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2020 International Conference on Innovation Design and Digital Technology (ICIDDT)最新文献

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Research on the convenient life of the elderly in urban based on POI digital technique : — —A case study of Xi'an City 基于POI数字技术的城市老年人便捷生活研究——以西安市为例
Pub Date : 2020-12-01 DOI: 10.1109/ICIDDT52279.2020.00093
Liu Linggui, He Jing, Zhou Dian
The convenience life is an important factor to evaluate the livable environment of urban elderly. Point of Interest data has the characteristics of high coverage of public service facilities and wide range of data. According to the life convenience and community life circle theory, this article classifies the travel purpose of the elderly which based on the POI digital technique with the life convenience index. These data which match the spatial distribution related to urban life of the elderly have been formed in existing communities, therefore it could provide the reference for special planning of urban service facilities for the elderly to live. Meanwhile, it could be utilized as urban open data to provide new ideas and methods to visualize spatial distribution.
生活便利性是评价城市老年人宜居环境的重要因素。兴趣点数据具有公共服务设施覆盖率高、数据范围广的特点。本文根据生活便利性和社区生活圈理论,对基于POI数字技术的老年人出行目的与生活便利性指数进行了分类。这些与老年城市生活相关的空间分布相匹配的数据已经在现有社区中形成,因此可以为老年城市生活服务设施的专项规划提供参考。同时,作为城市开放数据,可以为可视化空间分布提供新的思路和方法。
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引用次数: 1
Research on Personalized Design System of Furniture Form based on Interactive genetic algorithm 基于交互式遗传算法的家具造型个性化设计系统研究
Pub Date : 2020-12-01 DOI: 10.1109/ICIDDT52279.2020.00036
Yafei Wang, Wei Zhang, Xuan Zhang
Genetic algorithm is a genetic and evolutionary process that simulates the survival of the fittest in the natural environment, forming an adaptive and global probability search algorithm. The interactive genetic algorithm embeds the recessive factors in goal optimization such as human preference, intuition, emotion, and psychology into the algorithm system based on the standard genetic algorithm. This study uses user participation patterns, perceptual image mining, and association methods to establish an image-driven mechanism, combined with shape grammar and interactive genetic algorithms to construct an intelligent design system and personalized design process for furniture products. Finally, an anthropomorphic chair customization APP was designed. The personalized design of the furniture form of the perceptual image improves the choice of products, the range of consumers and the diversity of products.
遗传算法是一种模拟自然环境中适者生存的遗传进化过程,形成自适应的全局概率搜索算法。交互式遗传算法将人的偏好、直觉、情感和心理等目标优化中的隐性因素嵌入到基于标准遗传算法的算法系统中。本研究采用用户参与模式、感知图像挖掘、关联等方法建立图像驱动机制,结合形状语法和交互遗传算法构建家具产品的智能设计系统和个性化设计流程。最后,设计了一款拟人椅子定制APP。感性形象的家具形态的个性化设计,提高了产品的选择,消费者的范围和产品的多样性。
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引用次数: 0
Research on Personalized Recommendation System of Traditional Handicraft Based on Semantic Ontology 基于语义本体的传统手工艺个性化推荐系统研究
Pub Date : 2020-12-01 DOI: 10.1109/ICIDDT52279.2020.00110
Xiaohong Sun, Yi Ji, Mingdian Ma
The purpose of this research is to explore the personalized recommendation system for traditional handicrafts from the perspective of semantic ontology, providing new ideas and practical methods for cultural learning, promotion and information management of traditional handicrafts. First, this paper analyzes the development process of personalized recommendation learning of traditional handicrafts in the context of semantic ontology. Furthermore, taking Cantonese porcelain as a practical case, the image information of Cantonese porcelain is analyzed based on semantic ontology theory, and the Cantonese porcelain information database is built. Finally, based on the information of Cantonese porcelain database and user characteristics, a personalized recommendation system is constructed. With the development of personalized learning and traditional handicraft teaching, personalized recommendation learning based on "semantic ontology" theory will further expand the teaching mode of traditional handicraft. The research proposes an in-depth interpretation of the connotation of traditional culture, predicts user interest and preference and pays attention to user characteristics so as to establish a more comprehensive traditional handicraft personalized recommendation system.
本研究旨在从语义本体的角度探索传统手工艺个性化推荐系统,为传统手工艺的文化学习、推广和信息管理提供新的思路和实用方法。首先,本文分析了语义本体背景下传统手工艺个性化推荐学习的发展历程。并以广东瓷器为实例,基于语义本体理论对广东瓷器图像信息进行分析,建立广东瓷器信息数据库。最后,基于广东瓷器数据库信息和用户特征,构建个性化推荐系统。随着个性化学习和传统手工艺教学的发展,基于“语义本体”理论的个性化推荐学习将进一步拓展传统手工艺的教学模式。研究提出深入解读传统文化内涵,预测用户兴趣和偏好,关注用户特征,从而建立更全面的传统手工艺个性化推荐系统。
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引用次数: 0
Research on the Innovation Method of Cultural Tourism Landscape Based on Innovative Digital Technology 基于创新数字技术的文化旅游景观创新方法研究
Pub Date : 2020-12-01 DOI: 10.1109/ICIDDT52279.2020.00114
M. Tian
China's cultural tourism industry is now at the stage of rapid development, but cultural tourism landscape is still stuck in the traditional static model without new dynamic technology. This paper first explains the concept and status of cultural tourism landscape, then analyzes the relationship between interaction design and landscape design, and applies interaction innovative digital technology into cultural tourism landscape design to provide tourists with behavioral, perceptual and emotional experiences. It also explores the application of Digital Technology for cultural tourism landscape design, and provides inspiration for China’s cultural tourism landscape design.
中国文化旅游产业正处于快速发展阶段,但文化旅游景观仍停留在传统的静态模式,缺乏新的动态技术。本文首先阐述了文化旅游景观的概念和现状,然后分析了交互设计与景观设计的关系,并将交互创新数字技术应用于文化旅游景观设计中,为游客提供行为、感知和情感体验。探索数字技术在文化旅游景观设计中的应用,为中国文化旅游景观设计提供启示。
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引用次数: 1
Research on VR Tourism Application Based on 5G Technology — Taking Guilin Lijiang as an Example 基于5G技术的VR旅游应用研究——以桂林丽江为例
Pub Date : 2020-12-01 DOI: 10.1109/ICIDDT52279.2020.00074
L. Minmin, Peng Yuyuan
The combination of VR technology and tourism is an inevitable trend in the development of the digital age, which can create a brand-new travel experience model and change the way people travel. It plays an important role in expanding tourism promotion to enhance the interactive, entertaining and immersive experience of tourism, and increase tourism attractiveness. Guilin introduces the concept of 5G+VR tourism to better show Guilin’s tourism resources and promote the development of tourism. The paper puts forward a set of VR travel application software based on 5G technology through the SWOT analysis of Lijiang River in Guilin.
VR技术与旅游的结合是数字时代发展的必然趋势,可以创造全新的旅游体验模式,改变人们的旅游方式。它对扩大旅游推广,增强旅游的互动性、娱乐性和沉浸式体验,增加旅游吸引力具有重要作用。桂林引入5G+VR旅游概念,更好地展示桂林旅游资源,促进旅游业发展。本文通过对桂林丽江的SWOT分析,提出了一套基于5G技术的VR旅游应用软件。
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引用次数: 1
A Laser 3D Animation Optimization System Based on Virtual Reality Technology 基于虚拟现实技术的激光三维动画优化系统
Pub Date : 2020-12-01 DOI: 10.1109/ICIDDT52279.2020.00023
Zhuxiaoxi
The production process of laser 3D animation based on virtual reality technology is high integration and upgrade of technology and art. It is the future development demand for art to seek wide dissemination and innovative development based on technology. Based on this, to highlight laser 3D animation's realistic effect, a laser 3D animation optimization system based on virtual reality technology has emerged in the actual application process. This mode imports ready-made laser 3D animation and images through the system's hardware import module, which dramatically improves the image quality expression effect, and the image quality definition reaches a higher index with strong appeal. Due to the remarkable presentation effect, laser 3D animation based on virtual reality technology is more prevalent. Based on virtual reality technology, this paper discusses the laser 3D animation optimization system.
基于虚拟现实技术的激光三维动画制作过程是技术与艺术的高度融合和升级。以技术为基础寻求广泛传播和创新发展是艺术未来的发展需求。基于此,为了突出激光三维动画的逼真效果,在实际应用过程中出现了一种基于虚拟现实技术的激光三维动画优化系统。该模式通过系统的硬件导入模块导入现成的激光3D动画和图像,极大地提高了图像质量表达效果,图像质量清晰度达到更高的指标,具有较强的吸引力。基于虚拟现实技术的激光三维动画由于其出色的呈现效果而更加流行。基于虚拟现实技术,探讨了激光三维动画优化系统。
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引用次数: 1
Research of Immersive Geospatial Data Visualization based on Embodied Cognition 基于具身认知的沉浸式地理空间数据可视化研究
Pub Date : 2020-12-01 DOI: 10.1109/ICIDDT52279.2020.00071
Qiuyu Liu, J. Pan, Gang Li
Geospatial data is a kind of big data with large quantities and complex construction. The conventional statistical analysis method and data visualization cannot meet the requirements of information mining and analysis, while the immersive geospatial data visualization supports the immersive data analysis and can better guide users to make insightful analysis and decision. This study takes embodied cognition theory as the foundation and combines the principles of immersive analysis and geospatial visualization to proposes some strategies of immersive geospatial visualization design. Moreover, a case study is used to introduce the application of embodied cognition and immersive analytics.
地理空间数据是一种量大、结构复杂的大数据。传统的统计分析方法和数据可视化无法满足信息挖掘和分析的需求,而沉浸式地理空间数据可视化支持沉浸式数据分析,可以更好地指导用户进行有见地的分析和决策。本研究以具身认知理论为基础,结合沉浸式分析和地理空间可视化原理,提出了沉浸式地理空间可视化设计策略。并通过案例介绍了具身认知和沉浸式分析的应用。
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引用次数: 1
Research on the Design Decision System of Toy Scooter Based on AHP 基于层次分析法的玩具滑板车设计决策系统研究
Pub Date : 2020-12-01 DOI: 10.1109/ICIDDT52279.2020.00032
Yinan Shang, Weixing Xu, Yunguo Liu
The purpose of this paper is as follows: starting from the needs of users, taking the toy scooter as the research object, The design decision-making system of toy scooters incorporates the analytic hierarchy process. In the analytic hierarchy model, toy scooters’ design is calculated by focusing on relative importance and ranking, guiding the design decision-making system, and making design thinking mathematical, optimizing the existing design scheme of the toy scooter, and improving the user experience. Through the investigation of the users who need the toy scooter, then the basic data is obtained and the analytic hierarchy process model is established. Through the comparison of the relative importance order of each element, the design focus and innovation points are established, and the design scheme of the toy scooter is guided according to the results. After calculating the analytic hierarchy model, the relative importance scores of the toy scooter’s design focus are as follows: playability: 0.2677; function: 0.2668; modularity: 0.2170; portability: 0.1701; safety: 0.1607. The scheme of toy scooter based on this order redesign shows that the user satisfaction is higher than the original scheme, which proves that analytic hierarchy process can be used in the design to make the design decision-making efficient and scientific.
本文的目的是:从用户需求出发,以玩具滑板车为研究对象,采用层次分析法构建玩具滑板车设计决策系统。在层次分析模型中,通过关注相对重要性和排序,指导设计决策系统,使设计思维数学化,优化现有的玩具滑板车设计方案,提高用户体验来计算玩具滑板车的设计。通过对玩具滑板车需求用户的调查,获得了基本数据,建立了层次分析法模型。通过对各要素的相对重要顺序进行比较,确定设计重点和创新点,并根据结果对玩具滑板车的设计方案进行指导。经层次分析模型计算,玩具滑板车设计重点的相对重要性得分为:可玩性:0.2677;功能:0.2668;模块化:0.2170;可移植性:0.1701;安全:0.1607。基于此顺序重新设计的玩具滑板车方案用户满意度高于原方案,证明层次分析法可用于设计,使设计决策高效、科学。
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引用次数: 1
A Contrastive Analysis on Effect Evaluation of 3D-to-2D Rendering Technologies for Animated Characters 动画人物3d - 2d渲染技术效果评价对比分析
Pub Date : 2020-12-01 DOI: 10.1109/ICIDDT52279.2020.00077
Sha Li, Jibin Wang, X. Meng, Boliang Ji
With the rapid development of computer technologies and arts, the 3D-to-2D rendering technologies have been extensively applied to the animation industry. This thesis makes a contrastive analysis on the applications and their effects of two 3D-to-2D rendering technologies in the performance of animated characters. The eye movement data of the subjects were recorded by Tobii Pro XL eye tracker, and the subjective evaluation scores of the two kinds of 3D-to-2D rendering images of animated characters, the characteristics of eye movement data and the relationship between the two were analyzed. The results showed that: there were significant differences in subjective evaluation scores between the two technical schemes; subjective evaluation scores were closely related to the concentration trend of fixation points; the scores of each factor were significantly different; eye movement data such as fixation time and fixation points in the region of interest were significantly correlated with subjective scoring behavior of subjects. These subjective and objective indicators can be integrated to promote effect evaluation more objectively and guide the creation direction of 3D-to-2D rendering technical modeling of animated characters.
随着计算机技术和艺术的飞速发展,3D-to-2D渲染技术被广泛应用于动画产业。本文对比分析了两种3d到2d渲染技术在动画人物表演中的应用及其效果。通过Tobii Pro XL眼动仪记录被试的眼动数据,分析两种动画人物3d到2d渲染图像的主观评价得分、眼动数据的特征以及两者之间的关系。结果表明:两种技术方案的主观评价得分存在显著差异;主观评价得分与注视点浓度趋势密切相关;各因子得分差异有统计学意义;注视时间和兴趣区注视点等眼动数据与受试者主观评分行为显著相关。这些主客观指标可以结合起来,更加客观地促进效果评价,指导动画人物3d到2d渲染技术建模的创作方向。
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引用次数: 0
Research on interaction mechanism of the elderly companion robot based on service design 基于服务设计的老年陪伴机器人交互机制研究
Pub Date : 2020-12-01 DOI: 10.1109/ICIDDT52279.2020.00024
Lin Liu, Xing Fang
The elderly companion robot is one of the paths that intelligent technology tries to help the elderly solve the problem of old-age pension in the digital age. This paper introduces the theory of service design into the field of interaction design of the elderly companion robot and summarizes two characteristics of the interaction of elderly companion robots: natural interaction and intelligent background computing. Combined with the rise and development trend of today’s service design, this paper studies the construction of interaction function level and interaction logic of elderly companion robot under the guidance of service design, which provides the theoretical basis and new perspective thinking for the challenges of interaction design of elderly companion robot under the background of the service economy.
老年陪伴机器人是智能技术在数字时代试图帮助老年人解决养老问题的路径之一。本文将服务设计理论引入老年陪伴机器人交互设计领域,总结出老年陪伴机器人交互的两个特点:自然交互和智能后台计算。本文结合当今服务设计的兴起和发展趋势,研究服务设计指导下老年陪伴机器人交互功能层的构建和交互逻辑,为服务经济背景下老年陪伴机器人交互设计面临的挑战提供理论依据和新的视角思考。
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引用次数: 0
期刊
2020 International Conference on Innovation Design and Digital Technology (ICIDDT)
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