Studies estimate that about 50% of all lost workdays are related to occupational stress. Academic researchers have been using heart rate variability (HRV) as an indicator of stress. As a way of providing the needed heart rate data, an unobtrusive approach points to video plethysmography, being a recent method that needs further investigation and validation. Specific barriers such as room lighting conditions and face movement have been identified as the main risks for software progression. The present chapter presents a validation protocol of a video-based system to determine heart rate for stress monitoring, under different illuminance levels and position conditions. We present an in-depth protocol on how to assess the reliability of a video facial recognition software on collecting physiological data (heart rate), and our software results when compared to the gold standard, Electrocardiogram (ECG).
{"title":"Validation of a Video-based System to Determine Heart Rate for Stress Monitoring","authors":"Simão Ferreira, Matilde Rodrigues, Nuno Rocha","doi":"10.54941/ahfe1002621","DOIUrl":"https://doi.org/10.54941/ahfe1002621","url":null,"abstract":"Studies estimate that about 50% of all lost workdays are related to occupational stress. Academic researchers have been using heart rate variability (HRV) as an indicator of stress. As a way of providing the needed heart rate data, an unobtrusive approach points to video plethysmography, being a recent method that needs further investigation and validation. Specific barriers such as room lighting conditions and face movement have been identified as the main risks for software progression. The present chapter presents a validation protocol of a video-based system to determine heart rate for stress monitoring, under different illuminance levels and position conditions. We present an in-depth protocol on how to assess the reliability of a video facial recognition software on collecting physiological data (heart rate), and our software results when compared to the gold standard, Electrocardiogram (ECG).","PeriodicalId":259265,"journal":{"name":"AHFE International","volume":"110 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128508855","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}
In this paper, we examine the advertising impact of influencers on the promotion of a luxury fashion item and the effect of the presentation style. More specifically, we focus on the application of eye-tracking technologies to analyze how consumers respond to different presentation strategies used by influencers when promoting a product in a photograph.We report the results of an experimental study in which a group of participants were exposed to a set of static visual stimuli (i.e. photographs) related to new product launches by luxury fashion brands in the form of promotions by social media influencers. Individual responses were evaluated based on the participant’s ability to recall information from the stimuli as well as their recorded gaze points and fixations, which were tracked to identify areas in which the viewer had a particular interest at a specific time during exposure.Our results revealed that consumers tend to be impacted more heavily and recall a luxury item more easily when the product is promoted by influencers who appear not to be looking directly at the camera in the pictures (i.e. not making eye contact with the viewer). The percentage of individuals who correctly identified the luxury item with this type of stimulus was 87.5% as opposed to 46.25% when the influencer was looking directly at the camera. In addition to the influencers' visual contact, two other aspects were evaluated: the impact of the influencers' popularity and the aesthetic characteristics of the photographs used as stimuli.Our study confirms the effectiveness of the marketing strategies pioneered by some of the most recognized luxury fashion brands and delivered by influencers, particularly if the influencer does not establish visual contact with the target audience. This type of communication enables a more targeted type of advertising which moves from the exclusivity of promoting luxury fashion brands in certain events and marketing campaigns by celebrities to influencers that can reach large audiences on social networks.
{"title":"An Analysis of Influencer Marketing Effectiveness in Luxury Brands using Eye tracking Technology","authors":"Pilar Contero López, J. Camba, M. Contero","doi":"10.54941/ahfe1002051","DOIUrl":"https://doi.org/10.54941/ahfe1002051","url":null,"abstract":"In this paper, we examine the advertising impact of influencers on the promotion of a luxury fashion item and the effect of the presentation style. More specifically, we focus on the application of eye-tracking technologies to analyze how consumers respond to different presentation strategies used by influencers when promoting a product in a photograph.We report the results of an experimental study in which a group of participants were exposed to a set of static visual stimuli (i.e. photographs) related to new product launches by luxury fashion brands in the form of promotions by social media influencers. Individual responses were evaluated based on the participant’s ability to recall information from the stimuli as well as their recorded gaze points and fixations, which were tracked to identify areas in which the viewer had a particular interest at a specific time during exposure.Our results revealed that consumers tend to be impacted more heavily and recall a luxury item more easily when the product is promoted by influencers who appear not to be looking directly at the camera in the pictures (i.e. not making eye contact with the viewer). The percentage of individuals who correctly identified the luxury item with this type of stimulus was 87.5% as opposed to 46.25% when the influencer was looking directly at the camera. In addition to the influencers' visual contact, two other aspects were evaluated: the impact of the influencers' popularity and the aesthetic characteristics of the photographs used as stimuli.Our study confirms the effectiveness of the marketing strategies pioneered by some of the most recognized luxury fashion brands and delivered by influencers, particularly if the influencer does not establish visual contact with the target audience. This type of communication enables a more targeted type of advertising which moves from the exclusivity of promoting luxury fashion brands in certain events and marketing campaigns by celebrities to influencers that can reach large audiences on social networks.","PeriodicalId":259265,"journal":{"name":"AHFE International","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128289295","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}
Designing a safe product requires predicting how consumers will use the product and what sort of risks exist in their daily environment. However, assistive technology for risk assessment of consumer products used in the daily environment has not yet been established. One of the most promising approaches is to utilize data on actual accidents that have occurred in the past. This paper proposes a new method that uses recently developed data mining technology to predict the typical and potential risks of consumer products. The proposed method is as follows: 1) create a situational graph database by structuralizing accident data as a graph; 2) visualize the typical risk using this situational graph database; and 3) visualize the potential risk using two methods: a probabilistic latent semantic indexing (pLSI) method and a method based on the features of the product. Prioritizing design improvement requires considering severity of injury. To this end, a function for supporting severity control is also implemented. To demonstrate the effectiveness of the proposed system, we applied our system to a dataset of 681 cases of accidental burning or scalding injuries. Injury severity was evaluated using body area of burn and scald injuries.
{"title":"Visualizing Prioritized Typical and Potential Risks of Consumer Products by Graph Mining of an Accident Database","authors":"A. Hirata, K. Kitamura, Y. Nishida","doi":"10.54941/ahfe1001300","DOIUrl":"https://doi.org/10.54941/ahfe1001300","url":null,"abstract":"Designing a safe product requires predicting how consumers will use the product and what sort of risks exist in their daily environment. However, assistive technology for risk assessment of consumer products used in the daily environment has not yet been established. One of the most promising approaches is to utilize data on actual accidents that have occurred in the past. This paper proposes a new method that uses recently developed data mining technology to predict the typical and potential risks of consumer products. The proposed method is as follows: 1) create a situational graph database by structuralizing accident data as a graph; 2) visualize the typical risk using this situational graph database; and 3) visualize the potential risk using two methods: a probabilistic latent semantic indexing (pLSI) method and a method based on the features of the product. Prioritizing design improvement requires considering severity of injury. To this end, a function for supporting severity control is also implemented. To demonstrate the effectiveness of the proposed system, we applied our system to a dataset of 681 cases of accidental burning or scalding injuries. Injury severity was evaluated using body area of burn and scald injuries.","PeriodicalId":259265,"journal":{"name":"AHFE International","volume":"72 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128684254","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}
Yonnel Giovanelli, F. Puel, Camélia Mahdi, Arnaud Gouelle, W. Bertucci
Musculoskeletal disorders and pain in the neck and shoulders are commonly reported in workers whose activities imply overhead tasks. Repetitive passive head support or traumatic movements of the neck can cause damage to the ligaments and tendons of this region, with mild to severe long-term consequences. Exoskeletons are one of the solutions to help workers and their evaluation requires scientific methods and protocols to prove their effectiveness and make recommendations (Crea et al., 2021) (De Bock et al., 2022). Cervical exoskeletons could therefore be a valuable ergonomic solution to reduce stress on the neck and shoulders. However, while the growth of exoskeleton technology has led to multiple systems available on the market, it is still difficult to objectively determine which type or model of neck exoskeleton is the best adapted for overhead work and if the user’s perception matches with biomechanical outcomes.In this randomized crossover design study, 8 participants (3 women) performed dynamic and static extensions of the head in sitting position without trunk support for a period of 3 minutes (then 3 minutes of rest) while wearing three different head/neck exoskeletons in comparison with a situation without an exoskeleton. This allowed us to evaluate comfort, utility, usability, safety and impact (AFNOR, 2017) (Giovanelli & Touchard, 2018). A solution, based on synchronized merger of wireless inertial sensors, EMG signals, Polar OH1+ optical heart rate sensor (Hettiarachchi et al., 2019) and videos of the task (Motion CAPTIV, TEA, France) (Peeters et al., 2019) was used to examine joint angles of the head and spine movements, the bioelectrical activity of the sternocleidomastoid muscle and heart rate. Further these biomechanical and physiological outcomes, the perception of intensity was assessed by the Borg scale (Meyer, 2014) : CR10 Scale for the cervical and lumbar spine as well by the Rated Perceived Exertion (RPE) Scale for the global level of activity.The synthesis of this comparative analysis was carried out and compiled in the form of a conceptual basis from the C-K theory (Hatchuel & Weil, 2003) from the analysis of the design logic of exoskeletons.The results of this comparative analysis showed differences in terms of comfort, utility, usability, safety depending on the design logic of the solutions tested, but also depending on the morphology of the testers.
{"title":"Comparative evaluation of cervical exoskeletons using IMUs","authors":"Yonnel Giovanelli, F. Puel, Camélia Mahdi, Arnaud Gouelle, W. Bertucci","doi":"10.54941/ahfe1001483","DOIUrl":"https://doi.org/10.54941/ahfe1001483","url":null,"abstract":"Musculoskeletal disorders and pain in the neck and shoulders are commonly reported in workers whose activities imply overhead tasks. Repetitive passive head support or traumatic movements of the neck can cause damage to the ligaments and tendons of this region, with mild to severe long-term consequences. Exoskeletons are one of the solutions to help workers and their evaluation requires scientific methods and protocols to prove their effectiveness and make recommendations (Crea et al., 2021) (De Bock et al., 2022). Cervical exoskeletons could therefore be a valuable ergonomic solution to reduce stress on the neck and shoulders. However, while the growth of exoskeleton technology has led to multiple systems available on the market, it is still difficult to objectively determine which type or model of neck exoskeleton is the best adapted for overhead work and if the user’s perception matches with biomechanical outcomes.In this randomized crossover design study, 8 participants (3 women) performed dynamic and static extensions of the head in sitting position without trunk support for a period of 3 minutes (then 3 minutes of rest) while wearing three different head/neck exoskeletons in comparison with a situation without an exoskeleton. This allowed us to evaluate comfort, utility, usability, safety and impact (AFNOR, 2017) (Giovanelli & Touchard, 2018). A solution, based on synchronized merger of wireless inertial sensors, EMG signals, Polar OH1+ optical heart rate sensor (Hettiarachchi et al., 2019) and videos of the task (Motion CAPTIV, TEA, France) (Peeters et al., 2019) was used to examine joint angles of the head and spine movements, the bioelectrical activity of the sternocleidomastoid muscle and heart rate. Further these biomechanical and physiological outcomes, the perception of intensity was assessed by the Borg scale (Meyer, 2014) : CR10 Scale for the cervical and lumbar spine as well by the Rated Perceived Exertion (RPE) Scale for the global level of activity.The synthesis of this comparative analysis was carried out and compiled in the form of a conceptual basis from the C-K theory (Hatchuel & Weil, 2003) from the analysis of the design logic of exoskeletons.The results of this comparative analysis showed differences in terms of comfort, utility, usability, safety depending on the design logic of the solutions tested, but also depending on the morphology of the testers.","PeriodicalId":259265,"journal":{"name":"AHFE International","volume":"285 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127397782","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}
Matilde A. Rodrigues a, Bevian Ismail Al-Hadithi ., Pedro Arezes b, Celina P. Leãoc
Safety climate has been stated as a relevant measure to monitor safety performance. However, it is important to demonstrate that the measures used by companies are appropriate for this purpose. In this context, the current study aims to analyze the relationship between safety climate level and the companies’ safety performance in the Portuguese furniture sector. A total of 14 Portuguese furniture companies were studied. The assessment of the safety climate, considering a multilevel structure, was performed by the use of the Safety Climate in Wood Industries (SCWI) tool. The companies’ safety performance was analyzed trough the application of a checklist. The analysis of the results showed a strong linear positive relation between safety climate scores and the percentage of safety performance. A further analysis was carried out to investigate the relationships between each analyzed scale with the work group’ safety performance. The organizational scale was identified as the most correlated with that variable. In general, the study showed that safety climate, particularly the SCWI tool, is a good measure to analyze and to monitor the furniture companies’ safety performance, identifying the most problematic work groups and showing that as higher the safety climate scores, higher safety behaviors and workplace with better safety conditions are expected.
{"title":"Safety Climate and its Relationship with Furniture Companies’ Safety Performance","authors":"Matilde A. Rodrigues a, Bevian Ismail Al-Hadithi ., Pedro Arezes b, Celina P. Leãoc","doi":"10.54941/ahfe100166","DOIUrl":"https://doi.org/10.54941/ahfe100166","url":null,"abstract":"Safety climate has been stated as a relevant measure to monitor safety performance. However, it is important to demonstrate that the measures used by companies are appropriate for this purpose. In this context, the current study aims to analyze the relationship between safety climate level and the companies’ safety performance in the Portuguese furniture sector. A total of 14 Portuguese furniture companies were studied. The assessment of the safety climate, considering a multilevel structure, was performed by the use of the Safety Climate in Wood Industries (SCWI) tool. The companies’ safety performance was analyzed trough the application of a checklist. The analysis of the results showed a strong linear positive relation between safety climate scores and the percentage of safety performance. A further analysis was carried out to investigate the relationships between each analyzed scale with the work group’ safety performance. The organizational scale was identified as the most correlated with that variable. In general, the study showed that safety climate, particularly the SCWI tool, is a good measure to analyze and to monitor the furniture companies’ safety performance, identifying the most problematic work groups and showing that as higher the safety climate scores, higher safety behaviors and workplace with better safety conditions are expected.","PeriodicalId":259265,"journal":{"name":"AHFE International","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127518400","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}
The use of wrist-worn accelerometers to perform assessment of physical activity features and posture recognition, has significantly increased in the last decades, but remains limited in ergonomic contexts. In particular, to our knowledge, no studies employed them to investigate symmetry of use of upper limb (UL) during actual work shifts, even though such information would be useful to identify potentially unbalanced use of dominant and non-dominant limb. In the present study we aimed to estimate intensity and symmetry of use of UL while, at the same time, analyzing the amount of time spent in sedentary behavior in workers engaged in physically demanding and sedentary tasks.2.MethodsTwenty-two full-time workers employed in a metalworking company were recruited for the study and divided into two groups (n=11 each) according to the task they usually performed as follows:1)Machine tools operators, who are required to perform several kinds of machining processes such as cutting, turning, milling, etc.2)Administrative staff, who spend most of their shift time on a desk, in a sitting position using a PC, mouse and keyboard. Upper limb activity was measured for 4 consecutive hours of a regular working shift using two wrist-worn tri-axial accelerometers (Actigraph GT3X-BT, Acticorp Co., USA). The raw accelerations were processed to calculate the following parameters:a) vector magnitude (VM) counts, a composite measure of the accelerometric counts on the three planes of motion;b) Bilateral Magnitude (BLM), which is the sum of the VM values of dominant and non-dominant limb;c) Use Ratio (UR): is the ratio between the minutes of use calculated for the non-dominant and the dominant limb respectively. UR = 1 indicates an equal use of dominant and non-dominant limb, while UR < 1 (>1) indicates longer periods of use for the dominant (non-dominant) limb;d) Magnitude Ratio (MR) is the natural logarithm of the ratio between the VM counts calculated for the non-dominant and the dominant limbs respectively. A value of MR = 0 indicates perfect symmetric use of both limbs in terms of movement intensity. MR < 0 (> 0) denotes higher intensity activity of the dominant (non-dominant) limb;e) Time spent in sedentary (sitting) behaviour calculated according to the procedure proposed by Straczkiewicz et al. (2020)We performed one-way MANCOVA and ANCOVA using the number of steps as covariate because the arm swing associated with walking represents a source of accelerometric counts. The independent variable was the group (i.e. machine tools operator or administrative staff), while the dependent variables were: 1.The three UL activity parameters (i.e., BLM, MR and UR); 2.The time spend in sedentary (sitting) behavior.The level of significance was set at p = 0.05 and the effect of size was assessed using the eta-squared coefficient. Univariate ANOVAs were carried out as a post-hoc test on the adjusted group means.3.ResultsAfter controlling for number of steps, MANCOVA detected
{"title":"Simultaneous assessment of upper limb usage and sedentary behavior time among white- and blue-collar workers using wrist-worn accelerometers","authors":"M. Porta, B. Leban, M. Pau","doi":"10.54941/ahfe1001479","DOIUrl":"https://doi.org/10.54941/ahfe1001479","url":null,"abstract":"\u0000 The use of wrist-worn accelerometers to perform assessment of physical activity features and posture recognition, has significantly increased in the last decades, but remains limited in ergonomic contexts. In particular, to our knowledge, no studies employed them to investigate symmetry of use of upper limb (UL) during actual work shifts, even though such information would be useful to identify potentially unbalanced use of dominant and non-dominant limb. In the present study we aimed to estimate intensity and symmetry of use of UL while, at the same time, analyzing the amount of time spent in sedentary behavior in workers engaged in physically demanding and sedentary tasks.2.MethodsTwenty-two full-time workers employed in a metalworking company were recruited for the study and divided into two groups (n=11 each) according to the task they usually performed as follows:1)Machine tools operators, who are required to perform several kinds of machining processes such as cutting, turning, milling, etc.2)Administrative staff, who spend most of their shift time on a desk, in a sitting position using a PC, mouse and keyboard. Upper limb activity was measured for 4 consecutive hours of a regular working shift using two wrist-worn tri-axial accelerometers (Actigraph GT3X-BT, Acticorp Co., USA). The raw accelerations were processed to calculate the following parameters:a) vector magnitude (VM) counts, a composite measure of the accelerometric counts on the three planes of motion;b) Bilateral Magnitude (BLM), which is the sum of the VM values of dominant and non-dominant limb;c) Use Ratio (UR): is the ratio between the minutes of use calculated for the non-dominant and the dominant limb respectively. UR = 1 indicates an equal use of dominant and non-dominant limb, while UR < 1 (>1) indicates longer periods of use for the dominant (non-dominant) limb;d) Magnitude Ratio (MR) is the natural logarithm of the ratio between the VM counts calculated for the non-dominant and the dominant limbs respectively. A value of MR = 0 indicates perfect symmetric use of both limbs in terms of movement intensity. MR < 0 (> 0) denotes higher intensity activity of the dominant (non-dominant) limb;e) Time spent in sedentary (sitting) behaviour calculated according to the procedure proposed by Straczkiewicz et al. (2020)We performed one-way MANCOVA and ANCOVA using the number of steps as covariate because the arm swing associated with walking represents a source of accelerometric counts. The independent variable was the group (i.e. machine tools operator or administrative staff), while the dependent variables were: 1.The three UL activity parameters (i.e., BLM, MR and UR); 2.The time spend in sedentary (sitting) behavior.The level of significance was set at p = 0.05 and the effect of size was assessed using the eta-squared coefficient. Univariate ANOVAs were carried out as a post-hoc test on the adjusted group means.3.ResultsAfter controlling for number of steps, MANCOVA detected","PeriodicalId":259265,"journal":{"name":"AHFE International","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130005918","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}
Due to the COVID-19 pandemic, many people haven’t returned to their hometowns for several years. It also makes people pay more attention to long-distance interaction. Online meeting platforms these days expand their function beyond just face-to-face meeting but also uses virtual space to make them more interactive. More and more platforms provide a proximity video chat. People can walk in and out of conversations in their avatars. That makes people feel natural and seamless in virtual space.As a place preserved the lifestyle of local people, we found the traditional market is a meaningful place that reminds people of their hometowns. Most people have the experience going to the market with their family in their childhood. Thus, this study focuses on the parent-child memory in the market. By collecting the information of people’s memories, making them into Gather town, it provides remote interactive experiences for parents and their overseas adolescent children uniquely. Memories-To-Gather is a Gather Town space that makes people to experience the traditional market. Not just visiting an online market, but to bring the memorable time to their mind. Offering the possible solution for recalling memorable moments is based on the scene transition in virtual place. By collecting and integrating the stories of the participants, we transform these stories into scenes. Guided by the map, participants complete the tasks and slowly unravel the story line. Memories-To-Gather is designed for people to remind those family times in the market with elements of play, experimentation, and collaboration in the digital environment. There are two main research questions for this study:1. What kinds of parent-child interactions in the market are meaningful and worth discussing?2. How does a remote interactive experience trigger people’s memory and emotion?To answer these questions, we started a series of interviews to collect people’s memories in the market with their family. Participants are prompted to share their memorable moments when they went to the market with family via describing and drawing. Through field research, we also entered the market, which allowed us to better understand place and atmosphere in reality of the market, then report it based on our experiences. At the end of the research, we invited five pairs of overseas students and their parents to take part in the Memories-To-Gather in Gather Town’s experience and conducted interviews after the experience. Based on the analysis of our interview, we got the following conclusions: Gather town is an user-friendly tool which is easier to operate and get started. The 2D pixel style has a retro style and makes people feel they are brought back to the past. Memories-To-Gather breaks the barriers of space and distance, the collaboration in the platform enhances long-distance interactions within family members. The local style in the scene, story development and character interaction remind them of the exper
由于新冠肺炎大流行,许多人已经好几年没有回到家乡。它也使人们更加关注远程互动。如今,在线会议平台不仅扩大了面对面会议的功能,还利用虚拟空间使其更具互动性。越来越多的平台提供近距离视频聊天。人们可以在他们的虚拟形象中进出对话。这让人们在虚拟空间中感到自然和无缝。作为一个保留了当地人生活方式的地方,我们发现传统市场是一个让人们想起家乡的有意义的地方。大多数人在童年时都有和家人一起去市场的经历。因此,本研究的重点是市场上的亲子记忆。通过收集人们的记忆信息,将其融入聚益小镇,为父母和海外青少年子女提供独特的远程互动体验。memory - to -Gather是一个让人们体验传统市场的Gather Town空间。不仅仅是参观一个在线市场,而是把难忘的时光带到他们的脑海中。为回忆难忘的时刻提供可能的解决方案是基于虚拟场所的场景转换。通过收集和整合参与者的故事,我们将这些故事转化为场景。在地图的引导下,参与者完成任务并慢慢解开故事情节。《Memories-To-Gather》的设计目的是让人们在数字环境中通过游戏、实验和合作的元素来回忆那些在市场上的家庭时光。本研究主要有两个研究问题:1。市场上什么样的亲子互动是有意义的,值得探讨的?远程互动体验是如何触发人们的记忆和情感的?为了回答这些问题,我们开始了一系列的采访,收集人们在市场上与家人的记忆。参与者通过描述和绘画的方式分享他们和家人一起去市场的难忘时刻。通过实地调查,我们也进入了市场,这让我们更好地了解了市场现实中的场所和氛围,然后根据我们的经验进行报道。在研究的最后,我们邀请了五对留学生和他们的家长参加了在聚镇的记忆聚会体验活动,并在体验结束后进行了访谈。通过对访谈的分析,我们得出以下结论:Gather town是一款用户友好的工具,易于操作和入门。2D像素风格有一种复古的风格,让人感觉回到了过去。memory - to - gather打破了空间和距离的障碍,平台上的协作增强了家庭成员之间的远程互动。场景、故事发展和人物互动中的地方风格让他们想起了家乡的经历。它引发了现在年轻人的回忆,改变了传统市场的观点。“回忆聚会”提供了一个心灵平静的地方,它帮助人们在这个不确定的时代找到安慰。在未来的研究中,我们期待远程交互体验在教育等领域得到更广泛的应用。通过研究,我们期待传统市场不仅仅是一个购物场所,而是一个为年轻一代保留文化和记忆的地方。
{"title":"Memories-to-go: A remote interactive experience for parents and their overseas adolescent children","authors":"Yawen Chang, Wei- Chi Chien","doi":"10.54941/ahfe1003927","DOIUrl":"https://doi.org/10.54941/ahfe1003927","url":null,"abstract":"Due to the COVID-19 pandemic, many people haven’t returned to their hometowns for several years. It also makes people pay more attention to long-distance interaction. Online meeting platforms these days expand their function beyond just face-to-face meeting but also uses virtual space to make them more interactive. More and more platforms provide a proximity video chat. People can walk in and out of conversations in their avatars. That makes people feel natural and seamless in virtual space.As a place preserved the lifestyle of local people, we found the traditional market is a meaningful place that reminds people of their hometowns. Most people have the experience going to the market with their family in their childhood. Thus, this study focuses on the parent-child memory in the market. By collecting the information of people’s memories, making them into Gather town, it provides remote interactive experiences for parents and their overseas adolescent children uniquely. Memories-To-Gather is a Gather Town space that makes people to experience the traditional market. Not just visiting an online market, but to bring the memorable time to their mind. Offering the possible solution for recalling memorable moments is based on the scene transition in virtual place. By collecting and integrating the stories of the participants, we transform these stories into scenes. Guided by the map, participants complete the tasks and slowly unravel the story line. Memories-To-Gather is designed for people to remind those family times in the market with elements of play, experimentation, and collaboration in the digital environment. There are two main research questions for this study:1. What kinds of parent-child interactions in the market are meaningful and worth discussing?2. How does a remote interactive experience trigger people’s memory and emotion?To answer these questions, we started a series of interviews to collect people’s memories in the market with their family. Participants are prompted to share their memorable moments when they went to the market with family via describing and drawing. Through field research, we also entered the market, which allowed us to better understand place and atmosphere in reality of the market, then report it based on our experiences. At the end of the research, we invited five pairs of overseas students and their parents to take part in the Memories-To-Gather in Gather Town’s experience and conducted interviews after the experience. Based on the analysis of our interview, we got the following conclusions: Gather town is an user-friendly tool which is easier to operate and get started. The 2D pixel style has a retro style and makes people feel they are brought back to the past. Memories-To-Gather breaks the barriers of space and distance, the collaboration in the platform enhances long-distance interactions within family members. The local style in the scene, story development and character interaction remind them of the exper","PeriodicalId":259265,"journal":{"name":"AHFE International","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129136203","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}
Affective Design is gaining much attention from academic research and companies. In this paper, a research framework for assessing Innovation through Affective Design is presented. Moreover, Affective Design is correlated to Participatory Design through some definitions. The importance of an Affective approach during the earliest phases of design process is motivated. This study introduces Affective Design as a powerful approach in order to manage interactive Virtual Prototyping (iVP) methodology. The paper deals with issues regarding the great variability that iVP offers: the questions raised find answer in the notion of Accordance, which is defined on the basis of Product Semantics. A tool to implement iVP methodology with this approach is here presented. Finally, the results of a pilot study, qualitatively tested to assess the tool usability, are described.
{"title":"The Role of the Designer in the Affective Design Process: the Principle of Accordance","authors":"Serena Camere, M. Bordegoni","doi":"10.54941/ahfe100552","DOIUrl":"https://doi.org/10.54941/ahfe100552","url":null,"abstract":"Affective Design is gaining much attention from academic research and companies. In this paper, a research framework for assessing Innovation through Affective Design is presented. Moreover, Affective Design is correlated to Participatory Design through some definitions. The importance of an Affective approach during the earliest phases of design process is motivated. This study introduces Affective Design as a powerful approach in order to manage interactive Virtual Prototyping (iVP) methodology. The paper deals with issues regarding the great variability that iVP offers: the questions raised find answer in the notion of Accordance, which is defined on the basis of Product Semantics. A tool to implement iVP methodology with this approach is here presented. Finally, the results of a pilot study, qualitatively tested to assess the tool usability, are described.","PeriodicalId":259265,"journal":{"name":"AHFE International","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130695299","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}
During the COVID-19 epidemic, museums and visitors are moving from offline to online, the age of metadata is upon us, global digitization is increasing, blockchain technology is maturing, the NFT trading market is active, and collectibles are the most popular and fastest-growing category. China is at an early stage but developing rapidly. In the study, first, the differences between NFT collectibles in China and other countries are analyzed through literature and cases, and the platform of NFT collectibles in China is analyzed; then, the dimensions of the perceived value of NFT collectibles are summarized and obtained through user interviews; finally, a theoretical framework based on multidimensional perceived value on users' purchase intention is established and validated through expert interviews. The study facilitates the analysis of Chinese NFT collectibles, thus generalizing the benefits of multidimensional perceived value, which is essential for future development.
{"title":"A study of the development status and purchase intention factors of metaverse NFT collectibles","authors":"Junping Xu, Hui Li, Chaemoon Yoo, Younghwan Pan","doi":"10.54941/ahfe1003936","DOIUrl":"https://doi.org/10.54941/ahfe1003936","url":null,"abstract":"During the COVID-19 epidemic, museums and visitors are moving from offline to online, the age of metadata is upon us, global digitization is increasing, blockchain technology is maturing, the NFT trading market is active, and collectibles are the most popular and fastest-growing category. China is at an early stage but developing rapidly. In the study, first, the differences between NFT collectibles in China and other countries are analyzed through literature and cases, and the platform of NFT collectibles in China is analyzed; then, the dimensions of the perceived value of NFT collectibles are summarized and obtained through user interviews; finally, a theoretical framework based on multidimensional perceived value on users' purchase intention is established and validated through expert interviews. The study facilitates the analysis of Chinese NFT collectibles, thus generalizing the benefits of multidimensional perceived value, which is essential for future development.","PeriodicalId":259265,"journal":{"name":"AHFE International","volume":"78 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127633725","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}
This paper describes the development of smart trousers for self-training purposes during Covid-19, based on the requirements of two footballers from a Taiwanese University team. The two professional athletes aimed to be able to adapt their play as a result of self-training data that would be received visually from the smart trousers. The researcher collected feedback via two interviews, undertaken during the design preparation and garment fitting phases to ensure the garment design would be ready for production.The semi-structured interview technique and Kawakita Jiro method were adopted by the researcher. Firstly, the study investigated the footballer’s preferred smart trouser design in interview. Secondly, smart trousers were developed as initial garment prototypes, both virtually and physically. Thirdly, after the two athletes had been fitted with and worn the trousers for self-training purposes, the researcher issued a questionnaire and conducted a second interview to collect wearer feedback. The results showed that using both emulator data for a virtual prototype and physical garment sample in the step of prototype development has high degree of accuracy to assist pattern-making, fitting and sizing. The users’ feedback focused on three issues: pocket size, comfort of hem stitching, and label position.
{"title":"University footballers’ preference for smart trousers","authors":"Ying-Chia Huang, Weiming Yang","doi":"10.54941/ahfe1001470","DOIUrl":"https://doi.org/10.54941/ahfe1001470","url":null,"abstract":"This paper describes the development of smart trousers for self-training purposes during Covid-19, based on the requirements of two footballers from a Taiwanese University team. The two professional athletes aimed to be able to adapt their play as a result of self-training data that would be received visually from the smart trousers. The researcher collected feedback via two interviews, undertaken during the design preparation and garment fitting phases to ensure the garment design would be ready for production.The semi-structured interview technique and Kawakita Jiro method were adopted by the researcher. Firstly, the study investigated the footballer’s preferred smart trouser design in interview. Secondly, smart trousers were developed as initial garment prototypes, both virtually and physically. Thirdly, after the two athletes had been fitted with and worn the trousers for self-training purposes, the researcher issued a questionnaire and conducted a second interview to collect wearer feedback. The results showed that using both emulator data for a virtual prototype and physical garment sample in the step of prototype development has high degree of accuracy to assist pattern-making, fitting and sizing. The users’ feedback focused on three issues: pocket size, comfort of hem stitching, and label position.","PeriodicalId":259265,"journal":{"name":"AHFE International","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131345979","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}