garment industry, in particular, grapples with this issue, where Indian consumers must often compromise on the fit of clothing due to the absence of comprehensive databases pertaining to Indian body shapes and sizes. Recent reports underscore the gravity of this situation, revealing that garment returns account for a substantial 20% to 40% of sales, a trend exacerbated by the burgeoning e-commerce sector.In response to this pressing need, a nationwide anthropometric survey was meticulously conducted, leveraging state-of-the-art 3D whole-body scanning technology. This extensive study encompassed a cohort of more than 13,000 female volunteers (total subjects scanned 13045 and valid subjects 12492), aged 15 to 70, meticulously selected to represent all states across India's six distinct geographic regions. Systematically, the data collected was subjected to clustering, resulting in the categorization of body shapes, both at the regional and national levels. This classification process was anchored in robust measurements of height and key girth dimensions, with a specific focus on Bust, waist, hip, and upper hip girths. This indigenous research unveiled the four most prevalent body shapes among Indian females: Hourglass, Rectangle, Trapezoid, and Bottom hourglass. Furthermore, a comprehensive regional analysis of body shapes was conducted, and it was found that while regional variations existed, the fundamental body shape clusters among Indian females remained consistent with the national clusters. The regions displayed the same four primary body shapes for females, with variations in the prevalence of these identified shapes. This groundbreaking study underscores the necessity of considering regional variations in product design and sizing to cater to the diverse Indian population accurately.
Seasonal variations in the comfortable bedroom temperature at the time of waking
Authors: Mitsuno Tamaki , Yoshimura Mayuko
Published: June 2024

In Japan, many women complain of coldness, and suggestions for addressing the problem are needed. This study derived a comfortable waking room temperature based on bedroom and outdoor temperatures during waking hours and the associated thermal sensations, which were measured over a period of 16 months for a participant who experienced strong coldness. The basal body temperature remained biphasic but varied seasonally. In addition, the thermal sensations changed during the year. From winter to summer, the participant did not report being comfortable unless the bedroom temperature reached 21.4 °C, whereas from summer to winter, the comfortable temperature threshold was 17.3 °C. The bedroom had a desirable temperature of 20 °C without adjustment in November and a comfortable enough temperature of 18 °C in December and April and 17 °C in January to March. In summer, bedroom temperatures of 24 °C (reduced by 2.5 °C) in July and 26 °C (reduced by 1 °C) in August would be sufficient for the body to acclimatize to the heat.
Revitalizing Technology Governance for the Post-COVID Era: A Strategic Framework
Authors: Lauk Mihkel , Linros Janar , Paevere Ragner , Tapupere Madis , Pappel Ingrid
Published: June 2024

The global landscape of technology governance has shifted significantly in response to the COVID-19 pandemic, necessitating a strategic recalibration of operating models. Unprecedented changes in the technological landscape have prompted a critical examination of existing governance structures. Addressing these challenges, this article proposes a strategic framework for technology governance tailored to the unique demands of the post-COVID era. Acknowledging the accelerated pace of digital transformation, the framework aims to guide organizations and governments in navigating the complexities of this evolving technological landscape. Estonia, renowned for its forward-thinking approach to digital governance, serves as a valuable case study. Despite being one of the most developed e-societies globally, Estonia faces global technology governance challenges that require adoption. The country's continued emphasis on digital solutions underscores the need for a strategic framework aligned with its technological advancements and the evolving global context.
Technology for Social Change: Unpacking the Impact of GovTech solutions on the achievement of SDGs
Authors: Labanava Alena , Weck Marina
Published: June 2024

Sustainable Development Goals (SDGs) are unlikely to be achieved without the active role of governments and the effective utilization of modern technologies by public administration. However, the alignment between government technology (GovTech) and SDGs is not well established in academic literature. Accordingly, the objective of this paper is to conduct a literature review of the current state of the art related to the impact of GovTech on achieving SDGs. Following the literature review methodology, the search returned over 140 publications, of which 17 were selected as relevant. Upon further research of the selected publications, several results were discovered. One result is that the existing literature employs different methods and establishes the link between GovTech and SDGs in different ways, sometimes very briefly and sometimes more in depth. There is also unevenness in the research that covers the connection between GovTech and various SDGs. Moreover, a list of the most mentioned technologies that correspond with assorted SDGs has been drafted. The outcomes of the literature review help highlight research gaps and serve as a guideline for public administrators and entrepreneurs regarding what technologies can be incentivized for greater use.
Systems Intelligence in an Expert Organization: A Mixed Methods Approach
Authors: Kautiala Jari , Jumisko Pyykko Satu , P Hämäläinen Raimo , Saarinen Esa
Published: June 2024

Systems Intelligence (SI) has a systemic, pragmatic, bottom-up, behavioral, and interactional approach to organization. It correlates positively with organizational learning, performance, and wellbeing. However, previous research has focused on quantitative measurements while context-specific patterns behind the evaluations are understudied. A goal of this case study is to explore SI using a mixed method approach in an expert organization. To study SI, an Organizational Systems Intelligence (OSI) inventory was used and received 46 responses. The results of the OSI showed an overall good level of SI in the organization studied. Four, the most and least positively evaluated, SI factors (attunement, spirited discovery, reflection and effective responsiveness) were further studied to understand the organization-specific underlying themes and practices using semi-structured interview with five participants. The results of thematic analysis are in line with previous research on SI and complements it with context-specific characteristics. This research contributes a new approach to experience-focused and context-dependent SI and supports the bottom-up development of organization.
Empowering Women in the Public Sector: A Challenge-Based Learning Approach to Achieving Gender Equity
Authors: Lusi Josephine , Martinez Yolanda , Pappel Ingrid
Published: June 2024

The public sector is under increasing pressure to deliver efficient citizen-centric services, accentuating the significance of innovative GovTech solutions. Gender disparities, however, persist in the public sector, more so in leadership positions, impeding women's capacity to co-design and implement inclusive public services. To address this imbalance, the GovStack Initiative launched the "Women in GovTech Challenge", a pioneering program aimed at supporting a more diverse and inclusive GovTech ecosystem. Drawing on relevant literature, this paper investigates the necessity for the "Women in GovTech Challenge" program. The analysis delves into the theoretical foundations that shaped the program's six-stage development and novel design, with its emphasis on moulding digital transformation leaders through mentorship-enriched, challenge-based learning experiences. The study acknowledges the need for further research, particularly on how to expand the program beyond the pilot, how to sustain it in the future, and the program's influence on participants' professional development and the broader GovTech ecosystem.
The Role of Data Intermediaries for Small- and Medium-sized Enterprises in the Innovation Ecosystems of the Nordic-Baltic Silver Economy
Authors: Blake Jackson Eric , Weck Marina , Pappel Ingrid
Published: June 2024

Data are a strategic asset for organizations in both the private and public sectors that spans multiple domains and sectoral boundaries. For innovation ecosystems, the ability to frictionlessly exchange data across borders between stakeholders for better decision-making, predictive capability, and automation represents a competitive advantage in the market. Data are also inputs for providing and receiving services online. Recent regulations such as the Data Governance Act (DGA) have placed the role of data intermediaries for cross-border data sharing at the forefront. However, the impact of the regulation on small- and medium-sized enterprises (SMEs) and the role of data intermediaries are still uncertain. This exploratory study investigated these dynamics by focusing on the perspective of SMEs in the Nordic-Baltic region through a sense-making policy and regulatory impact analysis. SMEs face significant legal uncertainties under the DGA, which impact cross-border uptake. The silver economy is a prime cross-sectoral market for cross-border data sharing, and established data intermediary solutions in the region could be leveraged to achieve innovation in this area.
Creative and Effective Human Artificial Intelligence Co-Evolution -Interactive Front-End Content Generation
Authors: Salminen Vesa , Peltomaa Jyrki , Varis Juha
Published: June 2024

Artificial Intelligence, AI, as technology has been already a long time a great innovative opportunity to develop our functions and operations. Recently generative AI (e.g. Open AI, ChatGPT) has been in the focus. Artificial intelligence will change many things in working life and significantly increase the efficiency of knowledge work. The main assumption is that it does not in itself immediately replace humans. Instead, a human who skillfully utilizes artificial intelligence will replace a human who does not use artificial intelligence.This article introduces a study of combining Human Intelligence (HI) and Artificial Intelligence (AI) into successful outcomes. The main goal of this article is to discover a balance between AI and human intelligence interaction in novel solution generation. The article is constructed in a way to defines human intelligence-related definitions (human intelligence, cognition, and cognitive skills). On the other hand, data is becoming an essential asset for AI, algorithms, and Machine Learning (ML). We consider the pitfalls, limitations, beliefs, and risks of AI. We try to solve an optimal and simultaneous use of working utilizing both AI and human intelligence into solutions for the future. Meaningful individual- and team-level psychological processes are in the focus in creative problem-solving solving, understanding complexity, ambiguity, and uncertainty. Social skills play an important role in synergistic communication in finding creative third alternatives which is new for everyone. Finally, we present a formula to organizational performance including IQ (individual intelligence) + CQ (collaborative and cultural) + EQ (emotional) + SQ (social intelligence) and generative AI combined with ML to be able to create an effective Human-Machine (HM) interaction.
Bridging Business Challenges: Optimizing Brand Experiences with Experience Strategy-Oriented Design Thinking
Authors: Chan Weng-io , Tang Hsien-Hui
Published: June 2024

This paper explores a new approach to help organizations drive value through experience, by combining experience strategy with design thinking to bridge the gap between experience design and business environment. This new process helps designers take a holistic view of the business experience, solving the problem of human-centered design that does not necessarily solve a business challenge or benefit the brand. The result is more efficient and precise experience strategies and solutions to achieve business goals. We implemented this methodology in the leading Taiwanese home furnishing firm, encountering issues with customer attrition and reduced market presence. The company sought to enhance its competitiveness by optimizing its operations and improving customer experience. The results show that combining design thinking with experience strategy allows for a more comprehensive analysis of the business problem and helps to clarify the goals of experience management and innovation, leading to clearer and more feasible solutions. In addition, this approach can help organizations to continue to innovate in the absence of clear user pain points.
Virtual technologies and digital twins for logistics hub development
Authors: Ruohomaa Heikki , Salminen Vesa , Torkkel Juha-matti
Published: June 2024

With the development of global trade and the lengthening of supply chains, logistics has new challenges in addition to delivery reliability, cost efficiency, and speed. The importance of sustainable development and the emphasis on environmental values in terms of function and image has increased in the logistics chain. The need for adaptivity to quickly create new, more efficient routes and services has also become a cornerstone of effective management of global supply chains.Central to the efficiency of logistics chains are logistics hubs (nodal points) and their operation and ability to renew themselves in rapidly changing situations. In logistics and supply chain management, data plays the most central role, which is a prerequisite for competitiveness, and which is generally recognized. Similarly, at logistics hubs, the importance of data and new technology is central to controlling material flows.However, the utilization of new technology (AR; VR XR) at logistics nodes has received less attention. and building nodes into digital twins. Modeling logistics hubs with virtual technologies and the digital twin of hubs would enable new effective ways of training personnel, planning logistics centers, and visualizing entities in an easily understandable form and for guidance.The article examines the logistics hub, where virtual technologies and digital twins are used to enhance operations in training and the physical development of the hub and new service development. The article examines issues related to the cooperation of different actors in the collection, ownership, sharing, and utilization of data
Experimental research design for investigation of the impact of managerial behavior on employee stress
Authors: Savanevičienė Asta , Stankevičiūtė Živilė , Girdauskiene Lina , Pluščiauskaitė Vilma , Sokas Daivaras , Kukulskis Audrys , Rapalis Andrius , Jankauskaitė Lina , Kukulskis Audrys , Eitminavičius Rimvydas
Published: June 2024

The paper outlines the experimental research design for investigation of the impact of managerial behavior on employee stress. The proposed experimental research design integrates management, bioengineering, and medical sciences. From a management science perspective, real work situations and scenarios were created to investigate the impact of different managerial behaviors (transformational and transactional leadership styles) on employee stress in different work situations. The implications for bioengineering and medical sciences are revealed through the research of physiological parameters and biomarkers (cortisol, alpha amylase, and immunoglobulin A) to determine objective stress and its dynamics. Experimental research design based on the simulation of real situations face-to-face and the use of physiological parameters and biomarkers in determining the objective level of stress enables obtaining strong evidence of causal relationships by manipulating managerial behavior and different work situations that influence employee stress. The paper argues for the value of experimental research design in leadership and human resource management field and provides the elaborated protocol for deeper understanding of the influence of manager's behavior on employee stress in different work situations.
Reinventing the Virtual Museum Post-Pandemic: An Audience-Centric Approach to Enhancing Virtual Exhibitions of Intangible Cultural Heritage
Authors: Zhang Haitang
Published: June 2024

Virtual environments have been extensively utilized in museums. During the COVID-19 pandemic, museums in China, both primary and secondary, organized virtual exhibition halls and digital collection retrieval functions. These efforts played a crucial role in facilitating public engagement with traditional culture. However, post-pandemic, public interest in online museums has significantly waned, highlighting the limitations of virtual museums in representing intangible cultural heritage.This study introduces an audience-centered approach to virtual museum design, specifically tailored to the features of intangible cultural heritage such as folk songs and dances. It incorporates Kano, AHP and AD design theories to develop the museum's virtual exhibition method. The process began with identifying 207 audience needs through research, which were then classified using the Kano model. The AHP method was employed to determine the relative importance of various user needs, emphasizing information collection, preservation, display and viewing modes, visual aesthetics, entertainment, public education, and social attributes in virtual museums. To align the design parameters of the virtual museum, the study established a mapping between the museum's functional domain and the design domain, guided by the AD theory's principle of independence. This facilitated a step-by-step evaluation of perceptual and rational solutions through a matrix, clarifying the functional scope and design methods for the virtual museum. This research offers valuable insights for virtual museum design and development, providing a reference for future virtual space projects and enhancing the representation of intangible cultural heritage in digital formats.
The Development of a Care Assistive Device Based on Design Thinking: An Examination of Interview Methods by Visualizing Ideas Using Sketches
Authors: Yanagase Risako , Takizawa Nao , Ohashi Takumi , Saijo Miki
Published: June 2024

In the design thinking process, interviews are essential to incorporating user perspectives. Typically, the initial interviews aim for empathy, while subsequent ones during the user test phase validate prototypes. However, this often means that direct user input is not integrated during the ideation and prototype creation stages, potentially leading to a disconnect between developers and users. This study aims to promote user participation throughout the design thinking process and align perceptions between developers and users. We conducted a case study where interviews were held during the ideation phase, and hand-drawn sketches were used for visualizing ideas, thereby incorporating direct user feedback on prototype concepts. The case study focused on the development of a device to prevent falls among elderly residents in a care facility. The results suggest that using hand-drawn sketches for idea visualization during ideation interviews contributes to aligning developer and user understandings, enhancing the development process.
Application of Virtual Technology in the Renovation of Ancient architectures Based on Kano Model: The Example of Yongtai Ningyuanzhuang
Authors: Lin Jieru , Joneurairatana Eakachat
Published: June 2024

As an ancient civilization with a long history, China has a rich variety of unique ancient architectures. Ancient architectures as an important form of expression to carry history and art, showing a long history and cultural achievements. With the continuous development of science and technology,the traditional process of protecting ancient architecture no longer meets the needs for the successful application of digital technology to usher in the digital era, and virtual technology, in which to showcase unique advantages, Taking Ningyuan zhuang in Yongtai, Fujian Province as the research object, we analyze the user demands through Kano model and discuss in depth the advantages of applying virtual technology in the protection of ancient architectures.Virtual technology, especially 3D modeling and simulation technology, plays a key role in the protection and transformation of ancient architectures. The significant advantages of virtual technology in ancient architecture protection highlight its potential value in efficient information processing, exhaustive monitoring and preventive protection. The application of virtual technology realizes the informatization management of cultural relics and architectures and provides a scientific basis for the comprehensive protection of ancient architectures.Ningyuan zhuang, as a typical architecture of Yongtai Zhuangzhai in Fujian during the Qing Dynasties, carries rich historical memories, cultural elements and the characteristics of the southern rural defense structure, making it the focus of the study due to its profound cultural connotation and historical value. The Kano model is based on user needs and implemented through a questionnaire, identifies key areas for improvement in Ningyuan zhuang, including maintenance, signage and cultural content, along with corresponding improvement suggestions.Following the improvement direction proposed by the conclusion of the Kano model, specific measures for the application of virtual technology in the repair and improvement of ancient architectures, including 3D modeling, virtual signage and interactive exhibits. In addition, for effective publicity and cultural promotion, the study provides specific suggestions for displaying virtual images and interactive experiences to enhance the overall level of protection and visitor experience at Ningyuan zhuang.In summary, this paper takes Ningyuan zhuang as a case study, and with the help of the Kano model, proposes suggestions for the application of virtual technology in the conservation of ancient architecture through a user-centered improvement strategy, providing an experimental approach to the conservation and cultural dissemination of ancient architecture. This interdisciplinary research model holds far-reaching significance for the modernization and intelligent development in the field of ancient architecture conservation, ensuring a sustainable future for the heritage of ancient architecture.