Pub Date : 2022-08-01DOI: 10.1109/cost57098.2022.00029
Shuyun Wang, Jifeng Xu
Based on the situation that kitchen garbage resources are seriously wasted, it’s necessary to explore intelligent ways for residents to utilize such food waste resources at home. This paper aims to propose a household food waste recycling product based on an integrated AHP-TRIZ research method. Firstly, a total of 5 criteria and 22 sub-criteria are obtained and compared by using Analytical Hierarchy Process (AHP) method in order to determine the degree of importance of user requirements. Secondly, the Theory of Inventive Problem Solving (TRIZ) is used to find optimal solutions for the contradictions that are concluded by analyzing user demand. By combining these two methods, intelligent techniques are used for innovative design, which include: a semi-automated recycling product and also a mobile application to enable “smart kitchen” and support household resource utilization.
{"title":"Design of Intelligent Household Food Waste Product Based on AHP-TRIZ Method","authors":"Shuyun Wang, Jifeng Xu","doi":"10.1109/cost57098.2022.00029","DOIUrl":"https://doi.org/10.1109/cost57098.2022.00029","url":null,"abstract":"Based on the situation that kitchen garbage resources are seriously wasted, it’s necessary to explore intelligent ways for residents to utilize such food waste resources at home. This paper aims to propose a household food waste recycling product based on an integrated AHP-TRIZ research method. Firstly, a total of 5 criteria and 22 sub-criteria are obtained and compared by using Analytical Hierarchy Process (AHP) method in order to determine the degree of importance of user requirements. Secondly, the Theory of Inventive Problem Solving (TRIZ) is used to find optimal solutions for the contradictions that are concluded by analyzing user demand. By combining these two methods, intelligent techniques are used for innovative design, which include: a semi-automated recycling product and also a mobile application to enable “smart kitchen” and support household resource utilization.","PeriodicalId":135595,"journal":{"name":"2022 International Conference on Culture-Oriented Science and Technology (CoST)","volume":"438 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134421183","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-01DOI: 10.1109/cost57098.2022.00065
Bingyun Lin, Xin Zhu, Jianming Hu
The construction of Weibo user profiles in hot events can help to grasp the characteristics of Weibo users involved in the events, which is conductive to the relevant department to strengthen public opinion guidance and propaganda education. Taking the “Viya's tax evasion” case as an example, firstly, the Latent Dirichlet allocation (LDA) topic model is used to construct a topic model ofWeibo content in the case, and the optimal number of topics is determined by perplexity. Then, the k-prototype algorithm and the improved Density-Based Spatial Clustering of Applications with Noise (DBSCAN) algorithm are respectively used to cluster Weibo users and analyze the similarities and differences between the various categories of users. At last, the clustering results of the two algorithms are compared. The experiments show that the topic generation method based on the LDA topic model has a good effect on describing discussion topics. In the process of data containing mixed attributes, the k-Prototype algorithm and the improved DBSCAN algorithm have their respective advantages, and the combined results of the two algorithms can obtain a more complete user group portrait.
{"title":"Machine Learning-based Weibo user group profiling under hot events","authors":"Bingyun Lin, Xin Zhu, Jianming Hu","doi":"10.1109/cost57098.2022.00065","DOIUrl":"https://doi.org/10.1109/cost57098.2022.00065","url":null,"abstract":"The construction of Weibo user profiles in hot events can help to grasp the characteristics of Weibo users involved in the events, which is conductive to the relevant department to strengthen public opinion guidance and propaganda education. Taking the “Viya's tax evasion” case as an example, firstly, the Latent Dirichlet allocation (LDA) topic model is used to construct a topic model ofWeibo content in the case, and the optimal number of topics is determined by perplexity. Then, the k-prototype algorithm and the improved Density-Based Spatial Clustering of Applications with Noise (DBSCAN) algorithm are respectively used to cluster Weibo users and analyze the similarities and differences between the various categories of users. At last, the clustering results of the two algorithms are compared. The experiments show that the topic generation method based on the LDA topic model has a good effect on describing discussion topics. In the process of data containing mixed attributes, the k-Prototype algorithm and the improved DBSCAN algorithm have their respective advantages, and the combined results of the two algorithms can obtain a more complete user group portrait.","PeriodicalId":135595,"journal":{"name":"2022 International Conference on Culture-Oriented Science and Technology (CoST)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128670145","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-01DOI: 10.1109/CoST57098.2022.00042
Zeyu Zhao, Nan Gao, Zhi Zeng, Shuwu Zhanga
People naturally enhance their speeches with body motion or gestures. Generating human gestures for digital humans or virtual avatars from speech audio or text remains challenging for its indeterministic nature. We observe that existing neural methods often give gestures with an inadequate amount of movement shift, which can be characterized as slow or dull. Thus, we propose a novel generative model coupled with memory networks to work as dynamic dictionaries for generating gestures with improved diversity. Under the hood of the proposed model, a dictionary network dynamically stores previously appeared pose features corresponding to text features for the generator to lookup, while a pose generation network takes in audio and pose features and outputs the resulting gesture sequences. Seed poses are utilized in the generation process to guarantee the continuity between two speech segments. We also propose a new objective evaluation metric for diversity of generated gestures and succeed in demonstrating that the proposed model has the ability to generate gestures with improved diversity.
{"title":"Generating Diverse Gestures from Speech Using Memory Networks as Dynamic Dictionaries","authors":"Zeyu Zhao, Nan Gao, Zhi Zeng, Shuwu Zhanga","doi":"10.1109/CoST57098.2022.00042","DOIUrl":"https://doi.org/10.1109/CoST57098.2022.00042","url":null,"abstract":"People naturally enhance their speeches with body motion or gestures. Generating human gestures for digital humans or virtual avatars from speech audio or text remains challenging for its indeterministic nature. We observe that existing neural methods often give gestures with an inadequate amount of movement shift, which can be characterized as slow or dull. Thus, we propose a novel generative model coupled with memory networks to work as dynamic dictionaries for generating gestures with improved diversity. Under the hood of the proposed model, a dictionary network dynamically stores previously appeared pose features corresponding to text features for the generator to lookup, while a pose generation network takes in audio and pose features and outputs the resulting gesture sequences. Seed poses are utilized in the generation process to guarantee the continuity between two speech segments. We also propose a new objective evaluation metric for diversity of generated gestures and succeed in demonstrating that the proposed model has the ability to generate gestures with improved diversity.","PeriodicalId":135595,"journal":{"name":"2022 International Conference on Culture-Oriented Science and Technology (CoST)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134414217","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-01DOI: 10.1109/CoST57098.2022.00035
Haifeng Chu, Shuhua Huang, Chenglong Tang
At present, due to the improper development of Dong villages, the display of residential buildings is unfavorable and the landscape style is not attractive. The cultural connotation of Dong villages has been impacted, and their tourism industry gradually lacks characteristics. It is urgent to tap the characteristic culture in the villages. In view of the problems existing in the cultural tourism of Dong villages, this paper analyzes the cultural characteristics of Dong villages, such as landscape structure and residential style, from the perspective of cultural gene. Combined with the current situation of eight villages of Chengyang in Guangxi, starting from the regional culture, national culture and modern cultural genes of the villages, this paper introduces digital protection and display technology, carries out modern interpretation of their cultural genes, and puts forward the promotion strategy of Dong village cultural tourism industry, so as to better spread and develop Dong characteristic culture.
{"title":"Research on the Promotion Strategy of Dong Village Cultural Tourism from the Perspective of Cultural Gene","authors":"Haifeng Chu, Shuhua Huang, Chenglong Tang","doi":"10.1109/CoST57098.2022.00035","DOIUrl":"https://doi.org/10.1109/CoST57098.2022.00035","url":null,"abstract":"At present, due to the improper development of Dong villages, the display of residential buildings is unfavorable and the landscape style is not attractive. The cultural connotation of Dong villages has been impacted, and their tourism industry gradually lacks characteristics. It is urgent to tap the characteristic culture in the villages. In view of the problems existing in the cultural tourism of Dong villages, this paper analyzes the cultural characteristics of Dong villages, such as landscape structure and residential style, from the perspective of cultural gene. Combined with the current situation of eight villages of Chengyang in Guangxi, starting from the regional culture, national culture and modern cultural genes of the villages, this paper introduces digital protection and display technology, carries out modern interpretation of their cultural genes, and puts forward the promotion strategy of Dong village cultural tourism industry, so as to better spread and develop Dong characteristic culture.","PeriodicalId":135595,"journal":{"name":"2022 International Conference on Culture-Oriented Science and Technology (CoST)","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134490802","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-01DOI: 10.1109/cost57098.2022.00046
Yuzhong Zhang, Guixuan Zhang, Xinyuan Huang
With the continuous development of video game, the complexity of video game is gradually increasing. Besides, the cost of manually creating video game content keeps increasing although it is already very expensive. Nowadays, the cost of Game development is gradually prohibitive. In the process of a 3A game development, tens of millions development budget is spent on creating game content. In order to curb the increasing consumption of time and money, Procedural Content Generation for Games (PCG-G) has become a popular way to solve these problems by automatic game content generation. This paper reviews the PCG-G research. Firstly, we introduce what PCG-G is and its development. Then we classify PCG-G into three groups which include traditional methods, search-based methods and machine learning methods. Finally, we will show cases of PCG-G application in video games, introduce what effect PCG-G has on the game player experience and some problem of PCG-G.
随着电子游戏的不断发展,电子游戏的复杂性也在逐渐增加。此外,手工制作电子游戏内容的成本一直在增加,尽管它已经非常昂贵了。如今,游戏开发的成本越来越高。在3A游戏的开发过程中,数千万的开发预算都花在了创造游戏内容上。为了控制不断增加的时间和金钱消耗,游戏程序内容生成(Procedural Content Generation for Games, PCG-G)已经成为一种通过自动生成游戏内容来解决这些问题的流行方法。本文对PCG-G的研究进行了综述。首先,我们介绍了什么是PCG-G及其发展。然后将PCG-G分为传统方法、基于搜索的方法和机器学习方法三大类。最后,我们将通过视频游戏中PCG-G应用的案例,介绍PCG-G对玩家游戏体验的影响以及PCG-G存在的问题。
{"title":"A Survey of Procedural Content Generation for Games","authors":"Yuzhong Zhang, Guixuan Zhang, Xinyuan Huang","doi":"10.1109/cost57098.2022.00046","DOIUrl":"https://doi.org/10.1109/cost57098.2022.00046","url":null,"abstract":"With the continuous development of video game, the complexity of video game is gradually increasing. Besides, the cost of manually creating video game content keeps increasing although it is already very expensive. Nowadays, the cost of Game development is gradually prohibitive. In the process of a 3A game development, tens of millions development budget is spent on creating game content. In order to curb the increasing consumption of time and money, Procedural Content Generation for Games (PCG-G) has become a popular way to solve these problems by automatic game content generation. This paper reviews the PCG-G research. Firstly, we introduce what PCG-G is and its development. Then we classify PCG-G into three groups which include traditional methods, search-based methods and machine learning methods. Finally, we will show cases of PCG-G application in video games, introduce what effect PCG-G has on the game player experience and some problem of PCG-G.","PeriodicalId":135595,"journal":{"name":"2022 International Conference on Culture-Oriented Science and Technology (CoST)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133197535","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-01DOI: 10.1109/cost57098.2022.00031
Jifeng Xu, Dan Zhao, Tian Fang, Shuyun Wang, Tong Wu
The safe riding of delivery riders has become a key concern in the field of traffic safety in China. According to previous research that related to the usage of devices that protect delivery riders’ safety, we propose to develop a system design method model. Firstly, we designed a questionnaire to investigate why delivery riders would engage in unsafe behaviors. The user journey map was designed to describe the behavioral issues that could occur in the delivery process. Secondly, we analyzed reasons of four groups of unsafe behaviors and corresponded the causes to the three elements in Fogg’s behavior model to find the design opportunity points. Finally, we proposed systematic design strategies involving online platforms and offline products. Based on summarizing design strategies, a system design method model related to motivation, ability, and trigger is generated, which can help solve unsafe problems of riding behaviors of delivery riders.
{"title":"A System Design Method Model for Regulating the Safe Riding Behavior of Delivery Riders Based on Fogg’s Behavior Model","authors":"Jifeng Xu, Dan Zhao, Tian Fang, Shuyun Wang, Tong Wu","doi":"10.1109/cost57098.2022.00031","DOIUrl":"https://doi.org/10.1109/cost57098.2022.00031","url":null,"abstract":"The safe riding of delivery riders has become a key concern in the field of traffic safety in China. According to previous research that related to the usage of devices that protect delivery riders’ safety, we propose to develop a system design method model. Firstly, we designed a questionnaire to investigate why delivery riders would engage in unsafe behaviors. The user journey map was designed to describe the behavioral issues that could occur in the delivery process. Secondly, we analyzed reasons of four groups of unsafe behaviors and corresponded the causes to the three elements in Fogg’s behavior model to find the design opportunity points. Finally, we proposed systematic design strategies involving online platforms and offline products. Based on summarizing design strategies, a system design method model related to motivation, ability, and trigger is generated, which can help solve unsafe problems of riding behaviors of delivery riders.","PeriodicalId":135595,"journal":{"name":"2022 International Conference on Culture-Oriented Science and Technology (CoST)","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122366859","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-01DOI: 10.1109/CoST57098.2022.00052
Yuxin Yang, Xinquan Luo, Xinpei Hu
In the field of film and television animation production, compared with the traditional animation frame point production, the use of motion capture technology can save the time and labor cost of 3D animation production, and effectively improve the smoothness and authenticity of the picture. The authors use inertial sensor-based attitude capture equipment and supporting software to capture people’s dance movements through sensors and controllers. By establishing the virtual character model in 3ds Max software and the virtual stage model in Cinema 4D software, the virtual human and character dance animation with high degree of restoration are made, and the optimized character model is combined with the scene model to produce the virtual character dance animation in the virtual scene. It provides a reference for the improvement of 3D animation technology involving complex character actions.
{"title":"Research on Virtual Human Development Based on Motion Capture","authors":"Yuxin Yang, Xinquan Luo, Xinpei Hu","doi":"10.1109/CoST57098.2022.00052","DOIUrl":"https://doi.org/10.1109/CoST57098.2022.00052","url":null,"abstract":"In the field of film and television animation production, compared with the traditional animation frame point production, the use of motion capture technology can save the time and labor cost of 3D animation production, and effectively improve the smoothness and authenticity of the picture. The authors use inertial sensor-based attitude capture equipment and supporting software to capture people’s dance movements through sensors and controllers. By establishing the virtual character model in 3ds Max software and the virtual stage model in Cinema 4D software, the virtual human and character dance animation with high degree of restoration are made, and the optimized character model is combined with the scene model to produce the virtual character dance animation in the virtual scene. It provides a reference for the improvement of 3D animation technology involving complex character actions.","PeriodicalId":135595,"journal":{"name":"2022 International Conference on Culture-Oriented Science and Technology (CoST)","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122407831","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-01DOI: 10.1109/CoST57098.2022.00023
Yaxi Wang, Wenting Liang
In order to solve the problems that visually impaired people tend to take medicine by mistake and forget to take medicine, by analyzing the emotional and physiological needs of users, an intelligent medicine box design for visually impaired people based on Quality Function Deployment (QFD) and Theory of the Solution of Inventive Problems (TRIZ) theory is proposed. First, through the research on the psychological and physiological characteristics of visually impaired people, the user perception characteristics were obtained; secondly, the QFD theory was used to conduct research on the needs of target users, build a product demand quality house, and obtain the main needs and problems, then use TRIZ theory to analyze and solve problems. By analyzing the middle-aged and elderly people with visual impairment, the psychological and physical resistance of such people to taking medicine can be reduced, and a smart pill box for visually impaired people is designed to help the visually impaired people to take medicine on time and accurately.
{"title":"Design of Intelligent Medicine Box for Visually Impaired People based on QFD and TRIZ Theory","authors":"Yaxi Wang, Wenting Liang","doi":"10.1109/CoST57098.2022.00023","DOIUrl":"https://doi.org/10.1109/CoST57098.2022.00023","url":null,"abstract":"In order to solve the problems that visually impaired people tend to take medicine by mistake and forget to take medicine, by analyzing the emotional and physiological needs of users, an intelligent medicine box design for visually impaired people based on Quality Function Deployment (QFD) and Theory of the Solution of Inventive Problems (TRIZ) theory is proposed. First, through the research on the psychological and physiological characteristics of visually impaired people, the user perception characteristics were obtained; secondly, the QFD theory was used to conduct research on the needs of target users, build a product demand quality house, and obtain the main needs and problems, then use TRIZ theory to analyze and solve problems. By analyzing the middle-aged and elderly people with visual impairment, the psychological and physical resistance of such people to taking medicine can be reduced, and a smart pill box for visually impaired people is designed to help the visually impaired people to take medicine on time and accurately.","PeriodicalId":135595,"journal":{"name":"2022 International Conference on Culture-Oriented Science and Technology (CoST)","volume":"107 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129101129","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-01DOI: 10.1109/CoST57098.2022.00028
Yusu Li, Shuang Zhao, Jiajia Zhang
Based on the analysis of meta-scene concept, this paper analyzed the needs and changes of digital scene setting from the perspective of the metaverse, and clarified its innovative development and future trends. Through the concept of metaverse, the development status of digital scene setting, the needs of future digital scene setting, technological innovation and prospect analysis, and the possibility and new challenges of virtual world were sorted out. Building the metaverse through digital scene setting can explore the innovative direction of future digital scene setting. The digital scene is set on the basis of the theory, aesthetics, methods and principles of the traditional scene, and the continuous innovation of digital technology can be widely used in various application environments, creating an opportunity for the rapid development of the metaverse concept.
{"title":"Innovation and Prospect of Digital Scene Setting in the Context of Metaverse","authors":"Yusu Li, Shuang Zhao, Jiajia Zhang","doi":"10.1109/CoST57098.2022.00028","DOIUrl":"https://doi.org/10.1109/CoST57098.2022.00028","url":null,"abstract":"Based on the analysis of meta-scene concept, this paper analyzed the needs and changes of digital scene setting from the perspective of the metaverse, and clarified its innovative development and future trends. Through the concept of metaverse, the development status of digital scene setting, the needs of future digital scene setting, technological innovation and prospect analysis, and the possibility and new challenges of virtual world were sorted out. Building the metaverse through digital scene setting can explore the innovative direction of future digital scene setting. The digital scene is set on the basis of the theory, aesthetics, methods and principles of the traditional scene, and the continuous innovation of digital technology can be widely used in various application environments, creating an opportunity for the rapid development of the metaverse concept.","PeriodicalId":135595,"journal":{"name":"2022 International Conference on Culture-Oriented Science and Technology (CoST)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126284695","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-01DOI: 10.1109/CoST57098.2022.00064
Wei Zhou, P. Zhang
With the growing scale of the tourism industry, the demand for tourism culture and creative products have been expanded. The intangible cultural heritage tourism creative products are a very important part of tourism. Being the particular icons of intangible cultural heritage, Tujia Brocade is one of the most representative symbols of Tujia nationality. The intangible cultural heritage tourism creative products of Tujia brocade have great product development value. The purpose of the research is to help select the optimal scheme in the design of intangible cultural heritage tourism products. The study could help to improve the design quality of cultural heritage tourism products and help to promote the rapid development of the local tourism industry. First of all, the literature review was applied to explore the historical origin of Tujia Brocade. Secondly, in order to summarize the dilemma of the intangible cultural heritage and tourism creative products of Tujia Brocade, the existing tourism products in the market were collected. Thirdly, these products were redesigned through the interview method and participatory design method. Last but not least, the Analytic Hierarchy Process (AHP) and Grey clustering method were used to analyze these redesigned tourism products. The value opportunity analysis of the four redesign samples was conducted. The results showed that the four samples belong to the moderate value opportunity products. Meanwhile, sample 1 is the preferred product of these four products. The research results can help designers and manufacturers to understand consumers’ psychology. It could also propel the development of the industry ecosystem of tourism cultural and creative products forward. It may help related products to be adjusted to meet consumer demand and generate profit.
{"title":"The evaluation of intangible cultural heritage tourism creative products based on analytic hierarchy process and grey clustering method","authors":"Wei Zhou, P. Zhang","doi":"10.1109/CoST57098.2022.00064","DOIUrl":"https://doi.org/10.1109/CoST57098.2022.00064","url":null,"abstract":"With the growing scale of the tourism industry, the demand for tourism culture and creative products have been expanded. The intangible cultural heritage tourism creative products are a very important part of tourism. Being the particular icons of intangible cultural heritage, Tujia Brocade is one of the most representative symbols of Tujia nationality. The intangible cultural heritage tourism creative products of Tujia brocade have great product development value. The purpose of the research is to help select the optimal scheme in the design of intangible cultural heritage tourism products. The study could help to improve the design quality of cultural heritage tourism products and help to promote the rapid development of the local tourism industry. First of all, the literature review was applied to explore the historical origin of Tujia Brocade. Secondly, in order to summarize the dilemma of the intangible cultural heritage and tourism creative products of Tujia Brocade, the existing tourism products in the market were collected. Thirdly, these products were redesigned through the interview method and participatory design method. Last but not least, the Analytic Hierarchy Process (AHP) and Grey clustering method were used to analyze these redesigned tourism products. The value opportunity analysis of the four redesign samples was conducted. The results showed that the four samples belong to the moderate value opportunity products. Meanwhile, sample 1 is the preferred product of these four products. The research results can help designers and manufacturers to understand consumers’ psychology. It could also propel the development of the industry ecosystem of tourism cultural and creative products forward. It may help related products to be adjusted to meet consumer demand and generate profit.","PeriodicalId":135595,"journal":{"name":"2022 International Conference on Culture-Oriented Science and Technology (CoST)","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126752234","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}