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Guidelines for Social XR Implementation of Social Cues 社交线索的社交XR实施指南
Pub Date : 1900-01-01 DOI: 10.54941/ahfe100854
A. Toet, Maikel ter Riet, T. Mioch, Tom F. Hueting
In our digital age, human social communication is increasingly mediated. However, mediated social communication (MSC) systems will only become a viable alternative for in-person social interactions when they reliably and intuitively convey all relevant social and spatial cues needed by communication partners to establish effective communication, collaboration, mutual understanding, and trust. A lot of research has been done on mediated communication in general, and on the effect of social cues in particular. However, this research typically focuses on particular social cues, investigating effects of implementations in particular situations. In addition, the research often focuses on answering psychological or cognitive questions. The translation to design questions such as functional and technical requirements is often left to the developers of the technical systems. This leaves a gap between psychological research results and a translation towards practical guidelines for designers and developers. This paper aims to make a first step towards guidelines for the implementation of social cues for social XR implementations.
在我们的数字时代,人类的社会交流越来越多地是中介的。然而,中介社会沟通(MSC)系统只有在可靠和直观地传达沟通伙伴建立有效沟通、协作、相互理解和信任所需的所有相关社会和空间线索时,才会成为面对面社会互动的可行替代方案。一般来说,人们对中介沟通进行了大量研究,特别是对社会线索的影响。然而,这项研究通常侧重于特定的社会线索,调查在特定情况下实施的效果。此外,研究往往侧重于回答心理或认知问题。设计问题(如功能和技术需求)的转换通常留给技术系统的开发人员。这使得心理学研究结果与设计师和开发者的实际指导方针之间存在差距。本文旨在为社交XR实现的社交线索实现指南迈出第一步。
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引用次数: 0
Interweaving Design and Computing: Addressing Systemic Challenges in the Intelligent Era through Human-Computer Collaboration 交织设计与计算:通过人机协作解决智能时代的系统挑战
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003713
Yan Dong, Hanjie Yu, Qiong Wu
he intelligent era has witnessed a profound integration of computing and design, leading to significant changes in the scale, scope, and tools of design, and has had a profound impact on future design practices. In particular, the development of artificial intelligence (AI) has made mutual understanding, communication, and collaboration between humans and machines an inevitable topic in design. This has prompted designers to reconsider their existing work modes, processes, mindset, collaborative relationships, and the application of collaborative design tools. What new insights do these changes bring to the mindset of designers? How can we redefine the mindset of designers based on the characteristics of the intelligent era and guide current design practices? This study focuses on the deep integration of technology and design in the intelligent era, combining insights from academic literature and the perspective of the design industry to explore how designers can effectively respond to the challenges of deep human-machine collaboration in the intelligent era from three aspects: design objects, thinking patterns, and methods.
智能时代见证了计算与设计的深度融合,导致设计的规模、范围和工具发生了重大变化,并对未来的设计实践产生了深远的影响。特别是人工智能(AI)的发展,使人与机器之间的相互理解、沟通和协作成为设计中不可避免的话题。这促使设计师重新考虑他们现有的工作模式、流程、思维方式、协作关系以及协作设计工具的应用。这些变化给设计师的心态带来了什么新的见解?如何根据智能时代的特点,重新定义设计师的思维方式,指导当下的设计实践?本研究聚焦智能时代技术与设计的深度融合,结合学术文献的见解和设计行业的视角,从设计对象、思维模式、方法三个方面探讨设计师如何有效应对智能时代人机深度协同的挑战。
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引用次数: 0
Exploring the Role of Emotion in the Design Cycle 探索情感在设计周期中的作用
Pub Date : 1900-01-01 DOI: 10.54941/ahfe100583
Amic G. Ho
Scholars have focused on “design and emotion” for more than a decade. Various studies, models, and theories have been proposed and adopted to explore the relationship between design and emotion, and to explain how emotion can be applied in the design process. After the theories are categorised according to the respective focuses, three main components that influence or are influenced by emotion can be identified: designers, design outcome and users or consumers in the design cycle. Based on the relationships amongst these components, numerous similar terms categorised under emotion and design that have clear and concrete rationales and definitions have been developed. For instance, “emotionalised design” refers to design in which designers introduce their emotions into the design process. “Emotional design” is viewed as design that can stimulate users’ or consumers’ emotion. “Emotion design” is design in which emotional concerns are involved in the interactions between designers and users.However, few studies have focused on designers’ perceptions of these terms and of the role of emotion in design. By conducting an empirical study, we investigated designers’ perceptions of three terms, emotion design, emotional design, and emotionalised design, and explored designers’ experience regarding emotion and design.
十多年来,学者们一直在关注“设计与情感”。人们提出并采用了各种研究、模型和理论来探索设计与情感之间的关系,并解释情感如何应用于设计过程。根据各自的重点对理论进行分类后,可以确定影响或受情感影响的三个主要组成部分:设计师,设计结果和设计周期中的用户或消费者。基于这些组件之间的关系,许多类似的术语被归类为情感和设计,它们具有明确而具体的原理和定义。例如,“情感化设计”指的是设计师将自己的情感引入设计过程的设计。“情感设计”被认为是能够激发用户或消费者情感的设计。“情感设计”是指在设计师和用户之间的互动中涉及情感关注的设计。然而,很少有研究关注设计师对这些术语的看法以及情感在设计中的作用。通过实证研究,我们调查了设计师对情感设计、情感设计和情感化设计三个术语的感知,并探讨了设计师在情感和设计方面的经验。
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引用次数: 0
Foreign Direct Investments in the South African Construction Industry: Promulgating the Inherent Benefits 南非建筑业的外国直接投资:揭示内在利益
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002238
M. Ikuabe, O. Akinshipe, C. Aigbavboa, Andrew Ebekozien, Ayodeji Emmanuel Oke, Romane Mofokeng
One of the key indicators of the viability of the economy of any nation is the aggregate output of its construction industry. To this end, it is highly encouraged that significant investment portions of any country should be devoted to capital investment to spur development and ultimately boost the Gross Domestic Product (GDP). However, capital projects are usually attributed with the demands of enormous financial input, hence, due to low gross domestic savings, alternative source of financing such as foreign direct investment (FDI) as against the conventional government-sourced financing experienced in most developing countries is highly encouraged. In the light of the aforementioned, this study assesses the benefits of FDI in the South African construction industry. Construction professionals formed the population of the study, while the data elicited from the respondents was analysed with appropriate analytical tools. Findings from the study shows that the most significant benefits of the flow of FDI into the South African construction industry are technology transfer, enhanced productivity and human resource development. Conclusively, the study makes recommendations that would help in stimulating the flow of FDI into the construction industry in South Africa considering the inherent benefits as revealed in its findings.
任何国家经济活力的关键指标之一是其建筑业的总产出。为此目的,值得高度鼓励的是,任何国家的大量投资部分都应专门用于资本投资,以刺激发展并最终提高国内生产总值。然而,资本项目通常需要大量的财政投入,因此,由于国内储蓄总额低,因此高度鼓励采用外国直接投资等其他融资来源,而不是大多数发展中国家所经历的传统的政府融资。鉴于上述情况,本研究评估了外国直接投资在南非建筑业的好处。建筑专业人员构成了研究的人口,而从受访者中获得的数据则用适当的分析工具进行了分析。研究结果表明,流入南非建筑业的外国直接投资的最显著好处是技术转让、提高生产率和人力资源开发。最后,考虑到其调查结果所揭示的内在利益,该研究提出了有助于刺激外国直接投资流入南非建筑业的建议。
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引用次数: 1
Public art, public space and service design: Communication between artists and audience 公共艺术、公共空间与服务设计:艺术家与观众的沟通
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003693
Zi Yang, Izzy Yi Jian, Kin Wai Michael Siu
Since the 1980s, cities in Europe, the US and other regions have witnessed a "renaissance" of public art. More and more artists have also begun to focus on the design process of public art, as well as the definition, function and its impact on urban development. These discussions mostly focus on the concept of public art itself and its location in public space, with little attention given to the relationship between public art and public space, its intended audience and the service functions it should provide. This article starts from the classification and function of public art, and re-examines the relationship between public art and public space, its service functions and effects based on Dewey's "art as communication" theory, as well as the link between artists and audiences in public space settings. Through some case studies, this research discusses the impact of public art and hopes that public artists will take responsibility for optimizing the quality of public space services by involving the audience in the design process of public art.
自20世纪80年代以来,欧洲、美国和其他地区的城市见证了公共艺术的“复兴”。越来越多的艺术家也开始关注公共艺术的设计过程,以及公共艺术的定义、功能及其对城市发展的影响。这些讨论大多集中在公共艺术本身的概念和它在公共空间中的位置,而很少关注公共艺术与公共空间的关系,它的目标受众和它应该提供的服务功能。本文从公共艺术的分类与功能出发,以杜威的“艺术即传播”理论为基础,重新审视公共艺术与公共空间的关系、公共艺术的服务功能与效果,以及公共空间情境下艺术家与观众之间的联系。本研究通过一些案例研究,探讨公共艺术的影响,希望公共艺术家能够通过让观众参与公共艺术的设计过程,承担起优化公共空间服务质量的责任。
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引用次数: 0
The Impact of Covid-19 on Job Security of Millennial Quantity Surveyors 新冠肺炎疫情对千禧一代工料测量师工作保障的影响
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002241
Elzane van Eck, Danie Hoffman
The covid-19 pandemic brought about disruption, change and challenges in many industries including the construction industry. Quantity Surveyors are the cost consultants of this industry. In 2021, 72% of all quantity surveyors in South Africa were younger than 45 years and the vast majority of this group form part of the millennial cohort. Millennials are the future upon which the quantity surveying profession will build and job security plays a key role when it comes to retaining talent. The purpose of this study was to investigate the impact covid-19 had on job security of millennial quantity surveyors. A quantitative research design was utilised making use of a questionnaire as research instrument. The questionnaire was distributed nationally by, the Association of South African Quantity Surveyors. The main findings indicate that 63% of millennial quantity surveyors felt that their jobs are not secure anymore and 48% indicated that they were considering emigration. The findings of this paper will be of value to quantity surveying employers as well as associations and professional bodies in the Built Environment.
新冠肺炎疫情给包括建筑业在内的许多行业带来了颠覆、变革和挑战。工料测量师是这个行业的成本顾问。2021年,南非72%的工料测量师年龄在45岁以下,其中绝大多数是千禧一代。千禧一代是工料测量行业的未来,在留住人才方面,工作保障起着关键作用。本研究的目的是调查新冠肺炎对千禧一代工料测量师工作保障的影响。定量研究设计利用问卷作为研究工具。调查问卷由南非工料测量师协会在全国范围内分发。主要调查结果显示,63%的千禧一代工料测量师认为他们的工作不再有保障,48%的人表示他们正在考虑移民。本文的研究结果将对工料测量雇主、建筑环境协会和专业团体有价值。
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引用次数: 0
The Minimum Area Required for Children Aged Between 3 and 5 Years Old in a Kindergarten 幼稚园3至5岁幼童所需的最小面积
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001345
Julie A. Waldron, Ader Garcia, Carolina Bedoya, L. Cuervo, Laura Marin, C. Morales, Alcaldía de Medellín
This paper contains the first stage of a research developed by Buen Comienzo Programme, Medellin Mayor’s Office and a group of Architects, to identify the minimum area required for a child aged between 3 and 5 years old, while occupying a kindergarten. According to the Colombian Technical Regulation (NTC4595) for architectural design in Colombia, the minimum area for Educational Buildings is 2 m2 per child. This measure includes: the work area (0,5 m x 0,7 m =0,35 m2) per student, the storage area (10% of the work area, 0,035 m2), and the area for general furniture. Pursuant to this standard, it can be deducted that occupancy of buildings is determined by the regular furniture dimensions. However, the movements of children are determined not only by furniture but also by their relationship with other children. Therefore, data of children’s dimensions in movement can improve the decision making process for the architectural design, pedagogy and the review of regulations. This research was developed considering that a child spends 70% of their time in a kindergarten, in constant interaction with other children, objects and furniture. The content will refer to the review of world and local regulation about children occupancy in educational buildings.
这篇论文包含了由Buen Comienzo项目、麦德林市长办公室和一组建筑师开发的研究的第一阶段,以确定3至5岁儿童所需的最小面积,同时占用幼儿园。根据哥伦比亚建筑设计技术法规(NTC4595),教育建筑的最小面积为每个孩子2平方米。该措施包括:每个学生的工作区(0,5 m x 0,7 m =0,35 m2),存储区(工作区域的10%,0,035 m2)和一般家具的区域。根据这一标准,可以推断建筑物的占用是由规则的家具尺寸决定的。然而,孩子们的运动不仅取决于家具,还取决于他们与其他孩子的关系。因此,儿童运动维度的数据可以改善建筑设计、教学和法规审查的决策过程。这项研究是考虑到一个孩子在幼儿园里花费70%的时间,不断地与其他孩子、物体和家具互动。内容将参考有关儿童入住教育建筑的国际和地方法规的审查。
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引用次数: 0
The application of machine learning and deep learning to Ophthalmology: A bibliometric study (2000-2021) 机器学习和深度学习在眼科中的应用:文献计量学研究(2000-2021)
Pub Date : 1900-01-01 DOI: 10.54941/ahfe100885
Han Wang, Zefeng Li
Machine learning (ML) and deep learning (DL) are an advanced technology for the latest 20 years, which has been applied for multiple fields. This study utilizes methods of text mining and bibliometric analysis to explore applications of ML and DL to Ophthalmology. 50-ML-related and 60-DL-related papers from Web of Science (WOS), 15-ML-related and 38-DL-related articles from China Nation-al Knowledge Infrastructure (CNKI) are explored from 2000 to 2021. A descriptive analysis of major article, developing trends, journal releasing, topic mapping and quotation relationships is implemented in this paper. Leading authors, institutions, and journals in the related research are identified. Findings show that there is a significant difference between DL and ML studies pertaining to the application of Artificial Intelligence (AI) for Ophthalmology, especially for the hot-topic mapping and institutions.
机器学习(ML)和深度学习(DL)是近20年来的一项先进技术,在多个领域得到了应用。本研究采用文本挖掘和文献计量学分析的方法,对2000 - 2021年来自Web of Science (WOS)的50-ML和60- ML相关论文,中国知网(CNKI)的15-ML和38- ML相关论文进行了研究,探讨了ML和DL在眼科中的应用。本文对主要论文、发展趋势、期刊发布、主题映射和引文关系进行了描述性分析。确定了相关研究的主要作者、机构和期刊。研究结果表明,关于人工智能(AI)在眼科中的应用,特别是在热点话题映射和机构方面,DL和ML研究存在显著差异。
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引用次数: 0
Remote Collaboration-Study on Factors Affecting Team Mental Models 远程协作——影响团队心理模型的因素研究
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001295
Wu Jing, Liu Long
Design activities are becoming more scattered in place due to the development in technology and globalization of resources. As a result, the Computer Supported Collaborative Work (CSCW) for design, is not only required to adopt suitable technical products and systems to effectively support designers’ work, but also the remote collaborative _ team mental model factors affecting theory required to deeper exploration for designers team. Team mental models as cognitive variables of a team get attention in recent years. The concept that the team mental models can help team improve performance has been 20 years of history, but so far the team mental models theory has not yet formed a relatively complete system. The current measurement methods of team mental models are mostly static, individually measured for each team member's mind and then unity. This is tantamount to default team mental models are all members’ mental model of simple addition, ignored the team interactive processes effects obviously. This paper will be based on the current study of team mental models, through investigate the designers’ mental model of the same team, to analyze the team mental model factors of designers working in distributed environment, then establish corresponding reference models as well.
由于技术的发展和资源的全球化,设计活动变得越来越分散。因此,计算机支持的设计协同工作(CSCW)不仅需要采用合适的技术产品和系统来有效地支持设计师的工作,而且还需要对设计师团队的远程协同——心理模型的影响因素进行更深入的理论探索。团队心理模型作为团队的认知变量,近年来受到越来越多的关注。团队心理模型可以帮助团队提高绩效的概念已经有20年的历史了,但到目前为止,团队心理模型理论还没有形成一个相对完整的体系。目前团队心理模型的测量方法大多是静态的,对每个团队成员的心理进行单独测量,然后统一测量。这就等于默认团队心理模型是所有成员的心理模型的简单相加,忽略了团队互动过程的明显影响。本文将在当前团队心理模型研究的基础上,通过对同一团队中设计师心理模型的调查,分析设计师在分布式环境下工作的团队心理模型因素,并建立相应的参考模型。
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引用次数: 0
Evaluation of dynamic thermal comfort of virtual reality headsets in motion 虚拟现实头显在运动中的动态热舒适性评价
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003628
Yujing Wang, Chongfeng Li, Jiawang Wang, Yufei Hou, Yun Wang, Xin Wang
Virtual reality (VR) headset has been increasingly applied in various activities with longer wearing time, such as gaming or training. Users no longer stay in a static state but are more likely to perform a series of body movements. This paper focuses on the dynamic thermal comfort of head mounted displays (HMDs) to explore the VR experience in state of motion. Eight participants wore three types of HMDs to conduct thermal comfort tests while doing light exercises. Thermal comfort was quantified by subjective rating and miniature data logger measurement. The results showed that wearing HMDs in motion caused more subjective thermal discomfort than in rest. Low airtightness of HMDs led to a lower increase in temperature and humidity inside the device in motion, yet it would also reduce the immersiveness of the VR experience due to light leakage. Furthermore, there was no significant difference in the subjective discomfort level of the three types of devices. In order to improve the overall user experience, the development of HMDs should consider design tradeoffs in terms of materials, shape, finishing etc., maximizing user comfort while ensuring optimal audiovisual display effect.
虚拟现实(VR)头显越来越多地应用于游戏或训练等各种需要较长佩戴时间的活动中。用户不再停留在静止状态,而是更有可能进行一系列的身体动作。本文以头戴式显示器(hmd)的动态热舒适性为研究对象,探讨运动状态下的VR体验。八名参与者戴着三种类型的头戴式显示器,在做轻运动时进行热舒适测试。热舒适通过主观评定和微型数据记录仪测量进行量化。结果表明,运动时佩戴头戴式显示器比休息时佩戴头戴式显示器引起的主观热不适感更大。头戴式显示器的气密性较低,导致设备内部在运动时温度和湿度的上升较低,但也会因漏光而降低VR体验的沉浸感。此外,三种器械的主观不适程度无显著差异。为了提高整体的用户体验,头戴式显示器的开发应考虑在材料、形状、精加工等方面的设计权衡,在保证最佳视听显示效果的同时,最大限度地提高用户的舒适度。
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引用次数: 0
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AHFE International
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