
Culture and Computing
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This book constitutes the refereed proceedings of the 12th International Conference on Culture and Computing, C&C 2024, held as part of the 26th International Conference on Human-Computer Interaction, HCI International 2024, which took place in Washington DC, USA, during June 29 - July 4, 2024.
The total of 1271 papers and 309 posters included in the HCII 2023 proceedings was carefully reviewed and selected from 5108 submissions.
The proceedings focus on topics related to user experience design for seamless cultural experiences, technology, art, and culture, innovations in digital cultural representation, and biomodernism and cultural computing.
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Content
- Intro
- Foreword
- HCI International 2024 Thematic Areas and Affiliated Conferences
- List of Conference Proceedings Volumes Appearing Before the Conference
- Preface
- 12th International Conference on Culture and Computing (C&C 2024)
- HCI International 2025 Conference
- Contents
- User Experience Design for Seamless Cultural Experiences
- Research on Museum App Service Design from the Perspective of User Experience
- 1 Introduction
- 2 Related Theories
- 2.1 Service Design
- 2.2 User Experience
- 3 Analysis of Museum Service Design
- 3.1 Introduction to Shanhaiguan Great Wall Museum
- 3.2 Stakeholders of Shanhaiguan Great Wall Museum
- 3.3 Service Design Value of Shanhaiguan Great Wall Museum
- 4 Investigation and Analysis on Service Demand of Shanhaiguan Great Wall Museum
- 4.1 Research Process
- 4.2 Stakeholder Research and Analysis
- 4.3 Service Flow Investigation and Analysis
- 4.4 Touchpoint Research and Analysis
- 4.5 Analysis and Summary of the Design Needs of Shanhaiguan Great Wall Museum
- 5 Shanhaiguan Great Wall Museum App Service Design Strategy
- 5.1 Create Personalized Service Content Provision
- 5.2 Focus on Accurate Service Information Support
- 5.3 Standardized and Transparent Service Data Display
- 5.4 Promote Collaborative Service Value Co-creation
- 6 Conclusion
- References
- Preliminary Exploration of User Experience in the Learning-Through-Play Language Learning App Duolingo
- 1 Introduction
- 2 Literature Review
- 2.1 Duolingo
- 2.2 User Experience
- 2.3 Gamification
- 3 Methodology
- 3.1 Research Subject
- 3.2 Interview Design
- 4 Results and Discussion
- 4.1 Challenge
- 4.2 Preference
- 4.3 Interactivity
- 4.4 Learning Effectiveness
- 4.5 Satisfaction
- 5 Conclusion and Suggestions
- References
- Taking Culture as the Axis to Discuss User Experience in Tour Guide Mobile Application of Taichung City
- 1 Introduction
- 1.1 Research Background and Motivation
- 1.2 Research Objectives
- 2 Literature Review
- 2.1 Cultural Travel Mobile Application Related Design Theory
- 2.2 Application of Cultural Anthropology and City Image Theory
- 2.3 Research on Cultural Tour Guide Mobile Application
- 2.4 Test of SUS
- 3 Methodology
- 3.1 Research Process
- 3.2 Research Tool
- 3.3 Application Interface
- 4 Results
- 4.1 SUS Questionnaire Analysis
- 4.2 Interview Analysis of Users' Feedback
- 5 Discussion and Suggestions
- 5.1 Discussion of Results
- 5.2 Conclusion and Suggestions
- Appendix
- References
- Market-Driven HCI Design Education Analysis and Cultivation Strategy
- 1 Introduction
- 2 Cultivation and Construction of Market-Driven HCI Design Education
- 3 Studio-Based Educational Models and Benefits
- 4 Comprehensive Training for Art and Technology Integration
- 5 Society, Culture, and Ethics in Market-Driven HCI Design Education
- 6 Discussion and Conclusion
- References
- ContentRank: Towards a Scoring and Ranking System for Screen Media Products Using Critical Reception Data
- 1 Introduction
- 2 Related Work
- 2.1 Audience and Critical Reception of Screen Media Content: Symbolic, Social, and Economic Relevance
- 2.2 Qualitative Research
- 3 Methodology
- 3.1 Industry Collaboration
- 3.2 Implementation Strategies
- 3.3 Building the ContentRank Survey Tool
- 3.4 Building the ContentRank Recognition Reporting Tool
- 3.5 Usefulness and Usability Strategies
- 4 Prototype Overview
- 4.1 Qualitative Survey Tool (Audience Survey Tool)
- 4.2 Live Event, Award, and Earned Media Citation Reporting Tool (Recognition Reporting Tool)
- 5 User Testing Trial for Survey Tool
- 5.1 Goal
- 5.2 Study Design
- 5.3 Results
- 6 Conclusion
- 6.1 Future Work
- References
- Discussion of User Experience for Streaming Platform by Using Mouse Trajectory
- 1 Introduction
- 1.1 Research Motivation and Purpose
- 2 Literature Review
- 2.1 Mouse Trajectory and Behavior
- 2.2 Mouse Trajectory Analysis
- 2.3 Usability Evaluation
- 3 Research Method
- 3.1 Usability Task Design
- 3.2 Tool and Environment for Experiment
- 3.3 Analysis
- 4 Analysis and Discussion
- 4.1 Learnability Data Analysis
- 4.2 Error Data Analysis
- 4.3 Satisfaction Data Analysis
- 5 Conclusion and Suggestion
- References
- Feasibility Study on Touch Screen Interaction Technology Based on "The Sword of King Goujian" Exhibit
- 1 Introduction
- 2 Limitations of Traditional Museum Display Methods
- 3 The Application of Touch Screen Interaction Technology in Display
- 3.1 Principle of Transparent Touch Screen Interaction Technology
- 3.2 Comparison Between Traditional Touch Screen and New Transparent Screen
- 3.3 Transparent Touch Screen Interaction Technology Brings Immersive Change of Viewing Experience
- 4 Touch Screen Interactive Technology Based on the "the Sword of King Goujian" Display Program Design
- 4.1 Background of the Case
- 4.2 Research Steps
- 4.3 Result Analysis and Design Objectives
- 4.4 Interaction Design and Functional Modules
- 5 Conclusion
- 5.1 Research Results and Contributions
- 5.2 Future Research Directions and Prospects
- References
- Exploring User Behavior Based on Metaverse: A Modeling Study of User Experience Factors
- 1 Introduction
- 2 Factors of User Experience in Metaverse
- 2.1 User Experience Factor Model
- 2.2 Leisure Interaction Factor
- 2.3 UGC Creation Factor
- 2.4 Digital Economy Factor
- 2.5 Immersion and Belongingness
- 3 Methods
- 3.1 Hypothesis and Research Model
- 3.2 Participants and Questionnaire
- 3.3 User Experience Measurement in Metaverse
- 4 Results
- 4.1 Descriptive Analysis
- 4.2 Reliability Analysis
- 4.3 Validation Factor Analysis
- 4.4 Relevant Analysis
- 4.5 Structural Equation Model
- 5 Discussion
- 6 Conclusion
- References
- Research on AR Cultural Heritage Museum Application Design Driven by User Demands
- 1 Introduction
- 2 Research Method
- 3 Combining Kano-AHP-QFD in the Design Research Process of AR CH Museum Apps
- 3.1 User Requirement Classification Based on Kano
- 3.2 Based on AHP, User Requirement Weight Calculation and Analysis
- 3.3 Design Feature Analysis Based on QFD Method
- 4 User-Driven Design Strategies for AR CH Museum Apps
- 4.1 Streamline Interface Interaction, Emphasize Core Functions
- 4.2 Multimodal AR Modes to Enrich Cultural Experience Scenes
- 4.3 Strengthening Exhibit Interaction and AR Animation to Enhance Entertainment
- 4.4 Immersive Panoramic Design to Deepen Cultural Experiences
- 4.5 Implement Feedback Mechanisms to Enhance Interaction Experience
- 5 Conclusion
- References
- Technology, Art, and Culture
- Studying the Usability of the Yunlin Puppet Theater Website
- 1 Introduction
- 2 Literature Review
- 2.1 The Meaning of the Puppet Show
- 2.2 Yunlin Puppet Theater Website Introduction and Description
- 2.3 Definition and Evaluation of Website Usability
- 2.4 Related Research on Improving Website Usability
- 3 Methodology
- 3.1 Research Subjects
- 3.2 Research Tools
- 4 Result and Discussion
- 4.1 SUS Score Results
- 4.2 Interview Results
- 5 Conclusions and Suggestions
- Appendix
- Appendix 1: The SUS Scale
- Appendix 2 User Interview Questionnaire
- Appendix 3 Interview Feedback
- References
- Construction of Immersive Art Space Using Mirror Display and Its Evaluation Through Heart Rate Measurements
- 1 Introduction
- 1.1 Research Background
- 1.2 Outline
- 2 Literature Review
- 2.1 Tosa Art
- 2.2 Immersive Art Experience
- 2.3 Analysis of Physiological Data
- 2.4 Identifying Research Gap
- 3 Methodology
- 3.1 Research Design
- 3.2 Data Collection Method
- 3.3 Analytical Method
- 4 Result
- 4.1 Presentation of Collected Data
- 4.2 Statistical Analysis and Visualization
- 4.3 Description of Observed Trends and Patterns
- 5 Discussion
- 5.1 Interpretation of Results
- 5.2 Relation of Results to the Literature Review
- 6 Conclusion
- References
- Color Constancy Assuming Viewing Works Using a Display
- 1 Introduction
- 2 Effects of Lighting (Illuminance and Color Temperature)
- 2.1 Lighting Impressions
- 2.2 Lighting for Artworks
- 2.3 Color Constancy
- 3 Experimental Stimulus
- 3.1 3D Virtual Space
- 3.2 Experimental Stimulus
- 4 Experimental
- 4.1 Discussion
- 5 Conclusions
- References
- Application of Interactive Installation Art Design Based on Generalization Theory
- 1 Introduction
- 2 Interactive Installation Art Concept and Development
- 2.1 International Development of Interactive Installation Art
- 2.2 Development of Interactive Installation Art in China
- 3 Overview of Relevant Theories
- 3.1 Overview of Generalization Theory
- 3.2 Overview of Emotional Design
- 4 Interactive Installation Design Practice of ``or Symbiosis, or Imbalance''
- 4.1 Interactive Device Design Method Based on Generalization Theory
- 4.2 Pre-scenario Research
- 4.3 Project Planning
- 4.4 Design Effectiveness Verification
- 5 Conclusions
- References
- Effect of Art's Increasing Human Creativity and Motivation When Viewed in an Immersive Environment
- 1 Introduction
- 2 Related Studies and Activities
- 2.1 Research on Immersive Spaces in VR
- 2.2 Fusion of VR and Art
- 2.3 Construction of Immersive Space Using Mirrors
- 3 Digital Art "Sound of Ikebana"
- 3.1 Concept of "Sound of Ikebana"
- 3.2 Effects of "Sound of Ikebana" on Human
- 4 Design and Construction of Immersive Spaces Using Mirror Displays
- 4.1 Mirror Display
- 4.2 Design and Construction of Immersive Spaces
- 5 Evaluation of Immersive Space by Psychological Experiments
- 5.1 Evaluation Concept
- 5.2 Contents Used in the Experiments
- 5.3 Evaluation Items
- 5.4 Participants
- 5.5 Experimental Procedure
- 6 Evaluation Results
- 6.1 Results for Each Evaluation Factor
- 6.2 Analysis of Variance (ANOVA)
- 6.3 Considerations
- 7 Analysis of Sequential Effects
- 8 Factor Analysis
- 8.1 Purpose of Factor Analysis
- 8.2 Contents and Results of Factor Analysis
- 9 Conclusion
- References
- Data Shed: Interactive Art in the Service of Data Fluency
- 1 Introduction
- 2 Related Work
- 2.1 Navigating Data's Dominance in the Modern Age: Algorithms, Acceleration and Data Shedding Dynamics
- 2.2 Data Bias
- 2.3 Data Fluency and Critical Data Studies
- 2.4 Rise of Machine Learning and Artificial Intelligence in Addressing Surveillance and Data-Shedding Concerns
- 2.5 Exploring User Understanding: Generative Artworks and Human-AI Collaboration
- 2.6 Related Works
- 2.7 Gap in the Study and Need for "Data Shed."
- 3 Methodology
- 3.1 Process Overview
- 3.2 User Engagement and Interaction
- 3.3 Data Visualization
- 4 Prototypes
- 4.1 Prototype 1 Details
- 4.2 Prototype 2 Details
- 5 Installation
- 6 Evaluation, Conclusions and Future Work
- 6.1 Evaluation
- 6.2 Conclusions
- 6.3 Future Work
- References
- The (Un)Answered Question: A Data Science Powered Music Experiment
- 1 Introduction
- 2 Technical Setup
- 2.1 Data Acquisition
- 2.2 Data Processing
- 2.3 Score Remix and Score Distribution
- 2.4 Visualization
- 3 Live Experiment
- 4 Conclusion
- References
- Innovations in Digital Cultural Representation
- Spatial Interaction Elements in AR-Glasses-Based Touristic Service Scenario Design
- 1 Background
- 1.1 Research Background
- 1.2 Research Aim and Object
- 2 Design Conditions Process
- 2.1 Design Background and Conditions
- 3 AR-Glasses-Based Contents Design
- 3.1 Over All Design Concept
- 3.2 User Experience Design
- 4 Spatial Interaction Element in Designing AR-Glass-Based Service Content
- 5 Conclusion
- References
- The Inheritance of Traditional Weaving Skills of Indigenous Settlement and the Practice of Micro-industry and the Dream of Weaving Craft Village
- 1 Introduction
- 1.1 Indigenous People Weaving in Contemporary Context: Skill Inheritance and Micro-industries
- 1.2 Endogenous Craft Villages
- 2 Research Methods and Actions
- 3 Analysis and Discussion
- 3.1 Zhongyuan(ZY) Settlement and the Inheritance of Traditional Weaving Skills
- 3.2 Micro-industry and Weaver's Home Workshop (WH)
- 3.3 Realizing the Dream of a Weaving Community
- 3.4 University Collaboration
- 4 Conclusion
- References
- Design of Interactive Digital Virtual Display Application for Chinese Heritage Traditional Herbal Medicine Culture
- 1 Introduction
- 2 Current State of TCM Interactive Platforms
- 2.1 The Integration and Development of Intangible Cultural Heritage (ICH) and Digital Technology
- 2.2 The Application and Challenges of Digital Technology in the Protection of ICH
- 3 Design Challenges and Solution Strategies
- 3.1 Enhancing the Appeal of TCM-Themed Applications
- 3.2 Challenges in Accurately Conveying TCM Pharmacological Principles in Gaming Environments
- 3.3 Integration Strategies for TCM Herbal Dispensing Processes in Application Mechanics
- 3.4 Optimization of Guidance and Feedback Mechanisms
- 4 Development and Realization
- 4.1 Practical Application Design
- 4.2 Software System
- 4.3 Application Scenarios
- 4.4 Application Characters
- 4.5 Design of Application's Graphic Elements
- 4.6 Development and Implementation of the System Based on Unity
- 5 Conclusion
- References
- AI Tools to Enhance Cultural Identity in Traditional Visual Communication: A Case Study of Milan Chinatown
- 1 Introduction: Cultural Identity Within Traditional Visual Communication
- 2 Plight of Chinatown: Chaos of Culture Identity
- 2.1 Physical Features and Appearances
- 2.2 Activities
- 2.3 Meaning and Symbols
- 3 Methodology
- 4 Discussion: Visual Identity under the Cultural Context
- 5 Field Research Identity of Visual Communication in Both Restaurants and Chinatown
- 6 AI Tools to Engage Visual Communication Design
- 7 Case Study and Discussion: A Questionnaire for Cultural Identity
- 7.1 Subject
- 7.2 Discussion
- 8 Conclusion
- References
- A Preliminary Study on the New Southbound International Co-creation and Design Empowerment of Ethnic Studies - A.R. Application of the Taivoan Tribe
- 1 Introduction
- 2 Research Purposes and Background
- 2.1 Research Targets
- 2.2 Research Goals
- 3 Literature Reviews
- 3.1 The Development of Taiwan's Austronesian Cultural Advantages
- 3.2 The Laboratory's Primary Design Empowerment Experience
- 3.3 Liuchong Creek Tribe and Its Literatures
- 4 Methodology
- 4.1 Long-Term Observation and Participation in Local Networks
- 4.2 Integrated Application of Mixed Reality Technology
- 5 Analysis
- 5.1 Preliminary Research Outcomes
- 5.2 Two Years' Preliminary Results
- 5.3 Summary
- 6 Conclusion
- References
- Digital Storytelling of Intangible Cultural Heritage: A Multimodal Interactive Serious Game for Teaching Folk Dance
- 1 Introduction
- 2 Related Work
- 2.1 Folk Dance
- 2.2 Serious Games
- 3 Concept
- 3.1 Motion Data Capturing and Editing
- 3.2 Game System Design
- 3.3 Game Content Design
- 3.4 Intelligent Conversation and Storytelling
- 4 Pilot Study
- 5 Results
- 6 Conclusion
- References
- Biemodernism and Cultural Computing
- Bie-Modernism Cultural Computing of Literary Works of "Three Musketeers of Tie Xi" Based on the Pre-trained Dialogue Models ChatGLM3
- 1 The Research Objects, Research Hypothesis, and Goals of This Project
- 1.1 The Research Objects
- 1.2 The Research Hypothesis
- 1.3 The Goals of This Project
- 2 Introduction to Bie-Modernism Theory and Bie-Modernism Cultural Computing
- 2.1 The Concept of Bie-Modernity and Social Formation, Characteristics
- 2.2 Bie-Modernism's Theoretical Purpose and Theoretical Composition
- 2.3 The Relationship Between the Research Objects of This Project and Bie-Modernism
- 2.4 Bie-Modernism Cultural Computing
- 2.5 Considerations for This Project
- 3 Pre-trained Large Language Models GLM and Experimental Methodology
- 3.1 Natural Language Processing and Large Language Models
- 3.2 Reasons for Choosing LLMs for This Project
- 3.3 Training and Tuning of LLMs
- 3.4 Introduction to General Language Model and ChatGLM3-6B
- 3.5 Specific Experimental Methods for This Project
- 4 Specific Course of the Experiment
- 4.1 Experimental Environment
- 4.2 Data Preparation
- 4.3 Model Tuning
- 4.4 Model Training and Test
- 4.5 Data Input
- 4.6 Data Output
- 4.7 Deficiencies of the Experiment
- 5 Results of This Project and Critical Analysis
- 5.1 Results of This Project
- 5.2 Critical Analysis
- References
- Bie-modernism: From Cultural Computing to Social Computing
- 1 Bie-modern and Bie-modernism
- 1.1 Bie-modern and Causes of its Occurrence, Morphological Characteristics
- 1.2 The Purpose and Connotation of Bie-modernism Theory
- 2 Bie-modernist Cultural Computing
- 2.1 Cultural Computing
- 2.2 Theoretical Connotations and Research Results of Bie-modernism Cultural Computing
- 3 Bie-modernism and Social Computing
- 3.1 Social Computing
- 3.2 The Construction of Bie-modernism Social Computing
- 3.3 The Value and Significance of Bie-modernism Social Computing
- 4 A Research Proposal for the Analysis of Trending Events in Social Networking Platforms Based on Bie-modernism Social Computing
- 4.1 Research Objects
- 4.2 Research Purpose
- 4.3 Collection of Research Data.
- 4.4 Data Preprocessing
- 4.5 Experimental Steps for Phase I
- 5 Experimental Steps for Phase II
- 5.1 Judgmental Conditions for Achieving Research Purpose
- References
- Calculation of the Proportion of Modernity in Dao Lang's Lyrics from a Bie-Modernist Cultural Computing Perspective
- 1 Research Object
- 1.1 The Lyrics from Dao Lang (? dao Lang, Knife Master in Chinese))'s "Mountain Songs are Lonely"
- 1.2 The Lyrics of "Rakshasa Sea City" in Dao Lang's "Mountain Songs are Lonely"
- 1.3 The Cover of "Red Classic" by Dao Lang
- 2 Research Objectives
- 3 Reasons and Significance of Research
- 3.1 Reason for Research
- 3.2 Meaning: Revealing the Secrets Behind Dao Lang's Success, Inspiring and Guiding the Creation of Lyrics
- 4 Principles, Methods, and Steps for Identifying Modernity, Pre-modernity, and Post-modernity in Daolang Lyrics
- 4.1 Identification Principles and Methods
- 4.2 Specific Steps
- 5 Analysis of the Proportion of Modernity in "Rakshasa Sea City"
- 6 Conclusion
- Writing Education Research in the Context of Cultural Computing in Bie-modernism
- 1 Introduction
- 2 Opportunities: The Realistic Characteristics of Bie Modermist Cultural Computing Combined with Writing Education
- 2.1 Intelligent
- 2.2 Personalization
- 2.3 Customization
- 3 Challenges: Reviewing the Risks of ChatGPT in Writing Education Under the Background of Bie-Modermist Cultural Computing
- 3.1 The Initiative of the Learning Subject is Weakened
- 3.2 The Initiative of the Educational Subject is Weakened
- 3.3 The Stereotyping of Writing Content
- 4 Coping: The Writing Education Mechanism of Human-Computer Symbiosis in the Context of Modernist Cultural Computing
- 4.1 Teacher Training and Professional Development
- 4.2 Provide Personalized Feedback and Guidance
- 4.3 Cultivate Critical Thinking and Information Literacy in Writing
- 4.4 To Promote Students' Active Learning and Encourage Their Writing Innovation
- 4.5 Formulate Ethical Guidelines and Conduct Regular Monitoring and Evaluation
- References
- Research on Social Welfare Under the Perspective of Bie-modernism Life Equity Theory - Prediction Based on Machine Learning Algorithm
- 1 Research Object
- 2 Research Method
- 2.1 Map
- 2.2 Feature Coefficient
- 2.3 Polynomial Linear Regression
- 2.4 ARIMA Model
- 3 Results
- 3.1 Economic Cash-Engel Coefficient
- 3.2 Social Cash-Gini Coefficient
- 3.3 Education Cash-Illiteracy Rate
- 3.4 Housing Cash-Per Capita Housing Area
- 3.5 Medical Cash- -the Ratio of Personal Hygiene Expenditure
- 4 Discussion
- 5 Conclusion
- References
- Author Index
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