
Cross-Cultural Design
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This three-volume set of CCD 2023, constitutes the refereed proceedings of the 25th International Conference on Cross-Cultural Design, CCD 2023, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark.
The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The papers of CCD 2023, Part I address topics related to service and product design for cultural innovation, design for social change and development, sustainable design methods and practices, and cross-cultural perspectives on design and consumer behavior.
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Content
- Intro
- Foreword
- HCI International 2023 Thematic Areas and Affiliated Conferences
- List of Conference Proceedings Volumes Appearing Before the Conference
- Preface
- 15th International Conference on Cross-Cultural Design (CCD 2023)
- HCI International 2024 Conference
- Contents - Part I
- Contents - Part II
- Contents - Part III
- Service and Product Design for Cultural Innovation
- A Study on the Innovative Design of Fuzhou "FU" Cultural Tourism Products Based on Design Heuristics
- 1 Introduction
- 2 Literature Review
- 2.1 Cultural and Creative Products
- 2.2 "Fu" Culture
- 2.3 Design Heuristics
- 3 Development of "FU" Cultural Tourism Product Design Heuristics
- 3.1 Search of Keywords
- 3.2 Pre-processing Data
- 3.3 Discovering Design Heuristics Using the Kawakita Jiro (KJ) Method
- 4 Conclusion
- References
- From Pattern to Imagery Correlation: An Evaluation Method for the Redesign of Liangzhu Patterns Based on GRA-TOPSIS*-1pc
- 1 Introduction
- 1.1 Background
- 1.2 Overview of Liangzhu Culture
- 2 Research Process
- 2.1 Research Process
- 2.2 Selection of Experimental Samples
- 2.3 Cultural Imagery Modeling of Liangzhu Jade Cong
- 3 Visual Cognition of Patterns
- 3.1 Visual Cognition
- 3.2 Eye Movement Experiment Evaluation and Preference Measures Model
- 3.3 Eye Movement Experiment
- 4 Analysis of Cultural Imagery Based on Grey Correlation Analysis
- 4.1 Method
- 4.2 Specific Process
- 5 GRA-TOPSIS Comprehensive Evaluation
- 5.1 AHP Method
- 5.2 GRA-TOPSIS Evaluation Method
- 5.3 Evaluation Process
- 6 Dissusion
- References
- Construction and Design Application of Taohuawu New Year Woodblock Prints Color Database
- 1 Introduction
- 2 Study on the Importance of Cultural Elements of Cultural Products
- 2.1 Taohuawu New Year Woodblock Prints Culture
- 2.2 Continuous Fuzzy Kano Model
- 2.3 Experiment on User Satisfaction of Taohuawu New Year Woodblock Prints Elements
- 2.4 Analysis of Experimental Results
- 3 Determination of the Color Image of Taohuawu New Year Woodblock Prints
- 3.1 Color Element Extraction of Taohuawu New Year Woodblock Prints
- 3.2 Coding of Experimental Color Objects for Taohuawu New Year Woodblock Prints
- 4 Experiment on Color Design Image of Taohuawu New Year Woodblock Prints
- 4.1 Selection of Color Image Vocabulary for Taohuawu New Year Woodblock Prints
- 4.2 Quantitative Analysis of Color Elements and Users Kansei Image in Taohuawu New Year Woodblock Prints
- 5 Design Practice and Verification
- 5.1 Design Positioning and Solution Display
- 5.2 Design Evaluation
- 6 Conclusion
- References
- Gaze Interaction Design for Displaying Characters of Taiwanese Glove Puppetry
- 1 Introduction
- 2 Method
- 2.1 Element Design of Puppet Character
- 2.2 Development of Gaze-Based Puppet Display Interface
- 3 Results
- 4 Discussion
- References
- Study on the Application of "White and Black" Concept to Ceramic Luminaire Design
- 1 Introduction
- 2 Literature Review
- 2.1 "White and Black" in the Art of Calligraphy and Painting
- 2.2 Ceramic Art Creation and Cognition
- 3 Materials and Methods
- 3.1 Stimuli
- 3.2 Research Design and the Content of the Questionnaire
- 3.3 Participants
- 3.4 Research Procedures
- 3.5 Statistical Analysis
- 4 Results and Discussion
- 4.1 Cognitive Differences
- 4.2 Experience the "Connotation" with "Form
- 4.3 Factors Affecting Cognition
- 5 Conclusions and Suggestions
- 5.1 Conclusion
- 5.2 Suggestions
- References
- A Study on the Application of Urban Imagery Posters - A Case Study of Shanghai City Posters
- 1 Introduction
- 1.1 Research Background
- 1.2 Motivation and Purpose of the Study
- 2 Literature Review
- 2.1 Theoretical Analysis of Urban Imagery
- 2.2 Five Elements of Urban Imagery and Localization Relevance
- 2.3 Poster Design Related Theory and Creation
- 2.4 Outline of Communication Theory and Cognitive Model
- 3 Research Methods and Procedures
- 3.1 Research Methodology and Framework
- 3.2 Data Analysis Process
- 4 Research Results and Analysis
- 5 Results and Discussion
- 5.1 Research Conclusion
- References
- From Eating to Cooking: A Case Study of the Development of the TiMAMA Deli & Café and the Creative Reproduction of Taste Based on the Mother's Menu
- 1 Introduction
- 2 Theoretical Framework
- 3 Methodology
- 3.1 Sample: The TiMAMA Deli and Café
- 3.2 Questionnaire Design
- 3.3 Participants
- 3.4 Data Analysis
- 4 Results
- 4.1 Respondents' Cooking Habits and How Often They Eat Out and Buy Frozen Food
- 4.2 Respondent's Subjective Assessment of Frozen Food
- 4.3 Differences in Views Between Different Respondents
- 5 Discussion
- 6 Conclusions
- References
- Research on the Characteristic of Speculative Design in Contemporary Jewelry
- 1 Introduction
- 1.1 Research Background and Motives
- 1.2 Research Purpose
- 2 Literature Review
- 2.1 Contemporary Jewelry as an Expression of Design
- 3 Research Method
- 3.1 Research Structure
- 3.2 Research Process
- 4 Model Evaluation and Analysis
- 4.1 Introduction of Contemporary Jewelry Works
- 4.2 Characteristics of Contemporary Jewelry Recommended by Experts
- 4.3 Analysis of Cognitive Assessment Matrix
- 4.4 Spatial Analysis of Characteristic Attributes of Contemporary Jewelry Works
- 5 Conclusions
- References
- Study on the Effect of the New Media Marketing Methods of the Palace Museum's Cultural and Creative Products-Take "Gugong Taobao" as an Example
- 1 Introduction
- 1.1 New Media Technology and Museums' Cultural and Creative Industry
- 1.2 The New Media Marketing Strategy of the Palace Museum
- 2 Literature Review
- 2.1 Related Theories About New Media Marketing
- 2.2 Literature Related to "Gugong Taobao"
- 2.3 Untried Things in Existing Research
- 3 Methods
- 3.1 Aims and Objectives
- 3.2 Research Design and Reliability
- 3.3 Participants
- 3.4 Procedure
- 3.5 Feasibility Analysis
- 4 Results
- 4.1 Cognition of the Palace Museum CCI
- 4.2 Attention and Interest Generation
- 4.3 Impact on Behaviors
- 4.4 Perception of Cultural Communication
- 4.5 Unexpected Result
- 5 Discussion
- 5.1 Main Findings
- 5.2 Possible Reasons Analysis
- 6 Conclusion
- References
- Research on the Influence of Traditional Mythological Animation on the Spread of Festival Culture - A Case Study of Nian Beast
- 1 Introduction
- 2 Literature Discussion
- 2.1 The Spread of Festival Culture
- 2.2 The Significance of Traditional Mythological Theme Animation
- 2.3 Differences in Audiences' Cognition of Festival Culture
- 3 Research Methods
- 3.1 Questionnaire Design
- 3.2 Situation of the Questionnaire Samples
- 4 Research Results
- 4.1 Differences in Audience Gender in the Trait Measurement of the Animated Film Mr.Nian
- 4.2 Analysis of Audience's Different Education on Each Variable Measure
- 4.3 Analysis of Audience's Different Age on Each Variable Measure
- 4.4 Analysis of Audience's Different Majors on Each Variable Measure
- 4.5 Analysis of Audience's Different Occupations on Each Variable Measure
- 5 Conclusions
- References
- Virtual Display and Cross-Cultural Communication of Hejia Village Relics in Digital Media
- 1 Introduction
- 2 Research on the Status of Virtual Display of Chinese Traditional Cultural Relics
- 2.1 Digital Media Research
- 2.2 Hejiacun Treasures Research
- 2.3 User Requirement Research
- 3 Design of Virtual Display Platform for Hejiacun Treasures
- 3.1 The Raise of the Question
- 3.2 Design Framework
- 3.3 Main Development Process and Content
- 3.4 Platform Levels
- 4 Conclusion
- References
- Design for Social Change and Development
- As with Wine, Life Gets Better with Age. Redefining Mobile User Interface (UI) Components in the Age-Friendly Design Transformation
- 1 Introduction
- 2 Methodology
- 2.1 The Fourth Classroom
- 2.2 The Corporate Partner
- 2.3 Transdisciplinary Student Teams
- 2.4 The Design Brief Assignment
- 3 Results
- 3.1 Team 1: Square Dance
- 3.2 Team 2: Choral Singing
- 3.3 Team 3: Intergenerational Dating
- 4 Discussion and Reflection
- 4.1 The Fourth Classroom
- 4.2 Transdisciplinary Learning
- 4.3 Collaboration Between University and Corporate Partner
- 4.4 What if We Start All Over
- References
- Building the Knowledge Base of Folk Beliefs Based on Semantic Web Technology
- 1 Introduction
- 2 Literature Review
- 3 Research Design
- 3.1 Making Linked Data
- 3.2 Building a Knowledge Model
- 3.3 Knowledge Representation
- 4 Develop Chatbot Applications
- 4.1 Identify User Intent
- 4.2 Answer Processing
- 4.3 Question Answering Experiment of Chatbots
- 5 Conclusion
- References
- Perceptions and Expectations of Women-In-Tech (WIT) Application: Insights from Older Women in Rural Areas
- 1 Introduction
- 2 Background
- 2.1 Design Requirement for Women-In-Tech Chatbot
- 2.2 Chatbot Design
- 2.3 Older Women's Technology Usage Constraints and Limitations
- 3 Research Methodology
- 3.1 Initial Conceptualization
- 3.2 Iterative Co-design Approach
- 4 Refined and Propose Design
- 5 Conclusion
- References
- ``I Have Learned that Things are Different here'': Understanding the Transitional Challenges with Technology Use After Relocating to the USA*-1pc
- 1 Introduction
- 2 Related Work
- 3 Methodology
- 3.1 Precursories to User Study
- 3.2 User Study
- 4 Findings
- 4.1 Technology Intervention
- 4.2 Sphere of Trust
- 4.3 Choices Conundrum
- 5 Discussion
- 5.1 Enhancement and Increased Adoption of the Buddy System
- 5.2 Inclusive Design
- 6 Limitations and Future Work
- References
- The Impact of Strategic Agility on Innovation in Cross-Organization R&D Management
- 1 Introduction
- 2 Literature Review
- 2.1 Strategic Agility
- 2.2 Product R&D and Strategy
- 3 Methodology
- 3.1 Research Measurement
- 3.2 Research Samples
- 4 Results and Analysis
- 4.1 Features and Naming of Strategic Agility Groups
- 4.2 Feature and Naming of Strategic Agility Groups
- 4.3 Case Study and Analysis
- 5 Conclusion
- References
- Research on Future Digital Memorial Model Based on Interaction Ritual Chain Theory: A Case Study of the Design Scheme of "Remember Me"
- 1 Introduction
- 1.1 Limitations on Traditional Ritual Culture by the COVID-19 Pandemic
- 1.2 Shared Significance of Funeral Rituals in Different Cultures
- 1.3 Evolutionary Trend of Future-oriented Digital Memorial Services
- 2 Theoretical Framework
- 2.1 Interaction Ritual Chains Theory and Memorial Rituals
- 2.2 Bereavement Grief and Ritual Healing
- 3 Design Practice
- 3.1 Demand Survey
- 3.2 Project Background
- 3.3 Design of Functions and Structure
- 4 Conclusion
- References
- Government Responses to Digital Workforce Shortages: A Study of the U.S., Germany, Japan, and China
- 1 Introduction
- 2 Literature Review
- 2.1 Digitalization and Industry 4.0
- 2.2 Global Digital Workforce Shortage
- 2.3 Upskilling Workforces in Digitalization
- 3 National Actions
- 3.1 Strategies and Actions
- 3.2 Common Features
- 4 Conclusions
- References
- Touched by VR Storytelling: A Pilot Study of the Interactive Digital Narrative Evaluation Matrix for Shaping Values
- 1 Introduction
- 2 Literature Review
- 2.1 Experience Dimensions of IDN in VR
- 2.2 Information Communication Mechanism
- 2.3 Research Framework
- 3 Methods
- 3.1 Cross-Test
- 3.2 Stimuli
- 3.3 Participants
- 3.4 Questionnaire Design
- 3.5 Experiment Procedure
- 4 Results and Discussion
- 4.1 Results of Descriptive Statistics
- 4.2 Relationship Between User Trait and Experience
- 4.3 Correlations Between Experience and Values Shaping
- 4.4 Preference Analysis of VR Storytelling
- 5 Conclusions
- References
- The Impact of Visual Design on a Social Movement - A Case Study of the Taipei Natural Foot Association
- 1 Introduction
- 1.1 Research Motivation and Background
- 1.2 Research Objectives
- 1.3 Analysis of the Association's Advocacy Strategies for Foot-Binding Abolishment
- 2 Literature Review
- 2.1 Visual Communication Related Research
- 2.2 Metaphorical Design-Related Research
- 3 Research Methodology
- 3.1 Analysis of the Totems and Design of the Taipei Natural Foot Association Emblem
- 3.2 Multidimensional Scaling (MDS)
- 3.3 Regression Analysis Results
- 4 Research Results/Conclusions and Recommendations
- References
- The Impact of HCI on the Protection of the Rights and Interests of Minors in China and Legal Responses
- 1 Introduction
- 2 The Way Minors Interact with Computer Networks
- 2.1 Computer Network Usage by Minors in China
- 2.2 Ways in Which Minors Interact with Computer Networks
- 3 The Impact of Human-Computer Interaction on the Protection of the Rights and Interests of Minors
- 3.1 The Privacy and Personal Information of Minors Have Become an Important Part of the Protection of Rights and Interests
- 3.2 Crimes Against Minors Appear Networked
- 3.3 Bullies Use Social Networks to Bully Minors in School
- 3.4 Online Consumer Disputes Between Minors and Merchants Have Increased Significantly
- 4 China's Legislative System for the Protection of the Rights and Interests of Minors Based on Human-Computer Interaction
- 5 Civil Legal Norms and Judicial Practices for the Online Protection of Minors in the Era of Human-Computer Interaction
- 5.1 Online Guardianship of Minors in the Era of Human-Computer Interaction
- 5.2 The Validity of Contracts Signed by Minors in the Era of Human-Computer Interaction
- 5.3 Protection of Minors' Personal Information in the Era of Human-Computer Interaction
- 6 Conclusion
- References
- Exploring the Empowerment of Chinese Women's Discourse in Tik Tok
- 1 First Section Introduction
- 1.1 Research Background
- 1.2 Problem Statement
- 1.3 Research Objective
- 1.4 Significance of This Study
- 2 First Section Introduction
- 2.1 Body Narrative
- 2.2 Relational Narratives
- 2.3 Scene Narrative
- 3 Conclusion
- References
- Between Institutioning and Commoning: Grassroots Co-creation in Web3 Communities
- 1 Introduction
- 2 Institutioning and Commoning
- 2.1 Institutioning: Design with Institutions
- 2.2 Commoning: Design with Grassroots Communities
- 3 Methodology
- 3.1 Thematic Analysis
- 3.2 Data
- 4 Result
- 4.1 Institutioning in DAO
- 4.2 Commoning in DAO
- 5 Discussion
- 6 Conclusion
- References
- Sustainable Design Methods and Practices
- Constructing Cultural Branding for Sustainability: A Case Study of Designing 'Traditional Circular' into 'Modern Product'
- 1 Introduction
- 2 Literature Discussion
- 2.1 Cultural Meaning: The Application of Circular in the Form and Ritual
- 2.2 Cultural Sustainability: From Culture Meaning to Business Model
- 2.3 Creative Model: Framework for Designing Cultural Product
- 3 Research Method
- 3.1 Research Framework
- 3.2 Overview of the Case
- 4 Case Study and Discussions
- 4.1 Case Study I
- 4.2 Case Study II
- 4.3 Case Study III
- 4.4 Discussion and Enlightenment
- 5 Research Results and Discussion
- References
- Development and Verification of Sustainable Design Thinking Model - Case Study of Dehua Ceramics
- 1 Introduction
- 2 Sustainable Design Thinking Model
- 3 Case Study of Dehua Ceramics
- 4 Discussion
- 5 Conclusion
- References
- The Design of Information Visualization on the Service Evaluation Interface of an Online Car-Hailing Applet
- 1 Introduction
- 1.1 Car-Hailing Service Evaluation
- 1.2 Cognitive Psychology and Emotional Design
- 1.3 Information Visualization Designs on the Service Evaluation Interface
- 2 Methods
- 2.1 Participants
- 2.2 Materials and Apparatus
- 2.3 Experiment Procedure
- 3 Results
- 3.1 Analysis of Task Completion Time
- 3.2 Analysis of Subjective Satisfaction
- 3.3 Qualitative Results
- 4 Discussion
- 5 Conclusion
- References
- The Study of Sustainable Design for Child-Friendly Urban Public Spaces
- 1 Theoretical Research Progress of Child-Friendly Cities in the World
- 1.1 Concept of Child-Friendly City
- 1.2 Research Progress of Child-Friendly Cities
- 2 Current Situation of Urban Children's Public Space in China
- 2.1 Children's Activity Space Planned by the State
- 2.2 Market Developed Children's Activity Space
- 3 Public Space Needs Based on Children's Behavioral Psychology
- 3.1 Children's Behavioral Psychology and Public Space
- 3.2 Age Differences in Children's Activities
- 3.3 Behavioral Characteristics of Children's Activities
- 4 Child-Friendly Oriented Ecological Community Public Space Design Strategy
- 5 Conclusion
- References
- Analysis and Exploration of Sustainable Design of Packaging Structure Based on Pentaward and Dieline Award-Winning Cases
- 1 Introduction
- 2 Literature Review
- 2.1 Sustainable Packaging Design
- 2.2 Pentaward and Dieline Competition
- 3 Research Methods
- 4 Results and Discussion
- 4.1 The Number of Award-Winning Works on Sustainable Packaging.
- 4.2 Shape Types of Recyclable Packaging Containers
- 4.3 Structural Elements of Sustainable Packaging
- 4.4 Material Elements of Sustainable Packaging
- 5 Conclusion
- References
- Twitter Sentiment Analysis of Cross-Cultural Perspectives on Climate Change
- 1 Introduction
- 1.1 Analyzing Public Opinion Through Social Media Sentiment Analysis
- 1.2 Related Work
- 2 Study Design
- 2.1 Study Objectives and Research Questions
- 2.2 Study Dimensions
- 2.3 Motivations for the Dimensions:
- 3 Data Collection
- 3.1 Data Collection Procedure
- 3.2 Model for Sentiment Analysis
- 3.3 Data Preparation
- 4 Results
- 5 Discussion and Conclusion
- 5.1 Discussion
- 5.2 Conclusion
- 5.3 Limitations and Future Research Directions
- References
- Discussion on the User Experience of Intelligent Travel Applications for Electric Bicycles
- 1 Introduction
- 2 Background
- 3 Methods
- 3.1 Participants
- 3.2 Materials and Apparatus
- 3.3 Experimental Procedure
- 4 Results
- 4.1 Analysis of SUS
- 4.2 Analysis of Task Operation Time
- 4.3 Discussion
- 5 Conclusion
- References
- Tinkering in Sunway City: Sustainable Transportation and Mobility for Older Dwellers
- 1 Introduction
- 2 Literature Review
- 3 Materials and Methods
- 3.1 Sampling
- 3.2 Studied Field
- 3.3 Data Collection
- 3.4 Data Analysis
- 4 Results
- 4.1 Bus Rapid Transit
- 4.2 Free Shuttle Bus
- 4.3 Canopy Walkway
- 4.4 Sunway City
- 5 Discussion
- 6 Conclusion
- References
- Study on Narrative Visualization Design of Rare and Endangered Plants in Deserts
- 1 Preface
- 2 Literature Review
- 2.1 Studies on Dissemination of Rare and Endangered Plants
- 2.2 Study on Narrative Visualization
- 3 Methodology
- 4 Case Analysis and Design
- 4.1 Analysis on Design Cases of Rare and Endangered Plants
- 4.2 Narrative Visualization Design of Rare and Endangered Plants in Deserts
- 5 Conclusions and Suggestions
- References
- Cross-Cultural Perspectives on Consumer Behavior
- The Study of Cultural Differences in Consumers' Visual Perception of Parametric Shape Arrangement Products Between East and West : Applying to Consumer Electronics as Example
- 1 Introduction
- 2 Literature Review
- 2.1 The Self-construction of "Individualism" and "Collectivism"
- 2.2 Aesthetic Preference of "Shape"
- 2.3 Three Dimensions of Product Design
- 2.4 Overview and Practical Application of "Parametric Design"
- 3 Method
- 3.1 Experiment 1 - A Study of the Differences in Aesthetic Preferences of Cross-Cultural Self-construction for Geometric Arrangement Samples
- 3.2 Experiment 2 - Definition of Design Dimensions for Product Surface Shape Arrangement
- 3.3 Experiment 3 - A Study of Consumers' Visual Perception of Shape-Arranged Products
- 4 Result
- 4.1 The Result of "Experiment 1" (a Study of the Differences in Aesthetic Preferences of Cross-Cultural Self-construction for Geometric Arrangement Samples).
- 4.2 The Result of "EXPeriment 2" (Definition of Design Dimensions for Product Surface Shape Arrangement).
- 4.3 The Result of "Experiment 3" (A Study of Consumers' Visual Perception of Shape-Arranged Products).
- 5 Conclusion and Discussion
- References
- Does the Visual Background Matter for East Asians?
- 1 Introduction
- 2 Literature Review
- 2.1 Cultural Difference in Visual Perception
- 2.2 Recognition Memory: Signal Detection Theory
- 3 Study 1
- 3.1 Method
- 3.2 Results
- 4 Study 2
- 4.1 Methods
- 4.2 Results
- 5 Conclusion and Discussion
- 5.1 Contributions
- 5.2 Limitations and Future Research
- References
- A Discussion on Consumer Kansei Over the Relative Position and Price of Commodities
- 1 Introduction
- 1.1 Research Background and Motives
- 2 Literature Review
- 2.1 Evaluation Relationship of Relative Position of Product and Price
- 2.2 Evaluation Relationship of the Impact of Product Category on Product Position and the Relative Position of Price
- 2.3 Relationship of Preference and Age-Based Perception
- 3 Experimental Design
- 3.1 Selection of Representative Samples from the Questionnaire
- 3.2 Subjects
- 3.3 Questionnaire Design
- 4 Research Results Analysis
- 4.1 Preference of All Respondents for the Position of the Two Layout Design Elements of "Price" and "Product"
- 4.2 Preference of All Respondents for the Position of the Layout Design Elements of 3C Home Appliances and Daily Appliances
- 4.3 Preference of Respondents in Different Age Groups for the Position of Layout Design Elements
- 4.4 Significance Comparison of Preference of Respondents in Different Age Groups for the Position of the Layout Design Elements of 3C Home Appliances and Daily Appliances
- 4.5 Preference of Consumers in Different Age Groups for the Position of
- 5 Conclusion and Suggestions
- 5.1 Research Findings
- 5.2 Recommendations for Future Research
- References
- A Comparative Study on the Cultural Difference of Users' Preference of Library Website Interface Design Between Korea and the United States
- 1 Introduction
- 2 Literature Review
- 2.1 Theories of Cultural Differences
- 2.2 Factors of Web Interface Design
- 2.3 Cultural Differences in Interface Design
- 3 Method
- 3.1 Conceptual Model and Research Questions
- 3.2 Questionnaire Construction and Survey Procedure
- 3.3 Subject
- 4 Result
- 4.1 Website Background Color Preference
- 4.2 Preference for the Amount of Information
- 4.3 Preference of Image vs. Text
- 5 Conclusion
- References
- Leveraging Living Trust Networks for Socially-Aware Recommendations
- 1 Introduction
- 2 Related Works
- 2.1 Location-Based and Social Q&A Systems
- 2.2 Sensor-Based Social Networks and Their Applications
- 2.3 Social Recommender Systems
- 3 Living Trust Networks (LTNs)
- 3.1 Modeling LTNs
- 3.2 Recommendation Mechanisms Based on LTNs
- 4 Integrating LTNs in a GNN-Based Recommender Model
- 4.1 An Extended Model for GNN-Based Social Recommendation
- 4.2 Preliminary Performance Evaluation
- 5 Socially-Aware Recommendation: A User Study
- 5.1 Prototype Development
- 5.2 User Experiment
- 6 Discussion
- 6.1 Roles of Social Proximity in Recommender Systems
- 6.2 Production of Weak Ties
- 6.3 Limitations
- 7 Conclusion
- References
- Exploring the Influence of Social Interaction Characteristics on Advertising Attitudes Toward Online Video Platform Users
- 1 Introduction
- 2 Literature Review
- 2.1 Perceived Advertising Value and Advertising Attitudes
- 2.2 Impact of Social Interaction Factors on Advertising Attitudes
- 3 Methodology
- 3.1 Scale Design
- 3.2 Data Source
- 4 Results and Discussion
- 4.1 Model Testing
- 4.2 The Universal Effect of Perceived Advertising Value on Advertising Attitudes
- 4.3 The Special Social Interaction Characteristics Shape Positive Advertising Attitudes
- 5 Conclusion
- References
- Text Mining of the Attractiveness Dimensions of Internet Celebrity Products: Taking Li Ziqi's Snail Noodles for Example
- 1 Introduction
- 2 Literature Review
- 2.1 Attractiveness Dimensions of Internet Celebrity Products
- 2.2 Text Mining Methods for Online Reviews
- 3 Method
- 3.1 Data Acquisition and Text Processing
- 3.2 Statistical Analysis
- 4 Results
- 4.1 Descriptive Statistics Analysis of Online Reviews
- 4.2 Cluster Analysis of Online Reviews
- 5 Conclusion
- References
- The Bottomline Usability Measurement and Evaluation System for Enterprise Products
- 1 Research Background
- 1.1 Customer Experience is the Key to the Success of Enterprise Product Providers
- 1.2 Product Usability is an Important Measure of Customer Experience
- 1.3 Necessity and Feasibility Analysis of Adopting Bottom-Line Usability Measurement Mechanism
- 2 Research Process
- 2.1 Establishing the Indicators of Bottom-Line Usability Measurement
- 2.2 Establishing Graded Evaluation Standards
- 2.3 Combining User Evaluation and Expert Heuristic Evaluation as an Implementation Method
- 2.4 Establishing the Rules for Bottom-Line Usability Measurement
- 3 Application
- 3.1 Preparation Stage
- 3.2 Execution Stage
- 3.3 Statistical Review Stage
- 4 Conclusions
- References
- Cross-Cultural Research on the Construction of Digital Media Takes Virtual Idol Landscape as an Example
- 1 Introduction
- 2 Introduction
- 3 Virtual Idols and Education
- 4 Discussion
- 4.1 Cooperation and Coexistence: Realize Efficient Teaching of Human-Computer Cooperation
- 5 Conclusion
- References
- The Application and Expression of Product Modeling Design from Cross-Cultural Perspective
- 1 Background and Status of the Selected Topic
- 2 Purpose and Significance of the Study
- 3 Current Status of Domestic and International Research
- 4 Research Content and Methods
- 4.1 Research Content
- 4.2 Research Methodology
- 5 Research on Cross-Cultural Product Design Methods
- 5.1 Definition
- 5.2 Differences Between Localization
- 5.3 Research on Cross-Cultural Product Design Theory
- 6 Cross-Cultural Product Design Classic Case Study
- 7 Model Construction
- 7.1 Process of Using the Model
- 8 Summary and Outlook
- 8.1 Summary
- 8.2 Outlook
- References
- Study on the Weightings of Evaluation Indicators for Factors Influencing Eastern and Western Consumers' Purchase Intentions in Live Streaming E-Commerce Based on the Triangular Fuzzy Number
- 1 Introduction
- 2 Cultural Difference Theories
- 3 Study Design
- 3.1 Methodology
- 3.2 Subjects
- 3.3 Design of Evaluation Indicator Items
- 4 Findings
- 4.1 Weights on E-Commerce Live Streaming Evaluation Indicators
- 4.2 Sorting of Important Values of Live-Streaming Shopping Evaluation Indicators
- 5 Discussion and Analysis
- 6 Conclusion and Suggestions
- References
- Author Index
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