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Validation of a Video-based System to Determine Heart Rate for Stress Monitoring 基于视频的压力监测心率测定系统的验证
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002621
Simão Ferreira, Matilde Rodrigues, Nuno Rocha
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).
研究估计,所有损失的工作日中约有50%与职业压力有关。学术研究人员一直在使用心率变异性(HRV)作为压力的指标。作为一种提供所需心率数据的方法,一种不引人注目的方法指向视频容积脉搏图,这是一种需要进一步研究和验证的新方法。特定的障碍,如房间照明条件和面部运动,已被确定为软件进展的主要风险。本章提出了一种基于视频的系统的验证协议,以确定在不同照明水平和位置条件下进行压力监测的心率。我们提出了一个关于如何评估视频面部识别软件在收集生理数据(心率)方面的可靠性的深入协议,并将我们的软件结果与金标准心电图(ECG)进行比较。
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引用次数: 0
An Analysis of Influencer Marketing Effectiveness in Luxury Brands using Eye tracking Technology 基于眼动追踪技术的奢侈品牌网红营销效果分析
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002051
Pilar Contero López, J. Camba, M. Contero
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.
在本文中,我们研究了网红对奢侈品时尚项目推广的广告影响以及呈现风格的影响。更具体地说,我们专注于眼动追踪技术的应用,以分析消费者对网红在照片中推广产品时使用的不同呈现策略的反应。我们报告了一项实验研究的结果,在这项研究中,一组参与者被暴露在一组静态视觉刺激(即照片)中,这些视觉刺激与奢侈时尚品牌以社交媒体影响者的促销形式发布的新产品有关。个体反应的评估基于参与者从刺激中回忆信息的能力,以及他们记录的凝视点和注视点,这些被跟踪以确定观看者在特定时间对特定区域有特别兴趣。我们的研究结果显示,当有影响力的人在宣传一件奢侈品时,他们似乎没有直接看照片(即没有与观众进行眼神交流),消费者往往会受到更大的影响,更容易回忆起这件奢侈品。在这种类型的刺激下,正确识别奢侈品的个人比例为87.5%,而当网红直视镜头时,这一比例为46.25%。除了网红的视觉接触外,还评估了另外两个方面:网红的受欢迎程度的影响和用作刺激的照片的美学特征。我们的研究证实了一些最知名的奢侈时尚品牌和网红所倡导的营销策略的有效性,特别是如果网红没有与目标受众建立视觉联系。这种类型的交流使得更具针对性的广告类型从在某些事件和名人营销活动中推广奢侈时尚品牌的排他性转变为可以在社交网络上吸引大量受众的影响者。
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引用次数: 0
Visualizing Prioritized Typical and Potential Risks of Consumer Products by Graph Mining of an Accident Database 基于事故数据库图挖掘的消费品典型风险和潜在风险优先级可视化
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001300
A. Hirata, K. Kitamura, Y. Nishida
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.
设计一款安全的产品需要预测消费者将如何使用该产品,以及他们的日常环境中存在哪些风险。然而,对日常环境中使用的消费品进行风险评估的辅助技术尚未建立。最有希望的方法之一是利用过去发生的实际事故的数据。本文提出了一种利用最新发展的数据挖掘技术对消费品的典型风险和潜在风险进行预测的新方法。提出的方法如下:1)将事故数据结构化为图,建立情景图数据库;2)利用该情景图数据库可视化典型风险;3)使用两种方法可视化潜在风险:概率潜在语义索引(pLSI)方法和基于产品特征的方法。优先考虑设计改进需要考虑损伤的严重程度。为此,还实现了支持严重性控制的功能。为了证明该系统的有效性,我们将该系统应用于681例意外烧伤或烫伤病例的数据集。用烧伤和烫伤的身体面积来评估损伤严重程度。
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引用次数: 0
Comparative evaluation of cervical exoskeletons using IMUs 应用imu对颈椎外骨骼进行比较评价
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001483
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.
肌肉骨骼疾病和颈部和肩部疼痛通常发生在从事头顶任务的工人身上。重复被动的头部支撑或颈部的创伤性运动可导致该区域的韧带和肌腱损伤,长期后果从轻微到严重。外骨骼是帮助工人的解决方案之一,其评估需要科学的方法和协议来证明其有效性并提出建议(Crea等人,2021)(De Bock等人,2022)。因此,颈椎外骨骼可能是一种有价值的符合人体工程学的解决方案,可以减轻颈部和肩部的压力。然而,尽管外骨骼技术的发展已经导致市场上有多种系统可用,但仍然很难客观地确定哪种类型或模型的颈部外骨骼最适合头顶工作,以及用户的感知是否与生物力学结果相匹配。在这项随机交叉设计研究中,8名参与者(3名女性)在没有躯干支撑的坐姿下进行动态和静态头部伸展,持续3分钟(然后休息3分钟),同时佩戴三种不同的头颈外骨骼,与没有外骨骼的情况进行比较。这使我们能够评估舒适性、实用性、可用性、安全性和影响(AFNOR, 2017) (Giovanelli & Touchard, 2018)。该解决方案基于无线惯性传感器、肌电图信号、Polar OH1+光学心率传感器(Hettiarachchi等人,2019)和任务视频(Motion CAPTIV, TEA,法国)(Peeters等人,2019)的同步合并,用于检查头部和脊柱运动的关节角度、胸锁乳突肌的生物电活动和心率。此外,这些生物力学和生理结果通过Borg量表(Meyer, 2014)、颈椎和腰椎的CR10量表以及整体活动水平的RPE量表来评估强度感知。从外骨骼的设计逻辑分析中,以C-K理论(Hatchuel & Weil, 2003)的概念基础的形式进行了这种比较分析的综合。这种比较分析的结果表明,在舒适性、实用性、可用性、安全性方面的差异取决于所测试解决方案的设计逻辑,也取决于测试者的形态。
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引用次数: 0
Safety Climate and its Relationship with Furniture Companies’ Safety Performance 安全气候及其与家具企业安全绩效的关系
Pub Date : 1900-01-01 DOI: 10.54941/ahfe100166
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.
安全气候被认为是监测安全绩效的一项相关措施。然而,重要的是要证明公司使用的措施是适合于这一目的的。在此背景下,本研究旨在分析葡萄牙家具行业安全气候水平与公司安全绩效之间的关系。共有14家葡萄牙家具公司被研究。考虑到多层结构,安全气候的评估是通过使用木材工业安全气候(SCWI)工具进行的。通过应用检查表分析了公司的安全绩效。分析结果表明,安全气候得分与安全绩效百分比之间存在很强的线性正相关关系。进行了进一步的分析,以调查每个分析量表与工作组安全绩效之间的关系。组织规模被认为是与该变量最相关的。总的来说,研究表明,安全气候,特别是SCWI工具,是分析和监测家具公司安全绩效的一个很好的措施,识别出问题最大的工作组,并表明安全气候得分越高,安全行为越高,工作场所的安全条件越好。
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引用次数: 1
Simultaneous assessment of upper limb usage and sedentary behavior time among white- and blue-collar workers using wrist-worn accelerometers 同时评估上肢使用和久坐行为时间在白领和蓝领工人中使用腕式加速度计
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001479
M. Porta, B. Leban, M. Pau
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
在过去的几十年里,使用手腕上的加速度计来评估身体活动特征和姿势识别已经显著增加,但在人体工程学背景下仍然有限。特别是,据我们所知,没有研究使用他们来调查上肢(UL)使用的对称性在实际工作班次,即使这样的信息将有助于识别潜在的不平衡使用的优势和非优势的肢体。在本研究中,我们的目的是估计使用UL的强度和对称性,同时分析从事体力要求高和久坐工作的工人花在久坐行为上的时间。方法选取某金属加工公司的22名全职工作人员进行研究,根据他们通常执行的任务分为两组(n=11):1)机床操作员,他们需要执行几种加工过程,如切削,车削,铣削等;2)行政人员,他们大部分时间在办公桌前,坐在位置使用PC,鼠标和键盘。使用两个腕戴式三轴加速度计(Actigraph GT3X-BT, Acticorp Co., USA)连续4小时测量上肢活动。对原始加速度进行处理,计算以下参数:a)矢量幅度(VM)计数,这是三个运动平面上加速度计计数的综合度量;b)双边幅度(BLM),这是优势肢体和非优势肢体VM值的总和;c)使用率(UR):是非优势肢体和优势肢体分别计算的使用分钟数之比。UR = 1表示优势肢和非优势肢的使用时间相等,而UR < 1(>1)表示优势肢(非优势肢)的使用时间较长;d)幅度比(MR)是非优势肢和优势肢分别计算的VM计数之比的自然对数。MR = 0表示在运动强度方面四肢完全对称使用。MR < 0(> 0)表示优势(非优势)肢体的活动强度更高;e)根据Straczkiewicz等人提出的程序计算久坐(坐)行为所花费的时间。(2020)我们使用步数作为协变量进行了单向MANCOVA和ANCOVA,因为与行走相关的手臂摆动代表了加速度计计数的来源。自变量为群体(即机床操作员或管理人员),因变量为:1。3个UL活性参数(即BLM、MR和UR);2.久坐(坐)行为所花费的时间。显著性水平设为p = 0.05,使用平方系数评估大小的影响。对调整后的组均值进行单因素方差分析作为事后检验。结果在控制步数后,MANCOVA检测到组对UL活性和对称性参数有显著的主效应[F(3,17) = 5.512;Wilks λ = 0.507;η2 = 0.493]。特别是,后续分析显示,与从事办公室工作的人相比,机床操作员在强度(MR = -0.18 vs. -0.02, p=0.004)和使用时间(UR = 0.89 vs. 0.99, p=0.001)方面表现出更不对称的活动,有利于他们的优势肢体。至于久坐行为,ANCOVA显示,行政人员坐着的时间明显长于机床工人(158分钟对70分钟,p=0.021)。该值约占监测周期的66%。从实验分析中获得的结果确定了机床工人在UL使用时间和活动强度方面存在显着的不对称性。特别是,他们明显较高的优势肢体使用强度可能是由于在诸如切削,车削,铣削等活动中,优势臂倾向于执行动态任务,而非优势臂更多地致力于通过对比优势肢体施加的力来稳定位置。此外,正如预期的那样,与行政人员相比,他们坐着的时间很少(监测期间的30%),行政人员从事典型的久坐工作。目前的研究结果,虽然在工作活动和测试对象数量方面进行了有限的样本,但表明基于加速度计的数据可以区分不同职业的重要特征,同时突出与不对称使用主导和非主导肢体相关的潜在有害条件。这对于正确规划合适的人体工程学干预措施是极其重要的。
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引用次数: 0
Memories-to-go: A remote interactive experience for parents and their overseas adolescent children 留念:家长与海外青少年子女的远程互动体验
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003927
Yawen Chang, Wei- Chi Chien
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。
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引用次数: 0
The Role of the Designer in the Affective Design Process: the Principle of Accordance 情感设计过程中设计师的角色:一致性原则
Pub Date : 1900-01-01 DOI: 10.54941/ahfe100552
Serena Camere, M. Bordegoni
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.
情感设计越来越受到学术研究和企业的关注。本文提出了一个通过情感设计评估创新的研究框架。此外,情感设计通过一些定义与参与式设计相关联。在设计过程的早期阶段,情感方法的重要性是有动机的。本研究将情感设计作为管理交互式虚拟原型(iVP)方法的一种强有力的方法。本文讨论了iVP提供的巨大可变性的问题:所提出的问题在一致性的概念中找到答案,一致性的概念是在产品语义的基础上定义的。这里提出了一个用这种方法实现iVP方法的工具。最后,描述了一项初步研究的结果,对该工具的可用性进行了定性测试。
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引用次数: 1
A study of the development status and purchase intention factors of metaverse NFT collectibles 元海外 NFT 收藏品的发展状况和购买意向因素研究
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003936
Junping Xu, Hui Li, Chaemoon Yoo, Younghwan Pan
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.
在COVID-19流行期间,博物馆和参观者正从线下走向线上,元数据时代来临,全球数字化程度不断提高,区块链技术日趋成熟,NFT交易市场活跃,收藏品成为最受欢迎和增长最快的类别。中国处于早期阶段,但发展迅速。在本研究中,首先通过文献和案例分析了中国NFT收藏品与其他国家的差异,并对中国NFT收藏品平台进行了分析;然后,通过用户访谈总结并获得了NFT收藏品感知价值的维度;最后,建立了基于多维感知价值对用户购买意向影响的理论框架,并通过专家访谈进行了验证。该研究有助于对中国 NFT 收藏品进行分析,从而推广多维感知价值的益处,这对未来的发展至关重要。
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引用次数: 0
University footballers’ preference for smart trousers 大学足球运动员对时髦裤子的偏好
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001470
Ying-Chia Huang, Weiming Yang
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.
本文描述了基于台湾大学球队两名足球运动员的要求,在新冠肺炎期间开发用于自我训练的智能裤子。这两名职业运动员的目标是能够通过智能裤子视觉接收到的自我训练数据来调整他们的比赛。研究人员通过两次访谈收集反馈,在设计准备和服装试衣阶段进行,以确保服装设计为生产做好准备。研究者采用半结构化访谈法和川田次郎法。首先,本研究通过访谈调查了足球运动员对智能裤设计的偏好。其次,智能裤子作为最初的服装原型被开发出来,无论是虚拟的还是实体的。第三,在两名运动员穿上裤子进行自我训练后,研究者进行问卷调查,并进行第二次访谈,收集穿着者的反馈。结果表明,在样机开发阶段,同时使用虚拟样机和实物样机的仿真数据,对制版、试衣和尺码具有较高的准确性。用户的反馈主要集中在三个问题上:口袋大小、下摆缝合的舒适度和标签位置。
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