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Cross-Cultural Design : 16th International Conference, CCD 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part IV / edited by Pei-Luen Patrick Rau.

SpringerLink Books Lecture Notes In Computer Science (LNCS) (1997-2024) Available online

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Format:
Book
Author/Creator:
Rau, Pei-Luen Patrick.
Series:
Lecture Notes in Computer Science, 1611-3349 ; 14702
Language:
English
Subjects (All):
User interfaces (Computer systems).
Human-computer interaction.
User Interfaces and Human Computer Interaction.
Local Subjects:
User Interfaces and Human Computer Interaction.
Physical Description:
1 online resource (441 pages)
Edition:
1st ed. 2024.
Place of Publication:
Cham : Springer Nature Switzerland : Imprint: Springer, 2024.
Summary:
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.
Contents:
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
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
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
Research on the Application of Virtual Reality Technology in Short Video Production Within the Perspective of Cross-Cultural Arts
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
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
Visual Continuity Revisited: Investigating the Effects of Edited Cuts, Long Take, and Cinematic Virtual Realty on Audience Emotional Response and Perception
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
Rethinking Defaults: Examining the Effects of Default Camera Height and Angle on Embodied Presence in Cinematic Virtual Reality
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
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
4.1 Driver Situational Awareness
4.2 Driver Situational Awareness
5.1 The Impact of Interpretable Information Types
5.2 The Impact of Driving Experience and Gender
5.3 Limitations and Future Work
The Priority of Information for Crew Members in Various Flight Scenarios: An Eye-Tracking Study
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
Tangible Narrative - An Intelligent Cockpit Design Methodology for Designers to Experience
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
Research on the Efficiency of Continuous Warning Sound Time Interval in Perceiving Hazards of eVTOL Low Altitude Flight Obstacles
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
User Experience Evaluation Indicators for Automotive Autonomous Driving Takeover System
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
Exploration of Narrative Design Method and Tool on Intelligent Cockpit Experience Design
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
5.1 Narrative Methods and Tools Facilitate Experience Achievement
5.2 Multiple Stakeholders Reached Co-Experience Through a Co-creation Toolkit
Artificial Intelligence from a Cross-Cultural Perspective.
Multidisciplinary Review of Artificial Empathy: From Theory to Technical Implementation and Design.
Notes:
Description based on publisher supplied metadata and other sources.
Other Format:
Print version: Rau, Pei-Luen Patrick Cross-Cultural Design
ISBN:
9783031609138
OCLC:
1438831172

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