
Cross-Cultural Design
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This four-volume set LNCS 14699-14702 constitutes the refereed proceedings of the 16th International Conference on Cross-Cultural Design, CCD 2024, held as part of the 26th International Conference, HCI International 2024, in Washington, DC, USA, during June 29 - July 4, 2024.
The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions.
The CCD 2024 proceedings focus a broad range of theoretical and applied issues related to Cross-Cultural Design and its applications, and much more.
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Inhalt
- Intro
- Foreword
- HCI International 2024 Thematic Areas and Affiliated Conferences
- List of Conference Proceedings Volumes Appearing Before the Conference
- Preface
- 16th International Conference on Cross-Cultural Design (CCD2024)
- HCI International 2025 Conference
- Contents - Part IV
- Cross-Cultural Extended Reality
- Characteristics and Development of Digital Curators for Virtual-Physical Integration
- 1 Introduction
- 2 Literature Review
- 2.1 Application of Physical Curation Concepts in the Online World
- 2.2 Emergence of New Types of Curators
- 2.3 Emergence of New Curation Platforms - Social Media Platforms
- 2.4 Communication Functions of Social Media Platforms
- 2.5 Driving Social Marketing with Curation Concepts
- 3 Research Methodology
- 4 Research Analysis
- 4.1 Traits and Development of Curators
- 4.2 Elements of Digital-Physical Integration Curatorial Operations
- 4.3 Qualifications of Integrated Curators in the Virtual and Real World
- 5 Conclusion and Recommendations
- References
- Research on Interactive Design of Guangxi Bronze Drum Tourism and Cultural Creative Products Based on AR Technology
- 1 Introduction
- 2 Research on the Cultural Resources of the Guangxi Bronze Drum
- 2.1 The Design of the Bronze Drum
- 2.2 Layout and Patterns of Bronze Drum Decorations
- 3 Research on the Interaction Design Logic of Guangxi Bronze Drum Cultural and Creative Tourism Products
- 4 Feasibility Analysis of Applying AR Technology to Guangxi Bronze Drum Tourism Cultural and Creative Products
- 4.1 Analysis of the Current Application of AR Technology
- 4.2 Analysis of the Value of Applying AR Technology in Cultural and Creative Products
- 4.3 Interaction Methods in Cultural and Creative Product Design Using AR Technology
- 4.4 Interaction Content Strategy in Guangxi Bronze Drum Tourism and Cultural Creative Product Design Using AR Technology
- 5 Practice in Guangxi Bronze Drum Tourism and Cultural Creative Product Design
- 5.1 Design of Carriers for Bronze Drum Tourism and Cultural Creative Products
- 5.2 Analysis of the Interaction System
- 5.3 AR Cultural and Creative Product Design Practice
- 6 Conclusion
- References
- Qianzhan Technology's 5F Perceptual Learning Research Takes VR Wearable Devices as an Example
- 1 Research Background and Purpose
- 1.1 Background
- 1.2 The 5 F's of Technologically Evolved Products
- 1.3 Research Purpose
- 2 Literature Discussion
- 2.1 The Evolution of Technology and Its Impact on Products
- 2.2 The 5F Theory Basis of VR Products
- 3 Research Methods and Structure
- 3.1 Research Methods and Processes
- 3.2 Research Structure
- 3.3 Communication Matrix Architecture of VR Products
- 3.4 VR Product Creation and Cognitive Model
- 4 5F Over All Analysis of VR Products
- 5 Conclusion and Suggestion
- 5.1 Conclusion
- 5.2 Suggestion
- References
- Research on the Application of Virtual Reality Technology in Short Video Production Within the Perspective of Cross-Cultural Arts
- 1 Introduction
- 2 Literature Review
- 2.1 Cross-Cultural Arts
- 2.2 Virtual Reality Technology
- 2.3 Short Video Production
- 3 VR Technology in Short Video Production Process
- 3.1 Applications in Pre-production
- 3.2 Applications in Post-production
- 3.3 Specific Applications
- 4 Experiment Investigation
- 4.1 Experimental Method
- 4.2 Experimental Subjects
- 4.3 Experimental Process
- 4.4 Experimental Results
- 5 Discussion and Analysis
- References
- Analysis of the Dissemination Effects of VR Audiovisual Arts on Local Culture in Cross-Cultural Contexts: A Case Study of the Broadcasting and Television Industry
- 1 Introduction
- 2 VR Technology and Audiovisual Arts
- 2.1 Characteristics of VR Technology
- 2.2 Connotation of Audiovisual Arts
- 2.3 Innovative Expression of VR Technology Combined with Audiovisual Arts
- 2.4 VR Audiovisual Arts in the Broadcasting Industry
- 3 Specific Ways for VR Audiovisual Arts to Spread Local Culture
- 3.1 Concept, Characteristics and Significance of Dissemination of Local Culture
- 3.2 Integration of VR Audiovisual Arts and Local Culture Application
- 4 VR Audiovisual Arts Empower the Dissemination Effect of Local Culture
- 4.1 Enhance the Sense of Cultural Identity
- 4.2 Facilitating the Dissemination and Transmission of Culture
- 4.3 Promoting Cross-Cultural Communication
- 4.4 Enhance the National Image
- 4.5 Broaden Domestic and International Cultural Communication Channels
- 5 Analysis of the Audience Effect of VR Audiovisual Arts-Taking VR Cultural Variety Show "Poetry and Painting China" as an Example
- 5.1 Experimental Method
- 5.2 Experimental Subjects
- 5.3 Experimental Content
- 5.4 Experimental Results
- 6 Conclusions
- References
- Visual Continuity Revisited: Investigating the Effects of Edited Cuts, Long Take, and Cinematic Virtual Realty on Audience Emotional Response and Perception
- 1 Introduction
- 2 Methodology
- 2.1 Materials and Apparatus
- 2.2 Data Collection
- 2.3 Participants and Procedures
- 3 Results
- 3.1 Emotional Responses
- 3.2 Spatial and Temporal Perception
- 4 Discussion
- 5 Conclusion
- References
- Rethinking Defaults: Examining the Effects of Default Camera Height and Angle on Embodied Presence in Cinematic Virtual Reality
- 1 Introduction
- 2 Related Works
- 3 Methodology
- 3.1 Materials and Apparatus
- 3.2 Measurements
- 3.3 Participants and Grouping
- 3.4 Procedures
- 4 Result
- 5 Discussion
- 6 Conclusion
- References
- Cross-Cultural Design in Aviation and Transportation
- Exploring the Impact of Interpretable Information Types on Driver's Situational Awareness and Performance During Driving Take-Over
- 1 First Section
- 1.1 A Subsection Sample
- 2 Related Work
- 2.1 Autonomous Driving Takeover
- 2.2 Explanations in Autonomous Vehicles
- 2.3 Measures of Situational Awareness in AV
- 3 Method
- 3.1 Participants
- 3.2 Apparatus and AD System
- 3.3 Experiment Design
- 3.4 Procedure
- 4 Result
- 4.1 Driver Situational Awareness
- 4.2 Driver Situational Awareness
- 5 Discussion
- 5.1 The Impact of Interpretable Information Types
- 5.2 The Impact of Driving Experience and Gender
- 5.3 Limitations and Future Work
- 6 Conclusion
- References
- The Priority of Information for Crew Members in Various Flight Scenarios: An Eye-Tracking Study
- 1 Introduction
- 2 Methodology
- 2.1 Participants
- 2.2 Apparatus
- 2.3 Research Design
- 3 Results and Discussion
- 3.1 Participant Characteristics
- 3.2 Analysis of Attention Significance Across Different Flight Scenarios and Roles
- 3.3 Future Directions in Aircraft Cockpit Technology
- 3.4 Limitations and Future Research Directions
- 4 Conclusion
- References
- Tangible Narrative - An Intelligent Cockpit Design Methodology for Designers to Experience
- 1 Introduction
- 2 Literature Review
- 2.1 From Automotive to Intelligent Cockpit
- 2.2 Traditional Automotive Design Workflow
- 2.3 Creating Real Experiences
- 2.4 Tangible Narrative Design
- 3 Framing Tangible Narrative Design of Intelligent Cockpit
- 3.1 Elements in Intelligent Cockpit Design
- 3.2 Techniques of Automotive Interaction Design
- 3.3 Framework of Tangible Narrative Interaction
- 4 Case Study
- 4.1 Participants
- 4.2 Story Generating
- 4.3 Space Setting
- 4.4 Tangible Narrative Experience Process
- 4.5 Results
- 5 Discussion
- 5.1 New Technology Used
- 5.2 Full Flow Experience
- 5.3 Future Scenario Building
- 6 Conclusions
- References
- Research on the Efficiency of Continuous Warning Sound Time Interval in Perceiving Hazards of eVTOL Low Altitude Flight Obstacles
- 1 Introduction
- 2 Aviation Safety Based on Sound Perception
- 3 Simulation Experiment of Obstacle Avoidance for eVTOL Low-Altitude Flight
- 3.1 Experimental Design
- 3.2 Experimental Content
- 4 Experimental Results
- 5 Conclusion
- References
- User Experience Evaluation Indicators for Automotive Autonomous Driving Takeover System
- 1 Introduction
- 2 Methods
- 2.1 Research Methodology
- 2.2 Preparation for Interview Research
- 2.3 The Process of Interview Research
- 3 Results and Discussions
- 3.1 Preliminary Analysis Based on Word Cloud
- 3.2 Open Coding
- 3.3 Focused Coding
- 3.4 Selective Coding
- 3.5 Theoretical Sampling and Saturation
- 3.6 Integration and Establishment of Indicators
- 4 Conclusion
- References
- Exploration of Narrative Design Method and Tool on Intelligent Cockpit Experience Design
- 1 Introduction
- 2 Literature Review
- 2.1 Technological Transformation Leads to Interdisciplinary Co-creation Design
- 2.2 User Experience and Narrative Design
- 2.3 Participatory Design for Complex Systems and Design Tools
- 3 Development and Practice of Narrative Design Tools Based on Cockpit Experience
- 3.1 Format and the Elements of the ICMA Toolkit
- 3.2 ICMA Toolkit's Technique
- 4 Design Workshop - ICMA Toolkit's Practice
- 4.1 The First Practical Case
- 4.2 The Second Practical Case
- 5 Discussion
- 5.1 Narrative Methods and Tools Facilitate Experience Achievement
- 5.2 Multiple Stakeholders Reached Co-Experience Through a Co-creation Toolkit
- 6 Conclusion
- References
- Artificial Intelligence from a Cross-Cultural Perspective
- Multidisciplinary Review of Artificial Empathy: From Theory to Technical Implementation and Design
- 1 Introduction
- 2 About Empathy
- 2.1 What is Empathy
- 2.2 The Role of Empathy in Human Society
- 2.3 The Positive Effects of Empathy on HCI
- 3 About Artificial Empathy
- 3.1 Research on Empathy in Psychology
- 3.2 About Affective Computing
- 3.3 Build Artificial Empathy
- 4 Design of Artificial Empathy
- 4.1 Implementation of Artificial Empathy Design
- 4.2 Design Analysis with Social Psychology
- 4.3 Concept of Design
- 4.4 Assessment for Artificial Empathy
- 5 Potential Issues
- 5.1 Regarding Technical and Design Issues
- 5.2 The Difficulty of AI Design
- 6 Conclusion
- References
- Using Artificial Intelligence in Music Creation? a Survey Based on Copyright Consciousness
- 1 Introduction
- 2 Related Work
- 2.1 Computer-Generated Work and AI Work
- 2.2 Divergent Copyright of AI Work
- 2.3 Research Model
- 3 Methodology
- 3.1 Questionnaire Design
- 3.2 Reliability Analysis
- 3.3 Participants
- 4 Results and Discussion
- 4.1 Understanding of AI Music
- 4.2 Copyright Determinants - Programmers' Perspective
- 4.3 Copyright Determinants - End-Users' Perspective
- 4.4 Copyright Determinants - Music Producers' Perspective
- 4.5 Copyright Consciousness
- 4.6 Copyright Framework
- 5 Conclusion
- Appendix
- References
- User Needs for Home Robotic Devices: A Comparison Between Middle-Aged and Older Adults
- 1 Introduction
- 2 Literature Review
- 2.1 Effects of Robotic Devices' Characteristics on Human-Robot Interaction
- 2.2 Effects of Robotic Devices' Characteristics on Human-Robot Interaction
- 2.3 Technical Acceptance Model for Older Adults Using Home Robotic Devices
- 3 Research Questions
- 4 Methodology
- 4.1 Participants
- 4.2 Procedures
- 5 Results
- 5.1 Participants' Preference for Appearance and Social Characteristics of Home Robotic Devices
- 5.2 Participants' Preference for Functions of Home Robotic Devices
- 5.3 Factors Influencing Participants' Acceptance of Home Robotic Devices
- 6 Discussion
- 7 Conclusion
- References
- Redefining Truth in the Context of AI-Truth Era: A Practice-Led Research of "From Post-Truth to AI-Truth"
- 1 Introduction
- 2 Literature Review
- 2.1 Competing Truths in the Post-truth Era
- 2.2 AI Technology and Theoretical Frameworks in the AI-Truth Era
- 2.3 Automated Journalism in the AI-Truth Era
- 3 From Post-Truth to AI-Truth
- 3.1 Method and Practice
- 3.2 Technological Experiments
- 3.3 Actual Exhibition Presentation
- 4 Discussion and Conclusion
- References
- The Impact of Artificial Intelligence Generated Content Driven Graphic Design Tools on Creative Thinking of Designers
- 1 Introduction
- 2 Background Introduction
- 2.1 Overview of the Application of Artificial Intelligence in the Field of Design
- 2.2 The Development and Application of AIGC Tools
- 3 Literature Review
- 3.1 The Application of AIGC in Graphic Design
- 3.2 The Theoretical Framework of Creative Thinking in Designers
- 4 Research Method
- 4.1 In-Depth Interview
- 4.2 Document Analysis
- 5 The Impact of AIGC Tools on Creative Thinking
- 6 Conclusion
- 6.1 Summarize Research Findings
- 6.2 The Application and Prospects of AIGC Tools in Graphic Design
- 6.3 Reflections on Designers' Suggestions and Future Development Directions
- References
- Responses to Human and Robot Errors in Human?Robot Collaboration: An fNIRS Study
- 1 Introduction
- 2 Related Work
- 2.1 Attribution
- 2.2 Trust
- 2.3 Emotion Responses
- 3 Method
- 3.1 Experimental Design and Participants
- 3.2 Task and Procedure
- 3.3 Apparatus
- 3.4 Measures
- 3.5 Data Analysis
- 4 Results
- 4.1 Manipulation Check
- 4.2 Hypotheses 1-3
- 4.3 Hypotheses 4 and 5
- 4.4 Hypothesis 6
- 5 Discussion
- 5.1 Summary and Interpretation of Main Results
- 5.2 Theoretical and Practical Implications
- 5.3 Limitations and Future Research
- 6 Conclusion
- References
- Cross-Cultural Perspectives on Artificial Intelligence Generated Content (AIGC): A Comparative Study of Attitudes and Acceptance Among Global Products
- 1 Introduction
- 2 Methodology
- 2.1 Data Collection
- 2.2 Data Process
- 3 Findings
- 4 Discussion
- 4.1 Summary of Findings
- 4.2 Implications
- 4.3 Limitations
- 5 Conclusion
- References
- Can You Spot the AI-Generated Images? Distinguishing Fake Images Using Signal Detection Theory
- 1 Introduction
- 2 Related Work
- 2.1 Generative AI and Text to Image Generator
- 2.2 Signal Detection Theory
- 3 Method
- 3.1 Participants
- 3.2 Prototype
- 3.3 Procedure
- 3.4 Data Analysis
- 4 Results
- 4.1 Calculated Decision Matrix
- 4.2 Sensitivity (d´): Ability to Discriminate Image Creator
- 4.3 Response Bias (ß): Response Bias About Discriminating Image Creator
- 4.4 Subjective Opinions
- 4.5 Preference of Image
- 5 Discussion
- 5.1 People's Discriminatory Abilities and Biases
- 5.2 Reasons for Discriminating AI-Generated Image
- 5.3 Preference of Image
- 6 Conclusion
- References
- A Study on the Developmental Process and Application Mode of AI Digital Humans in Cartoon Style: A Case Study of an Offline Doll Machine Store in Shenzhen
- 1 Introduction
- 2 Literature Review
- 2.1 Metaverse and AI Digital Humans
- 2.2 Doll Machine Development Overview
- 2.3 KANO Model Theory
- 3 Research Method
- 4 Results and Discussion
- 4.1 Classification of Industry
- 4.2 User Journey Map
- 4.3 Questionnaire Survey Results
- 4.4 Digital Human Application Model Diagram and Development Flow Chart
- 5 Conclusion and Suggestion
- References
- Neural Correlates of Robot Personality Perception: An fNIRS Study
- 1 Introduction
- 2 Related Work
- 2.1 Neural Basis for Emotional Responses
- 2.2 Robot Personality Design
- 2.3 Research Questions of This Study
- 3 Method
- 3.1 Task and Procedure
- 3.2 Apparatus
- 3.3 Participants
- 3.4 Data Preprocessing and Feature Extraction
- 3.5 Algorithm Training and Evaluation
- 4 Results
- 5 Discussion
- 6 Conclusion
- References
- Research on Interactive Narrative Design of Immersive Image from AI Perspective
- 1 Introduction
- 1.1 Introduction to Immersive Images
- 1.2 Features of Immersive Image Interactive Narrative Design
- 1.3 Key Technologies of Immersive Image Interactive Narrative Design
- 1.4 Cases of Immersive Image Interactive Narrative Design
- 2 AIGC and Immersive Image Interactive Narrative Design
- 2.1 Technical Points and Difficulties of Image Generation by AIGC
- 2.2 Application of AIGC in Interactive Narration of Immersive Interactive Images
- 3 Cross-Cultural, Cross-Domain Interactive Narrative with AIGC Immersive Images
- 3.1 Cross-Cultural and Interdisciplinary Innovation
- 3.2 Cases of Cross-Cultural Practice
- 3.3 Cases of Cross-Domain Practice
- 4 Ethical Issues of AIGC Immersive Image Interactive Narration
- 4.1 Intellectual Property
- 4.2 Data Usage
- 4.3 Social and Cultural
- 5 Thoughts and Prospects on AIGC Enabling Immersive Interactive Narrative
- 5.1 In the AI Perspective, Immersive Image Narrative Design is Further or Closer to Reality?
- 5.2 Does Immersive Image Narrative Focus on Experience or Plot?
- 5.3 AIGC Brings Immersive Image Interaction Design to Life
- References
- Developing a Human-Centered AI Environment to Enhance Financial Literacy of College Students: A Systematic Review
- 1 Introduction
- 2 Methods
- 2.1 Search Strategy
- 2.2 Data Extraction and Synthesis
- 3 Results
- 4 Discussion
- 4.1 Empirical Analysis and Data Mining of College Students and Financial Decision Making
- 4.2 Relationship Between Human-Centered AI Environments and Recommendation System Algorithms and Personalization Strategies
- 4.3 Development of Recommendation System Algorithms and Personalization Strategies
- 4.4 Limitations and Challenges
- 5 Strengths of the Study
- 6 Key Financial Literacy Challenges Faced by College Students Towards Human-Centered AI
- 7 Conclusions
- References
- Influence of Voice Characteristics and Language Style of Intelligent Assistant on User Trust and Intention to Use
- 1 Introduction
- 2 Methods
- 2.1 Experimental Design
- 2.2 Participants
- 2.3 Experimental Design and Materials
- 3 Results
- 4 Discussion
- References
- Insight Through Dialogue: A Practical Exploration of AIGC in Cross-cultural Design Research
- 1 Introduction
- 2 Theoretical Background
- 2.1 Cross-cultural Design Research
- 2.2 Challenges in Cross-cultural Design Research
- 2.3 Application of AIGC in Cross-cultural Research
- 3 Cross-cultural Research Chatbot Based on AIGC
- 3.1 Cross-cultural Chatbot Fine-Tuning Based on ChatGPT-4
- 3.2 Complete Process of Research
- 4 Comparative Experiment
- 4.1 Experiment Methods
- 4.2 Experiment Results
- 4.3 Discussion
- 5 Conclusion
- References
- Research on Designing Interventions for Cyberbullying Among Adolescents Under the Trends of AIGC
- 1 Research on the Current Status of Cyberbullying Among Adolescents
- 2 Intelligent Design Methods Aided by AIGC
- 2.1 Research on the Current State of AIGC Technology
- 2.2 Theoretical Model for Intervening in Psychological Health Issues
- 2.3 Analysis of Factors Influencing Cyberbullying Behavior Among Adolescents Based on the Theory of Planned Behavior
- 3 Design of an Anti-cyberbullying Intervention Device for Adolescents Based on the Theory of Planned Behavior
- 3.1 Design Concept of the Device
- 3.2 Design of the Device Form
- 3.3 Hardware Design of the Device
- 3.4 Software Design of the Device
- 4 Experiment on Adolescent Anti-cyberbullying Device Design Based on Theory of Planned Behavior
- 4.1 Purpose of the Experiment
- 4.2 Experimental Procedure
- 5 Discussion and Analysis
- 6 Conclusion
- Appendix 1
- Appendix 2
- References
- Author Index
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