Search results for: experience design
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 15812

Search results for: experience design

15752 The Robotic Intervention in the Tourism Experience: The Customer Journey’s Touchpoints, Context, and Qualities

Authors: Aikaterini Manthiou, Phil Klaus, Kafia Ayadi

Abstract:

Tourism research has shown a growing need to comprehend the robotic tourism experience’s meaning and foundations while also offering guidance regarding future discussions and research. This paper aims to analyze the robotic tourism experience based on the basis of De Keyser et al.’s (2020) conceptualization. In order to develop three theoretical propositions, we explore the robotic tourism experience by means of the three building blocks: touchpoints, context, and qualities. The three building blocks should not be examined in isolation but as a system of interplaying factors impacting the customer journey and customer experience. The study discusses the theoretical and practical implications of these impacts, as well as providing future research directions.

Keywords: robotic tourism experience, robot, touchpoints, context, qualities

Procedia PDF Downloads 175
15751 Requirements Gathering for Improved Software Usability and the Potential for Usage-Centred Design

Authors: Kholod J. Alotaibi, Andrew M. Gravell

Abstract:

Usability is an important software quality that is often neglected at the design stage. Although methods exist to incorporate elements of usability engineering, there is a need for more balanced usability focused methods that can enhance the experience of software usability for users. In this regard, the potential for Usage-Centered Design is explored with respect to requirements gathering and is shown to lead to high software usability besides other benefits. It achieves this through its focus on usage, defining essential use cases, by conducting task modeling, encouraging user collaboration, refining requirements, and so on. The requirements gathering process in UgCD is described in detail.

Keywords: requirements gathering, usability, usage-centred design, computer science

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15750 Design of a Virtual Instrument (VI) System for Earth Resistivity Survey

Authors: Henry Okoh, Obaro Verisa Omayuli, Gladys A. Osagie

Abstract:

One of the challenges of developing nations is the dearth of measurement devices. Aside the shortage, when available, they are either old or obsolete and also very expensive. When this is the situation, researchers must design alternative systems to help meet the desired needs of academia. This paper presents a design of cost-effective multi-disciplinary virtual instrument system for scientific research. This design was based on NI USB-6255 multifunctional DAQ which was used for earth resistivity measurement in Schlumberger array and the result obtained compared closely with that of a conventional ABEM Terrameter. This instrument design provided a hands-on experience as related to full-waveform signal acquisition in the field.

Keywords: cost-effective, data acquisition (DAQ), full-waveform, multi-disciplinary, Schlumberger array, virtual Instrumentation (VI).

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15749 A Reflective Investigation on the Course Design and Coaching Strategy for Creating a Trans-Disciplinary Leaning Environment

Authors: Min-Feng Hsieh

Abstract:

Nowadays, we are facing a highly competitive environment in which the situation for survival has come even more critical than ever before. The challenge we will be confronted with is no longer can be dealt with the single system of knowledge. The abilities we urgently need to acquire is something that can lead us to cross over the boundaries between different disciplines and take us to a neutral ground that gathers and integrates powers and intelligence that surrounds us. This paper aims at discussing how a trans-disciplinary design course organized by the College of Design at Chaoyang University can react to this modern challenge. By orchestrating an experimental course format and by developing a series of coaching strategies, a trans-disciplinary learning environment has been created and practiced in which students selected from five different departments, including Architecture, Interior Design, Visual Design, Industrial Design, Landscape and Urban Design, are encouraged to think outside their familiar knowledge pool and to learn with/from each other. In the course of implementing this program, a parallel research has been conducted alongside by adopting the theory and principles of Action Research which is a research methodology that can provide the course organizer emergent, responsive, action-oriented, participative and critically reflective insights for the immediate changes and amendments in order to improve the effect of teaching and learning experience. In the conclusion, how the learning and teaching experience of this trans-disciplinary design studio can offer us some observation that can help us reflect upon the constraints and division caused by the subject base curriculum will be pointed out. A series of concepts for course design and teaching strategies developed and implemented in this trans-disciplinary course are to be introduced as a way to promote learners’ self-motivated, collaborative, cross-disciplinary and student-centered learning skills. The outcome of this experimental course can exemplify an alternative approach that we could adopt in pursuing a remedy for dealing with the problematic issues of the current educational practice.

Keywords: course design, coaching strategy, subject base curriculum, trans-disciplinary

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15748 Affective Adaptation Design for Better Gaming Experiences

Authors: Ollie Hall, Salma ElSayed

Abstract:

Affective adaptation is a novel way for game designers to add an extra layer of engagement to their productions. When player’s emotions factor in game design, endless possibilities for creative gameplay emerge. Whilst gaining popularity, existing affective game research mostly runs controlled experiments carried in restrictive settings and relies on one or more specialist devices for measuring a player’s emotional state. These conditions, albeit effective, are not necessarily realistic. Moreover, the simplified narrative and intrusive wearables may not be suitable for the average player. This exploratory study investigates delivering an immersive affective experience in the wild with minimal requirements in an attempt for the average developer to reach the average player. A puzzle game is created with a rich narrative and creative mechanics. It employs both explicit and implicit adaptation and only requires a web camera. Participants played the game on their own machines in various settings. Whilst it was rated feasible, very engaging, and enjoyable, it remains questionable whether a fully immersive experience was delivered due to the limited sample size.

Keywords: affective games, dynamic adaptation, emotion recognition, game design

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15747 Food Design as a University-Industry Collaboration Project: An Experience Design on Controlling Chocolate Consumption and Long-Term Eating Behavior

Authors: Büşra Durmaz, Füsun Curaoğlu

Abstract:

While technology-oriented developments in the modern world change our perceptions of time and speed, they also force our food consumption patterns, such as getting pleasure from what we eat and eating slowly. The habit of eating quickly and hastily causes not only the feeling of not understanding the taste of the food eaten but also the inability to postpone the feeling of satiety and, therefore, many health problems. In this context, especially in the last ten years, in the field of industrial design, food manufacturers for healthy living and consumption have been collaborating with industrial designers on food design. The consumers of the new century, who are in an uncontrolled time intensity, receive support from small snacks as a source of happiness and pleasure in the little time intervals they can spare. At this point, especially chocolate has been a source of happiness for its consumers as a source of both happiness and pleasure for hundreds of years. However, when the portions have eaten cannot be controlled, a pleasure food such as chocolate can cause both health problems and many emotional problems, especially the feeling of guilt. Fast food, which is called food that is prepared and consumed quickly, has been increasing rapidly around the world in recent years. This study covers the process and results of a chocolate design based on the user experience of a university-industry cooperation project carried out within the scope of Eskişehir Technical University graduation projects. The aim of the project is a creative product design that will enable the user to experience chocolate consumption with a healthy eating approach. For this, while concepts such as pleasure, satiety, and taste are discussed; A survey with 151 people and semi-structured face-to-face interviews with 7 people during the experience design process within the scope of the user-oriented design approach, mainly literature review, within the scope of main topics such as mouth anatomy, tongue structure, taste, the functions of the eating action in the brain, hormones and chocolate, video A case study based on the research paradigm of Qualitative Research was structured within the scope of different research processes such as analysis and project diaries. As a result of the research, it has been reached that the melting in the mouth is the preferred experience of the users in order to spread the experience of eating chocolate for a long time based on pleasure while eating chocolate with healthy portions. In this context, researches about the production of sketches, mock-ups and prototypes of the product are included in the study. As a result, a product packaging design has been made that supports the active role of the senses such as sight, smell and hearing, where consumption begins, in order to consume chocolate by melting and to actively secrete the most important stimulus salivary glands in order to provide a healthy and long-term pleasure-based consumption.

Keywords: chocolate, eating habit, pleasure, saturation, sense of taste

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15746 Show Products or Show Endorsers: Immersive Visual Experience in Fashion Advertisements on Instagram

Authors: H. Haryati, A. Nor Azura

Abstract:

Over the turn of the century, the advertising landscape has evolved significantly, from print media to digital media. In line with the shift to the advanced science and technology dramatically shake the framework of societies Fifth Industrial Revolution (IR5.0), technological endeavors have increased exponentially, which influenced user interaction more inspiring through online advertising that intentionally leads to buying behavior. Users are more accustomed to interactive content that responds to their actions. Thus, immersive experience has transformed into a new engagement experience To centennials. The purpose of this paper is to investigate pleasure and arousal as the fundamental elements of consumer emotions and affective responses to marketing stimuli. A quasi-experiment procedure will be adopted in the research involving 40 undergraduate students in Nilai, Malaysia. This study employed a 2 (celebrity endorser vs. Social media influencer) X 2 (high and low visual complexity) factorial between-subjects design. Participants will be exposed to a printed version depicting a fashion product endorsed by a celebrity and social media influencers, presented in high and low levels of visual complexity. While the questionnaire will be Distributing during the lab test session is used to control their honesty, real feedback, and responses through the latest Instagram design and engagement. Therefore, the research aims to define the immersive experience on Instagram and the interaction between pleasure and arousal. An advertisement that evokes pleasure and arousal will be likely getting more attention from the target audience. This is one of the few studies comparing the endorses in Instagram advertising. Also, this research extends the existing knowledge about the immersive visual complexity in the context of social media advertising.

Keywords: immersive visual experience, instagram, pleasure, arousal

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15745 An Experience Report on Course Teaching in Information Systems

Authors: Carlos Oliveira

Abstract:

This paper is a criticism of the traditional model of teaching and presents alternative teaching methods, different from the traditional lecture. These methods are accompanied by reports of experience of their application in a class. It was concluded that in the lecture, the student has a low learning rate and that other methods should be used to make the most engaging learning environment for the student, contributing (or facilitating) his learning process. However, the teacher should not use a single method, but rather a range of different methods to ensure the learning experience does not become repetitive and fatiguing for the student.

Keywords: educational practices, experience report, IT in education, teaching methods

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15744 Effect of Experience on Evacuation of Mice in Emergency Conditions

Authors: Teng Zhang, Shenshi Huang, Gang Xu, Xuelin Zhang, Shouxiang Lu

Abstract:

With the acceleration of urbanization and the increasing of the population in the city, the evacuation of pedestrians suffering from disaster environments such as fire in a room or other limited space becomes a vital issue in modern society. Mice have been used in experimental crowd evacuation in recent years for its good similarities to human in physical structure and stress reaction. In this study, the effect of experience or memory on the collective behavior of mice was explored. To help mice familiarize themselves with the design of the space and the stimulus caused by smoke, we trained them repeatedly for 2 days so that they can escape from the emergency conditions as soon as possible. The escape pattern, trajectories, walking speed, turning angle and mean individual escape time of mice in each training trail were analyzed. We found that mice can build memory quickly after the first trial on the first day. On the second day, the evacuation of mice was maintained in a stable and efficient state. Meanwhile, the group with size of 30 (G30) had a shorter mean individual escape time compared with G12. Furthermore, we tested the experience of evacuation skill of mice after several days. The results showed that the mice can hold the experience or memory over 3 weeks. We proposed the importance of experience of evacuation skill and the research of training methods in experimental evacuation of mice. The results can deepen our understanding of collective behavior of mice and conduce to the establishment of animal models in the study of pedestrian crowd dynamics in emergency conditions.

Keywords: experience, evacuation, mice, group size, behavior

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15743 Interior Outdoors of Tomorrow: A Study on the Rising Influence of the 'Interior' Vocabulary in the Design of Outdoor Spaces and the Fading Role of the Architectural Discourse

Authors: Massimo Imparato

Abstract:

The study aims to identify the background of the contemporary trends in the design of commercial outdoors, and the reasons for the radical change in the traditional relationship between architecture and interior design, where the latter is taking over the construction of the visual narrative framing the users’ experience, which was ruled in the past by the architectural discourse. The design of commercial interiors, in fact, influences the way in which their outdoor spaces are organized and used more than ever before, and reflects the multi-faceted changes in the consumers’ behaviors and their interaction with the built environment. The study starts with the analysis of the evolution of sheltered outdoor spaces to achieve a broader understanding of the shift of meaning of subjects such as private and public domains, and to consider the varied ways of interaction/integration between the building and its exterior space. The study identifies the major social, physical and cultural aspects influencing the design of contemporary commercial outdoor spaces, suggests a new framework for their understanding and draws the methodological guidelines for the development of a structured approach to the design of commercial outdoors. The purpose of the paper is to stress the influence of the design of interiors into the public realm, to indicate new directions in this field of research, and to provide new methodological tools for interior design professionals.

Keywords: interior design, landscape design, visual narrative, outdoor design

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15742 Unveiling Game Designers’ Designing Practices: Five-Essential-Steps Model

Authors: Mifrah Ahmad

Abstract:

Game designing processes vary with the intentions of the game. Digital games have versatile starting and finishing processes and these have been reported throughout the literature over decades. However, the need to understand how game designers’ practice in designing games is approached in the industry and how do they approach designing games is yet to be informed and whether they consider existing models or frameworks in their practice to assist their designing process of games. Therefore, this paper discusses 17 game designers’ participants' perspectives on how they approach designing games and how their experience of designing various games influences their practice. This research is conducted in an Australian context, through a phenomenology approach, where semi-structured interviews were designed and grounded by theory of experience by John Dewey. The audio data collected was analyzed using NVivo and interpreted using the interpretivism paradigm to contextualize the essence of game designers’ experiences in their practice and unfold their designing, developing, and iterative methodologies. As a result, a generic game-designing model is proposed that illuminates a sequence of steps that enables game designers’ initiatives toward a successful game design process. A ‘Five-Essential-Steps’ model (5ESM) for designing digital games may potentially assist early career game designers, gaming researchers as well as academics pursuing the designing process of games, educational games, or serious games.

Keywords: game designers practice, experiential design, designing models, game design approaches, designing process, software design, top-down model

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15741 The Experience of Intercultural Parenting in Australia

Authors: Dharam Bhugun

Abstract:

The growth of immigration and social diversity and advances in global technology, have contributed to an increase in intercultural marriages and relationships in Australia. Consequently, intercultural parenting experience is shaping as an important issue within society. Parenting experiences can be both challenging and rewarding for the intercultural couple and their children. Much of the Australian literature has focussed on parenting styles among different cultural groups and the experiences of children, with more research needed on the parenting experience of intercultural couples, with emphasis on those who have not sought professional help. This study employed a qualitative research design consistent with humanistic approaches in social sciences. A social constructionism theoretical framework was used to explore the experience of intercultural parents. Participants were selected through purposive sampling, and semi-structured interviews in English were employed to collect data. Thematic analysis was used to examine participant’s experiences. It is anticipated that the research will generate insights and findings that may assist current and future intercultural parents, add to the family systems theory to inform practice, and suggest possible professional strategies for clinicians and other government and community agencies.

Keywords: culture, intercultural couples, parenting styles and practices, conflicts resolution

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15740 Designing for Experience-Based Tourism: A Virtual Tour in Tehran

Authors: Maryam Khalili, Fateme Ghanei

Abstract:

As one of the most significant phenomena of industrialized societies, tourism plays a key role in encouraging regional developments and enhancing higher standards of living for local communities in particular. Traveling is a formative experience endowed with lessons on various aspects of life. It allows us learning how to enhance the social position as well as the social relationships. However, people forget the need to travel and gain first-hand experiences as they have to cope with the ever-increasing rate of stress created by the disorders and routines of the urban dwelling style. In this paper, various spaces of such experiences were explored through a virtual tour with two underlying aims: 1) encouraging, informing, and educating the community in terms of tourism development, and 2) introducing a temporary release from the routines. This study enjoyed a practical-qualitative research methodology, and the required data were collected through observation and using a multiple-response questionnaire. The participants (19-48 years old) included 41 citizens of both genders (63.4% male and 36.6% female) from two regions in Tehran, selected by cluster-probability sampling. The results led to development of a spatial design for a virtual tour experience in Tehran where different areas are explored to both raise people’s awareness and educate them on their cultural heritage.

Keywords: ecotourism, education, gamification, social interaction, urban design, virtual tour

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15739 Designing an Enterprise Architecture for Mining Company by Using Togaf Framework

Authors: Rika Yuliana, Budi Rahardjo

Abstract:

The Role of ICT in the organization will continue to experience growth in line with business growth. However, in reality, there is a gap between ICT initiatives with the development (needs) of company business that is caused by yet inadequate of ICT strategic alignment. Therefore, this study was conducted with the aim to create an enterprise architectural model rule, particularly in mining companies, using the TOGAF framework. The results from the design development phase of the mining enterprise architecture meta model represents the domain of business, applications, data, and technology. The results of the design as a whole were analyzed from four perspectives, namely the perspective of contextual, conceptual, logical and physical. In the end, the quality assessment of the mining enterprise architecture is conducted to assess the suitability of the design standards and architectural principles.

Keywords: design and development the information technology architecture, enterprise architecture, enterprise architecture design result, TOGAF architecture development method (ADM)

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15738 Population Stereotype Production, User Factors, and Icon Design for Underserved Communities of Rural India

Authors: Avijit Sengupta, Klarissa Ting Ting Cheng, Maffee Peng-Hui Wan

Abstract:

This study investigates the influence of user factors and referent characteristics on representation types generated using the stereotype production method for designing icons. Sixty-eight participants of farming communities were asked to draw images based on sixteen feature referents. Significant statistical differences were found between the types of representations generated for contextual and context-independent referents. Strong correlations were observed between years of formal education and total number of abstract representations produced for both contextual and context-independent referents. However, representation characteristics were not influenced by other user factors such as participants’ experience with mobile phone and years of farming experience. A statistically significant tendency of making concrete representations was observed for both contextual and context-independent referents. These findings provide insights on community members’ involvement in icon design and suggest a consolidated icon design strategy based on population stereotype, particularly for under-served rural communities of India.

Keywords: abstract representation, concrete representation, participatory design, population stereotype

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15737 User Experience Measurement of User Interfaces

Authors: Mohammad Hashemi, John Herbert

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Quantifying and measuring Quality of Experience (QoE) are important and difficult concerns in Human Computer Interaction (HCI). Quality of Service (QoS) and the actual User Interface (UI) of the application are both important contributors to the QoE of a user. This paper describes a framework that measures accurately the way a user uses the UI in order to model users' behaviours and profiles. It monitors the use of the mouse and use of UI elements with accurate time measurement. It does this in real-time and does so unobtrusively and efficiently allowing the user to work as normal with the application. This real-time accurate measurement of the user's interaction provides valuable data and insight into the use of the UI, and is also the basis for analysis of the user's QoE.

Keywords: user modelling, user interface experience, quality of experience, user experience, human and computer interaction

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15736 A Study of the Impact of Discrimination Experience on Life Satisfaction in Korean Women with Severe Disabilities

Authors: Soungwan Kim

Abstract:

The present study analyzed the effect of discrimination experience on the life satisfaction in women with severe disabilities and the mediating effect of disability acceptance. In verifying this mediating effect of disability acceptance between discrimination experience and life satisfaction, both discrimination experience and disability acceptance were found to be statistically significant in the first and second phases. Disability acceptance was found to have a mediating effect on the relationship between discrimination experience and life satisfaction. Based on this finding, measures for enhancing the quality of life in individuals with disabilities that experience low levels of life satisfaction were proposed.

Keywords: disability discrimination, disability acceptance, life satisfaction, mediating effect

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15735 Analysis of the Learning Effectiveness of the Steam-6e Course: A Case Study on the Development of Virtual Idol Product Design as an Example

Authors: Mei-Chun. Chang

Abstract:

STEAM (Science, Technology, Engineering, Art, and Mathematics) represents a cross-disciplinary and learner-centered teaching model that cultivates students to link theory with the presentation of real situations, thereby improving their various abilities. This study explores students' learning performance after using the 6E model in STEAM teaching for a professional course in the digital media design department of technical colleges, as well as the difficulties and countermeasures faced by STEAM curriculum design and its implementation. In this study, through industry experts’ work experience, activity exchanges, course teaching, and experience, learners can think about the design and development value of virtual idol products that meet the needs of users and to employ AR/VR technology to innovate their product applications. Applying action research, the investigation has 35 junior students from the department of digital media design of the school where the researcher teaches as the research subjects. The teaching research was conducted over two stages spanning ten weeks and 30 sessions. This research collected the data and conducted quantitative and qualitative data sorting analyses through ‘design draft sheet’, ‘student interview record’, ‘STEAM Product Semantic Scale’, and ‘Creative Product Semantic Scale (CPSS)’. Research conclusions are presented, and relevant suggestions are proposed as a reference for teachers or follow-up researchers. The contribution of this study is to teach college students to develop original virtual idols and product designs, improve learning effectiveness through STEAM teaching activities, and effectively cultivate innovative and practical cross-disciplinary design talents.

Keywords: STEAM, 6E model, virtual idol, learning effectiveness, practical courses

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15734 Simplified Mobile AR Platform Design for Augmented Tourism

Authors: Eric Hawkinson, Edgaras Artemciukas

Abstract:

This study outlines iterations of designing mobile augmented reality (MAR) applications for tourism specific contexts. Using a design based research model, several cycles of development to implementation were analyzed and refined upon with the goal of building a MAR platform that would facilitate the creation of augmented tours and environments by non-technical users. The project took on several stages, and through the process, a simple framework was begun to be established that can inform the design and use of MAR applications for tourism contexts. As a result of these iterations of development, a platform was developed that can allow novice computer users to create augmented tourism environments. This system was able to connect existing tools in widespread use such as Google Forms and connect them to computer vision algorithms needed for more advanced augmented tourism environments. The study concludes with a discussion of this MAR platform and reveals design elements that have implications for tourism contexts. The study also points to future case uses and design approaches for augmented tourism.

Keywords: augmented tourism, augmented reality, user experience, mobile design, e-tourism

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15733 Physical Physics: Enhancing the Learning Experience for Undergraduate Game Development Students

Authors: Y. Kavanagh, N. O'Hara, R. Palmer, P. Lowe, D. Rafferty

Abstract:

Physical Physics is a physics education methodology for games programfmes that integrates physical activity with movement tracking and modelling. It significantly enhances the learning experience and it is effective in illustrating how physics is core in games design and programming, while allowing students to be active participants and take ownership of the learning process. It has been successfully piloted with undergraduate students studying Games Development.

Keywords: activity, enhanced learning, game development, physics

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15732 Teaching Translation during Covid-19 Outbreak: Challenges and Discoveries

Authors: Rafat Alwazna

Abstract:

Translation teaching is a particular activity that includes translators and interpreters training either inside or outside institutionalised settings, such as universities. It can also serve as a means of teaching other fields, such as foreign languages. Translation teaching began in the twentieth century. Teachers of translation hold the responsibilities of educating students, developing their translation competence and training them to be professional translators. The activity of translation teaching involves various tasks, including curriculum design, course delivery, material writing as well as application and implementation. The present paper addresses translation teaching during COVID-19 outbreak, seeking to find out the challenges encountered by translation teachers in online translation teaching and the discoveries/solutions arrived at to resolve them. The paper makes use of a comprehensive questionnaire, containing closed-ended and open-ended questions to elicit both quantitative as well as qualitative data from about sixty translation teachers who have been teaching translation at BA and MA levels during COVID-19 outbreak. The data shows that about 40% of the participants evaluate their online translation teaching experience during COVID-19 outbreak as enjoyable and exhilarating. On the contrary, no participant has evaluated his/her online translation teaching experience as being not good, nor has any participant evaluated his/her online translation teaching experience as being terrible. The data also presents that about 23.33% of the participants evaluate their online translation teaching experience as very good, and the same percentage applies to those who evaluate their online translation teaching experience as good to some extent. Moreover, the data indicates that around 13.33% of the participants evaluate their online translation teaching experience as good. The data also demonstrates that the majority of the participants have encountered obstacles in online translation teaching and have concurrently proposed solutions to resolve them.

Keywords: online translation teaching, electronic learning platform, COVID-19 outbreak, challenges, solutions

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15731 Virtual Reality Design Platform to Easily Create Virtual Reality Experiences

Authors: J. Casteleiro- Pitrez

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The interest in Virtual Reality (VR) keeps increasing among the community of designers. To develop this type of immersive experience, the understanding of new processes and methodologies is as fundamental as its complex implementation which usually implies hiring a specialized team. In this paper, we introduce a case study, a platform that allows designers to easily create complex VR experiences, present its features, and its development process. We conclude that this platform provides a complete solution for the design and development of VR experiences, no-code needed.

Keywords: creatives, designers, virtual reality, virtual reality design platform, virtual reality system, no-coding

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15730 Nostalgic Tourism in Macau: The Bidirectional Causal Relationship between Destination Image and Experiential Value

Authors: Aliana Leong, T. C. Huan

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The purpose of Nostalgic themed tourism product is becoming popular in many countries. This study intends to investigate the role of nostalgia in destination image, experiential value and their effect on subsequent behavioral intention. The survey used stratified sampling method to include respondents from all the nearby Asian regions. The sampling is based on the data of inbound tourists provided by the Statistics and Census Service (DSEC) of government of Macau. The questionnaire consisted of five sections of 5 point Likert scale questions: (1) nostalgia, (2) destination image both before and after experience, (3) expected value, (4) experiential value, and (5) future visit intention. Data was analysed with structural equation modelling. The result indicates that nostalgia plays an important part in forming destination image and experiential value before individual had a chance to experience the destination. The destination image and experiential value share a bidirectional causal relationship that eventually contributes to future visit intention. The study also discovered that while experiential value is more effective in generating destination image, the later contribute more to future visit intention. The research design measures destination image and experiential value before and after respondents had experience the destination. The distinction between destination image and expected/experiential value can be examined because the longitudinal design of research method. It also allows this study to observe how nostalgia translates to future visit intention.

Keywords: nostalgia, destination image, experiential value, future visit intention

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15729 Evaluating Factors Affecting Audiologists’ Diagnostic Performance in Auditory Brainstem Response Reading: Training and Experience

Authors: M. Zaitoun, S. Cumming, A. Purcell

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This study aims to determine if audiologists' experience characteristics in ABR (Auditory Brainstem Response) reading is associated with their performance in interpreting ABR results. Fifteen ABR traces with varying degrees of hearing level were presented twice, making a total of 30. Audiologists were asked to determine the hearing threshold for each of the cases after completing a brief survey regarding their experience and training in ABR administration. Sixty-one audiologists completed all tasks. Correlations between audiologists’ performance measures and experience variables suggested significant associations (p < 0.05) between training period in ABR testing and audiologists’ performance in terms of both sensitivity and accuracy. In addition, the number of years conducting ABR testing correlated with specificity. No other correlations approached significance. While there are relatively few significant correlations between ABR performance and experience, accuracy in ABR reading is associated with audiologists’ length of experience and period of training. To improve audiologists’ performance in reading ABR results, an emphasis on the importance of training should be raised and standardized levels and period for audiologists training in ABR testing should also be set.

Keywords: ABR, audiology, performance, training, experience

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15728 Humanizing Industrial Architecture: When Form Meets Function and Emotion

Authors: Sahar Majed Asad

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Industrial structures have historically focused on functionality and efficiency, often disregarding aesthetics and human experience. However, a new approach is emerging that prioritizes humanizing industrial architecture and creating spaces that promote well-being, sustainability, and social responsibility. This study explores the motivations and design strategies behind this shift towards more human-centered industrial environments, providing practical guidance for architects, designers, and other stakeholders interested in incorporating these principles into their work. Through in-depth interviews with architects, designers, and industry experts, as well as a review of relevant literature, this study uncovers the reasons for this change in industrial design. The findings reveal that this shift is driven by a desire to create environments that prioritize the needs and experiences of the people who use them. The study identifies strategies such as incorporating natural elements, flexible design, and advanced technologies as crucial in achieving human-centric industrial design. It also emphasizes that effective communication and collaboration among stakeholders are crucial for successful human-centered design outcomes. This paper provides a comprehensive analysis of the motivations and design strategies behind the humanization of industrial architecture. It begins by examining the history of industrial architecture and highlights the focus on functionality and efficiency. The paper then explores the emergence of human-centered design principles in industrial architecture, discussing the benefits of this approach, including creating more sustainable and socially responsible environments.The paper explains specific design strategies that prioritize the human experience of industrial spaces. It outlines how incorporating natural elements like greenery and natural lighting can create more visually appealing and comfortable environments for industrial workers. Flexible design solutions, such as movable walls and modular furniture, can make spaces more adaptable to changing needs and promote a sense of ownership and creativity among workers. Advanced technologies, such as sensors and automation, can improve the efficiency and safety of industrial spaces while also enhancing the human experience. To provide practical guidance, the paper offers recommendations for incorporating human-centered design principles into industrial structures. It emphasizes the importance of understanding the needs and experiences of the people who use these spaces and provides specific examples of how natural elements, flexible design, and advanced technologies can be incorporated into industrial structures to promote human well-being. In conclusion, this study demonstrates that the humanization of industrial architecture is a growing trend that offers tremendous potential for creating more sustainable and socially responsible built environments. By prioritizing the human experience of industrial spaces, designers can create environments that promote well-being, sustainability, and social responsibility. This research study provides practical guidance for architects, designers, and other stakeholders interested in incorporating human-centered design principles into their work, demonstrating that a human-centered approach can lead to functional and aesthetically pleasing industrial spaces that promote human well-being and contribute to a better future for all.

Keywords: human-centered design, industrial architecture, sustainability, social responsibility

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15727 The Role of Artificial Intelligence on Interior Space in College of Architecture and Design

Authors: Saif M. M. Obeidat

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This research investigates the impact of artificial intelligence (AI) on interior spaces within a college of Architecture and Design. Employing a qualitative approach, the study conducts in-depth interviews and reviews AI-integrated design projects within the academic setting. The key objectives include assessing AI integration in design processes, examining the influence of AI on user experience, exploring its role in architectural innovation, identifying challenges, and assessing educational implications. The study aims to provide a comprehensive understanding of AI's role in shaping interior spaces within academia. It anticipates improved efficiency in design processes, positive user feedback on functionality and experiences, the emergence of innovative design solutions, and the identification of challenges like ethical considerations and technical limitations. Additionally, the research expects insights into how educational programs may need to adapt to incorporate AI knowledge and skills, ensuring students are well-prepared for the evolving landscape of architecture and design practice. By addressing these objectives, the research contributes valuable insights into the evolving relationship between technology and the field of architecture, particularly within educational contexts.

Keywords: interior design, artificial intelligence, academic settings, technology, education

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15726 The Influence of Travel Experience within Perceived Public Transport Quality

Authors: Armando Cartenì, Ilaria Henke

Abstract:

The perceived public transport quality is an important driver that influences both customer satisfaction and mobility choices. The competition among transport operators needs to improve the quality of the services and identify which attributes are perceived as relevant by passengers. Among the “traditional” public transport quality attributes there are, for example: travel and waiting time, regularity of the services, and ticket price. By contrast, there are some “non-conventional” attributes that could significantly influence customer satisfaction jointly with the “traditional” ones. Among these, the beauty/aesthetics of the transport terminals (e.g. rail station and bus terminal) is probably one of the most impacting on user perception. Starting from these considerations, the point stressed in this paper was if (and how munch) the travel experience of the overall travel (e.g. how long is the travel, how many transport modes must be used) influences the perception of the public transport quality. The aim of this paper was to investigate the weight of the terminal quality (e.g. aesthetic, comfort and service offered) within the overall travel experience. The case study was the extra-urban Italian bus network. The passengers of the major Italian terminal bus were interviewed and the analysis of the results shows that about the 75% of the travelers, are available to pay up to 30% more for the ticket price for having a high quality terminal. A travel experience effect was observed: the average perceived transport quality varies with the characteristic of the overall trip. The passengers that have a “long trip” (travel time greater than 2 hours) perceived as “low” the overall quality of the trip even if they pass through a high quality terminal. The opposite occurs for the “short trip” passengers. This means that if a traveler passes through a high quality station, the overall perception of that terminal could be significantly reduced if he is tired from a long trip. This result is important and if confirmed through other case studies, will allow to conclude that the “travel experience impact" must be considered as an explicit design variable for public transport services and planning.

Keywords: transportation planning, sustainable mobility, decision support system, discrete choice model, design problem

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15725 Player Experience: A Research on Cross-Platform Supported Games

Authors: Salih Akkemik

Abstract:

User Experience has a characterized perspective based on two fundamentals: the usage process and the product. Digital games can be considered as a special interactive system. This system has a very specific purpose and this is to make the player feel good while playing. At this point, Player Experience (PX) and User Experience (UX) are similar. UX focuses on the user feels good, PX focuses on the player feels good. The most important difference between the two is the action taken. These are actions of using and playing. In this study, the player experience will be examined primarily. PX may differ on different platforms. Nowadays, companies are releasing the successful and high-income games that they have developed with cross-platform support. Cross-platform is the most common expression that an application can run on different operating systems, in other words, be developed to support different operating systems. In terms of digital games, cross-platform support means that a game can be played on a computer, console or mobile device environment, more specifically, the game developed is designed and programmed to be played in the same way on at least two different platforms, such as Windows, MacOS, Linux, iOS, Android, Orbis OS or Xbox OS. Different platforms also accommodate different player groups, profiles and preferences. This study aims to examine these different player profiles in terms of player experience and to determine the effects of cross-platform support on player experience.

Keywords: cross-platform, digital games, player experience, user experience

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15724 Using Technology to Enhance the Student Assessment Experience

Authors: Asim Qayyum, David Smith

Abstract:

The use of information tools is a common activity for students of any educational stage when they encounter online learning activities. Finding the relevant information for particular learning tasks is the topic of this paper as it investigates the use of information tools for a group of student participants. The paper describes and discusses the results with particular implications for use in higher education, and the findings suggest that improvement in assessment design and subsequent student learning may be achieved by structuring the purposefulness of information tools usage and online reading behaviors of university students.

Keywords: information tools, assessment, online learning, student assessment experience

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15723 Research and Development of Intelligent Cooling Channels Design System

Authors: Q. Niu, X. H. Zhou, W. Liu

Abstract:

The cooling channels of injection mould play a crucial role in determining the productivity of moulding process and the product quality. It’s not a simple task to design high quality cooling channels. In this paper, an intelligent cooling channels design system including automatic layout of cooling channels, interference checking and assembly of accessories is studied. Automatic layout of cooling channels using genetic algorithm is analyzed. Through integrating experience criteria of designing cooling channels, considering the factors such as the mould temperature and interference checking, the automatic layout of cooling channels is implemented. The method of checking interference based on distance constraint algorithm and the function of automatic and continuous assembly of accessories are developed and integrated into the system. Case studies demonstrate the feasibility and practicality of the intelligent design system.

Keywords: injection mould, cooling channel, intelligent design, automatic layout, interference checking

Procedia PDF Downloads 405