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2022 International Conference on Culture-Oriented Science and Technology (CoST)最新文献

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Usability Study of Railroad 12306 Love Edition Application Based on User Experience 基于用户体验的铁路12306爱情版应用可用性研究
Pub Date : 2022-08-01 DOI: 10.1109/cost57098.2022.00034
Yaxi Wang, Ziyun Tong, Xin Chen, Yuyang Wang
There are many problems with the age-appropriate design of the existing application (APP) interface. The author improves the design of the Railroad 12306 Love Edition APP, and proposes an improved design and output on the basis of the original. Using theoretical comparative analysis and usability analysis, the usability problems of Railroad 12306 Love Edition APP are derived, the priority of user needs is derived through card classification method, and the usability evaluation of the output design results is finally conducted. Based on the original design, the design results were output through analysis methods, and the final design was optimized for the station big screen and online ticket booking of the Railroad 12306 Love APP. This approach improves the efficiency of use by older adults, reduces error rates, and improves subjective satisfaction with APP use. It provides new reference cases and reference ideas for other APP interfaces to adapt to aging transformation.
现有应用程序(APP)界面的适龄设计存在许多问题。作者对铁路12306爱心版APP的设计进行了改进,并在原有的基础上提出了改进的设计和输出。通过理论对比分析和可用性分析,推导出铁路12306爱情版APP的可用性问题,通过卡片分类法推导出用户需求的优先级,最后对输出的设计结果进行可用性评价。在原有设计的基础上,通过分析方法输出设计结果,最终针对铁路12306爱心APP的车站大屏和在线购票进行了优化设计。这种方法提高了老年人的使用效率,降低了错误率,提高了APP使用的主观满意度。为其他APP接口适应老龄化转型提供了新的参考案例和参考思路。
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引用次数: 0
Analysis on Digital Identity and Consumption Behavior of DOTA2 “Cloud Players” DOTA2“云玩家”的数字身份与消费行为分析
Pub Date : 2022-08-01 DOI: 10.1109/cost57098.2022.00053
Qian Chen, Siving Du, Haonan Yang, Xiao Gong
Most of the current literature research on electronic user consumption behavior believes that game payment behavior mainly comes from “digital identity” in the game, and this identity agree mainly depends on the time spent by users in games. The more time users spend building this digital identity, the more willing they are to pay for games. In game design, game companies will also focus on how to promote game users to stay online longer in the game through the improvement of game quality. After the rise of eSports, electronic games are no longer the only medium between companies and users. DOTA2 “interactive compendium” is a new medium used in games to communicate with users. The interactive compendium exists on the basis of The International DOTA2 Championships(TI), which has a paid impact on users who do not play games. This study takes the DOTA2 “cloud player” group as the research object, and analyzes the main factors affecting their consumption through surveys, especially factors outside the game, explore how the “digital identity” of users is preserved and continues to function. Which proves that users may continue to pay for games even if they no longer use game products, or even pay more, but a new medium is required.
目前关于电子用户消费行为的文献研究大多认为,游戏支付行为主要来源于游戏中的“数字身份”,而这种身份认同主要取决于用户在游戏中所花费的时间。用户花在建立数字身份上的时间越多,他们就越愿意为游戏付费。在游戏设计中,游戏公司也会关注如何通过游戏质量的提升来促进游戏用户在游戏中停留更长时间。在电子竞技兴起之后,电子游戏不再是公司和用户之间的唯一媒介。DOTA2“互动纲要”是游戏中与用户交流的一种新媒介。这个互动式纲要是在国际DOTA2锦标赛(International DOTA2 Championships,简称TI)的基础上存在的,它对不玩游戏的用户产生了付费影响。本研究以DOTA2“云玩家”群体为研究对象,通过调查分析影响其消费的主要因素,特别是游戏之外的因素,探讨用户的“数字身份”是如何保存并持续发挥作用的。这证明,即使用户不再使用游戏产品,他们也可能继续为游戏付费,甚至支付更多费用,但这需要一种新的媒介。
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引用次数: 0
Text-based Talking Facial Synthesis for Virtual Host System 基于文本的虚拟主机系统语音人脸合成
Pub Date : 2022-08-01 DOI: 10.1109/cost57098.2022.00019
Yijie Zhou, Gang Wu, Qiang Lin, Dingguo Yu, Hui Wu
With the prevailing of deep learning technology, automatic virtual image synthesis has made huge progress and the popularity of virtual portraits has been growing rapidly. Traditional virtual synthesis system rely on computer graphics method driven by motion capture of a real person, which need labor and equipment costs. In view of this, our paper proposes a virtual host synthesis method based on text driven to generate lip shape and facial animation(include eye movement and head pose) from a signal facial image of a virtual host. More precisely, we use three main modules to construct a virtual host synthesis system: a speech synthesis module based on Tacotron2, a speech to landmark points module to extract mixture landmarks movement to speech, and video generation module based on conditional generative adversarial network to generate video frames and realize time-continuous automatic sport news reporting.
随着深度学习技术的普及,自动虚拟图像合成取得了巨大的进步,虚拟肖像的普及程度也在迅速增长。传统的虚拟合成系统依靠对真人进行动作捕捉驱动的计算机图形学方法,需要耗费人力和设备成本。鉴于此,本文提出了一种基于文本驱动的虚拟主机合成方法,从虚拟主机的面部信号图像中生成唇形和面部动画(包括眼动和头部姿态)。更准确地说,我们使用三个主要模块构建虚拟主机合成系统:基于Tacotron2的语音合成模块,提取混合地标运动到语音的语音到地标点模块,以及基于条件生成对抗网络的视频生成模块,生成视频帧,实现时间连续的自动体育新闻报道。
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引用次数: 0
Investigation on the application of unconscious design in product modeling 无意识设计在产品造型中的应用研究
Pub Date : 2022-08-01 DOI: 10.1109/cost57098.2022.00078
Nuo Pang, Yan Liu, Yujiang Ji
Nowadays, with the rapid development of science and technology, in the face of the increasingly fast pace of life, the frequent replacement of technologically innovative products, and the intensification of the aging of the domestic population, people’s living habits are constantly changing. People need to spend a lot of learning costs to form new habits and adapt to new technological products. This is tantamount to aggravating the learning pressure of people’s lives and compressing the time that is not sufficient. This paper firstly analyzes and sorts out the core ideas and design ideas of the concept of “unconscious design”. We then analyze the design products of this design concept, investigate and refer to, extract the core ideas and concepts of “unconscious design” applied to product modeling. Finally, we combine the research data, extract modeling elements in the process of product design, and combine the “unconscious design concept”. Data analysis on materials, colors, and human-computer interaction provides real and effective design cases to the research of the subject.
在科技飞速发展的今天,面对日益快的生活节奏、科技创新产品的频繁更换、国内人口老龄化的加剧,人们的生活习惯也在不断发生变化。人们需要花费大量的学习成本来形成新的习惯和适应新的技术产品。这无异于加重了人们生活的学习压力,压缩了本不充足的时间。本文首先对“无意识设计”概念的核心思想和设计思想进行了分析和梳理。然后对这一设计理念的设计产品进行分析,考察借鉴,提炼出“无意识设计”应用于产品造型的核心思想和概念。最后结合研究数据,提取产品设计过程中的建模元素,结合“无意识设计理念”。材料、色彩、人机交互等方面的数据分析为本课题的研究提供了真实有效的设计案例。
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引用次数: 0
Research on Digital Platform Technology of Intangible Cultural Heritage in Beijing Section of Great Wall Cultural Belt 长城文化带北京段非物质文化遗产数字平台技术研究
Pub Date : 2022-08-01 DOI: 10.1109/CoST57098.2022.00093
Lili Zhu, Tao Pang
This study aims to propose that a digital platform should be built for the protection of intangible cultural heritage (ICH). The Beijing section of the Great Wall Cultural Belt is used as the study area. It introduces how to establish a resource database and how to build a digital platform for the protection, inheritance, development and promotion of the relevant ICH. It will also develop and design a variety of application platforms for digital terminals, forming an application platform for terminals with regional cultural characteristics, such as information enquiry, intelligent navigation for tourism, appreciation of masterpieces of arts and crafts, and learning and interaction of ICH, so as to realise the ultimate wish of experiencing ICH anytime and anywhere. It also provides interactive designs based on platforms such as human-computer interaction and artificial intelligence to increase the public’s enthusiasm for participation and expand the role and significance of intangible cultural heritage protection, heritage, propaganda and promotion.
本研究旨在提出建立非物质文化遗产(ICH)保护的数字平台。以长城文化带北京段为研究区域。介绍了如何建立资源数据库,以及如何为相关非物质文化遗产的保护、传承、发展和推广搭建数字化平台。开发设计多种数字终端应用平台,形成信息查询、旅游智能导航、工艺美术精品鉴赏、学习互动等具有地域文化特色的终端应用平台,实现随时随地体验文化遗产的终极愿望。提供基于人机交互、人工智能等平台的互动设计,提高公众参与热情,拓展非物质文化遗产保护、传承、宣传、推广的作用和意义。
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引用次数: 0
A research on the image system of “Tujia Brocade” feature types “土家锦”特征类型图像系统研究
Pub Date : 2022-08-01 DOI: 10.1109/cost57098.2022.00077
Wei Chow, M. Shieh, Fan Wu, Han Gao
The study designed the image questionnaires based on nine representative samples and 20 adjective images of Tujia Brocade. Also, the morphological matrix was achieved through the focus group. The morphological matrix includes five features and corresponding feature types of Tujia Brocade. Then, the image of each feature type was calculated based on the multivariate analysis of variance (MANOVA). The image system of Tujia Brocade feature types was constructed. The analysis results showed that five features of Tujia Brocade could have significant influence on the different vocabulary images. This study investigated the relationship between the vocabulary images and the feature types of Tujia Brocade. The study can provide references for designers and relevant manufacturers to understand consumers’ psychology and help Tujia Brocade to update and renovate.
本研究选取9个代表性样本和20个土家织锦的形容词形象设计形象问卷。通过焦点小组获得形态学矩阵。形态矩阵包括土家锦的五种特征和相应的特征类型。然后,基于多变量方差分析(multivariate analysis of variance, MANOVA)对各特征类型的图像进行计算。构建了土家织锦特征类型的图像系统。分析结果表明,土家织锦的五个特征对不同的词汇形象有显著的影响。本研究探讨了土家织锦的词汇意象与特征类型之间的关系。本研究可为设计师及相关厂商了解消费者心理提供参考,帮助土家织锦进行更新改造。
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引用次数: 0
A Study on the Presentation of Immersive Mobile Live Stream Cultural Landscape from the Perspective of Computer-Mediated Communication 计算机媒介传播视角下沉浸式移动直播文化景观呈现研究
Pub Date : 2022-08-01 DOI: 10.1109/CoST57098.2022.00081
Yi Yu, Yige Gao, Bo Song
The upgrading of media technology brings changes in media forms, and Computer-Mediated Communication (CMC) is constructing the cultural landscape of the new era. Network live stream, which is mainly characterized by technology empowerment, multiple platforms, two-way communication and synchronous interaction, satisfies the sensory experience, interactive experience and emotional experience of the audience. And it further blurs the boundary between virtual and reality. Based on CMC vision, this paper, with the reference of media context theory, aims to explore the psychology and behavior of participants in live-streaming under the state of human-computer interactions. The inner connection among the characteristics of immersive small-screen live-streaming, audience psychology, and behavior would be analyzed. This study attempts to explain the new cultural landscape constructed by online immersive live stream and experience.
媒介技术的升级带来了媒介形态的变化,计算机媒介传播正在构建新时代的文化景观。网络直播以技术赋能、多平台、双向传播、同步互动为主要特征,满足了观众的感官体验、互动体验和情感体验。它进一步模糊了虚拟和现实之间的界限。本文基于CMC视角,借鉴媒介语境理论,探讨人机交互状态下直播参与者的心理与行为。分析沉浸式小屏幕直播的特点与受众心理、行为之间的内在联系。本研究试图解释在线沉浸式直播与体验所建构的新文化景观。
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引用次数: 0
Audio Watermarking Algorithm Based on WSOLA Resisting Speed Change 基于WSOLA抗速度变化的音频水印算法
Pub Date : 2022-08-01 DOI: 10.1109/CoST57098.2022.00059
Xin Wang, Ying Huang, Shiqiang Wu, Hu Guan, Baoning Niu, Shuwu Zhang
Digital audio watermarking algorithm is a technology that embeds the watermark signal with special significance into the original audio signal through some method, and then extracts the watermark signal when necessary. It has important applications in the fields of copyright protection, content authentication, secure communication and bill anti-counterfeiting. With the popularity of various multimedia software and audio editing software, it becomes more and more convenient to modify audio. Common audio editing operations such as editing, shifting, tone sandhi and splicing are widely used, but most of the existing digital audio watermarking algorithms can not resist shifting operations. Therefore, this paper proposes an audio watermarking algorithm for audio variable speed attack. The algorithm is based on WSOLA principle. In the process of audio speed change, the spread spectrum watermark is embedded into the non overlapping region.
数字音频水印算法是通过某种方法将具有特殊意义的水印信号嵌入到原始音频信号中,然后在必要时提取水印信号的一种技术。它在版权保护、内容认证、安全通信、票据防伪等领域有着重要的应用。随着各种多媒体软件和音频编辑软件的普及,对音频进行修改变得越来越方便。常见的音频编辑操作有编辑、移位、变调和拼接等,但现有的数字音频水印算法大多无法抵抗移位操作。为此,本文提出了一种针对音频变速攻击的音频水印算法。该算法基于WSOLA原理。在音频速度变化过程中,扩频水印嵌入到非重叠区域。
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引用次数: 1
Implementation of the Interaction Effect Among Virtual Large Curved Screens on Multiple Buildings Based on Mixed Reality 基于混合现实的多栋建筑虚拟大曲面屏幕交互效果实现
Pub Date : 2022-08-01 DOI: 10.1109/cost57098.2022.00038
Yilan Zhou, Yue Zhang, Shanzhen Lan, Shaobin Li
The glass-free three dimensional (3D) large screen has provided an ultra-sensory immersive visual experience, and broken the aesthetic fatigue of people to print advertising. But it’s also limited by the geographical location and high cost of installation, accordingly, the virtual large curved screens on multiple buildings with interaction effect based on mixed reality (MR) was designed and implemented in this paper. Firstly, the deep learning building detection and building surface recognition algorithm were adopted to recognize the building surfaces, and the recognized surfaces were further filtered and integrated, which then completed the positioning of multiple buildings virtual large screens based on the integrated multiple plane groups. Based on the simultaneous rendering of multiple virtual curved screens, several interaction modes were also designed between the large screen spaces, thus furtherly enhancing the user experience and application potential of the virtual curved screens. The overall program built modularly based on 3D engine achieves better recognition, rendering and interaction effects in mobile, which also provides new ideas for new forms of MR applications in urban environments.
无玻璃的三维(3D)大屏幕提供了超感官的沉浸式视觉体验,打破了人们对平面广告的审美疲劳。但受地理位置和安装成本的限制,本文设计并实现了基于混合现实(MR)的具有交互效果的多建筑虚拟大曲面屏幕。首先,采用深度学习建筑检测和建筑表面识别算法对建筑表面进行识别,并对识别出的表面进行进一步的过滤和整合,基于整合的多平面组完成多栋建筑虚拟大屏幕的定位。在多个虚拟曲面屏幕同时呈现的基础上,设计了大屏幕空间之间的多种交互模式,进一步提升了虚拟曲面屏幕的用户体验和应用潜力。基于3D引擎模块化构建的整体方案在移动端实现了更好的识别、渲染和交互效果,也为MR在城市环境中的新形式应用提供了新思路。
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引用次数: 0
Split-based Feedback Network for Image Super-Resolution 基于分裂的图像超分辨率反馈网络
Pub Date : 2022-08-01 DOI: 10.1109/CoST57098.2022.00015
Hongyang Zhou, Yi Ma, Yan Ma, Xiaobin Zhu
Most existing image super-resolution (SR) methods has achieved superior performance. However, the contrastive learning, which commonly be used in high-level tasks, has not been fully exploited in existing deep learning based image SR methods. In this paper, we propose an image super-resolution network based feedback mechanism to learn abstract representations to explore high information in the representation space. Specifically, we first use the hidden states and constraints in RNN to achieve feedback network. Then, a contrastive learning is used to conduct representation learning by pulling the final SR image to the high resolution image and push the final image to intermediate images. In addition, we introduce a split based feedback block (SPFB) to reduce the redundancy of models for inference acceleration, where the tolerate features with similar patterns but require less computation. Extensive experimental results demonstrate the superiority of the proposed method in comparison with the state-of-the-art methods.
大多数现有的图像超分辨率方法都取得了优异的性能。然而,通常用于高级任务的对比学习在现有的基于深度学习的图像SR方法中尚未得到充分利用。在本文中,我们提出了一种基于图像超分辨率网络的反馈机制来学习抽象表示,以探索表示空间中的高信息。具体来说,我们首先利用RNN中的隐藏状态和约束来实现反馈网络。然后,采用对比学习进行表征学习,将最终SR图像拉入高分辨率图像,再将最终SR图像推入中间图像。此外,我们引入了基于分裂的反馈块(SPFB)来减少推理加速模型的冗余,其中容忍特征具有相似的模式,但需要较少的计算。大量的实验结果证明了该方法与现有方法相比的优越性。
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引用次数: 0
期刊
2022 International Conference on Culture-Oriented Science and Technology (CoST)
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