![]() |
This volume is the proceedings of the 3rd IEEE International Conference on Knowledge Innovation and Invention 2020 (IEEE ICKII 2020). The conference was organized by the IEEE Tainan Section Sensors Council (IEEE TSSC), the International Institute of Knowledge Innovation and Invention (IIKII), and the National University of Kaohsiung, Taiwan, and held on August 21–23, 2020 in Kaohsiung.
This volume of Knowledge Innovation on Design and Culture selected 95 excellent papers from the IEEE ICKII 2020 conference in the topics of Innovative Design and Cultural Research and Knowledge Innovation and Invention. This proceedings presents the research results based on the interdisciplinary collaboration of social sciences and engineering technologies by international networking in the academic and industrial fields.
Sample Chapter(s)
Preface
A Brief Analysis of the Functions and Principles of Chinese Contemporary Art Criticism
Contents:
Readership: Advanced undergraduate and graduate students, educators, experts, and practitioners from other areas in the academic and industrial fields as well as knowledge innovation and invention.
https://doi.org/10.1142/9789811238727_fmatter
The following sections are included:
https://doi.org/10.1142/9789811238727_0001
This paper expounds the functions and principles of Chinese contemporary art criticism. By analyzing the definition, significance and principles of art criticism, the paper concludes that art criticism should play a leading role in culture and expound the value and significance of contemporary art.
https://doi.org/10.1142/9789811238727_0002
This research discusses the creation and protection of the traditional wisdom of indigenous peoples. By taking the food culture of indigenous peoples as a case study, the spiritual connotation and value of the food culture of indigenous peoples are summed up and proposed to pass on as a way of educating others about indigenous peoples’ food culture. In this study from February 12, 2020 to April 21, 2020, a total of 400 questionnaires were sent out and 392 were returned. The recovery rate was 98%. Questionnaires were filled out by 165 men and 227 women. Through a preliminary understanding of people’s general feelings about indigenous restaurants, the phenomenon of the traditional food culture of indigenous peoples was discovered. The research results showed that most consumers recommend indigenous restaurants to people around them, which fully reflects that the popularity of indigenous restaurants is still high and meets the needs of the public. The charm and cultural atmosphere of other restaurants are different, and the general public does have a sense of freshness about the indigenous food culture.
https://doi.org/10.1142/9789811238727_0003
The purpose of this research is to compare the music literacy of parents in Taiwan and South India, and the use of 3C products in music activities with preschool children. The subjects of this study were parents of children aged 3–6 years old in Taiwan and Southern India. There were 84 valid samples by using the online sampling method, including 55 cases in Taiwan and 29 in Southern India. The research tool was the “Music Literacy Questionnaire of Preschool Parents” edited by the researchers using descriptive statistical analysis, Mann-Whitney U test, and χ2 test of nonparametric statistics for data analysis. The results of the study found that there were significant differences in parenting encouraging exposure to music and in e-music literacy between Taiwanese and South Indian parents. The main difference came from mothers, while there were no significant differences in fathers. Secondly, in parent-child music activities, the use of 3C products was particularly different. Fathers preferred to use the Internet, while mothers preferred music CDs. Mothers played CDs to children, while fathers listened to CDs and watched TV with children. This research was a transnational preliminary survey, and initial results found that there were cultural differences in family music activities and the use of technological products between Taiwan and South India.
https://doi.org/10.1142/9789811238727_0004
An aging society leads to the growth of the mentally retarded population. According to the statistics of the Taiwan Association of Dementia in 2019, nearly half (34) of the 74 mentally retarded people were not diagnosed with dementia when they suffered financial losses. More than 90% (65) were not declared to be assisted or supervised. As most of the family members of patients do not understand the symptoms of dementia, and the patients themselves are unwilling to admit and refuse to be tested for dementia. In this study, a tool for examining the medication payment for dementia in Taiwan was used to test the mini-mental state examination (MMSE) for retired elderly people. The potential design requirements are proposed by contextual observation: (1) changing the type of dementia test, such as taking board games, and integrating MMSE questions into the game can reduce the subjects’ vigilance, (2) changing the presentation and interaction mode of topics, using the agricultural products (space), festivals (time), and celebration activities (space) in Taiwan to test the topics of space, time, memory, calculation and drawing, and interacting and testing them in a non-verbal way to increase understanding and interest, (3) using nostalgic elements to connect the elderly with memory, and (4) examining the living environment at home and promoting family interaction.
https://doi.org/10.1142/9789811238727_0005
The problems faced by social design are different from those of conventional designs that show more macroscopic, comprehensive, systematic, trans-disciplinary, and complicated features, which challenges the agility and capacity of existing design methodology. This study aims to analyze the challenges encountered by design methods in dealing with public issues and to provide references for improving social design methodology. Therefore, the Design Council’s Framework for Innovation model and the tools commonly used in the conventional design was applied to a case of public interest. By reflecting and investigating this process and results, this study suggests the implementation of current practical design methods to accommodate coherently the many volatile aspects of social design.
https://doi.org/10.1142/9789811238727_0006
Bauhaus, the most important art and architecture school in art history, was founded in Weimar, Germany in 1919 by artist Walter Gropius, and closed in 1933 under the Nazi regime. In less than 15 years, it had a profound impact on modern art, architecture, design, and other fields. Today’s Bauhaus is not just the name of an architectural school, but also a style. The “Bauhaus Body Workshop” is based on the concept of Triadic Ballet. It enables students to re-examine the relationship between themselves and space and to experience the physical practice of the human body and space in the Bauhaus Theater 100 years ago.
https://doi.org/10.1142/9789811238727_0007
The impact of natural environment degradation and the loss of species has simplified the biodiversity on Earth. Thus, modern zoos (in this study we particularly work with Taipei Zoo) have become one of the most important shelters for some natural species. Furthermore, zoos are important environmental education areas for cultivating modern citizens with environmental literacy and having enough knowledge and behavior related to environmental issues. Therefore, together with Taipei Zoo, this research proposes a cooperative course and multimedia aids for environmental education (in particular in the field of animal conservation). The course and multimedia aids are useful to educate the university students about environmental issues by applying their knowledge and skills to design these aids and help zoo visitors (learners) to learn conservation messaging by navigating through these aids in the zoo (on-site). The multimedia aids are designed for zoo visitors (learners) of all ages to foster an appreciation for wildlife in an attractive, amusing, and easy-to-understand way. It is expected that the aids deliver wildlife conservation and environmental messaging to the visitors (learners) and help them perceive a better experience while walking around the zoo.
https://doi.org/10.1142/9789811238727_0008
Liuqiu Township in Pingtung is a small island full of religious beliefs. Folk beliefs provide spiritual support for the whole island. The most prosperous temple is the Biyun Temple. The Guanyin Buddha is a god in whom the whole island believes in and the faith center of the whole island. Both spirituality and divine power have important status. Biyun Temple’s unique Feng shui “Crab Den” is even more indispensable. This research aims to understand the importance of Biyun Temple’s unique Feng Shui through literature review, interview, and discussion. As the island resembles a crab, there is a unique Dragon-Eye water which plays a major role in the inheritance of religious ceremonies and customs. Biyun Temple also changed the way of sacrifice, color matching, and regulations of the temple. The development of Biyun Temple has expanded to other places via the blessings of natural terrain and the efficaciousness of the temple.
https://doi.org/10.1142/9789811238727_0009
Hua-Zhai Village is a clustered settlement located in Wang- An Township, Penghu County, Taiwan. Hua-Zhai Village is believed to have existed as a settlement since the Han Chinese from Mainland China began settling there three centuries ago and is the first registered important historical settlement by the Taiwanese government. Hua-Zhai Village went through a period of exodus during the 1950s with people looking for work in more populated areas, and buildings became dilapidated afterwards. Now the village intends to restore their community and buildings, and an executive team formed by the Ocean Cultural Creative group from Graduate School of Design, National Yunlin University of Science and Technology (NYUST) has been commissioned to conduct village revitalization. With the challenges of outlying archipelago geographic disadvantages and little population, Hua-Zhai Village is stuck in a difficult situation of being a “super marginal village.” In order to facilitate the community living functions and revitalize neighborhood social network, the NYUST executive team pursued the perspective of regional revitalization. Through the discovery of social issues that Hua-Zhai village encountered, the NYUST executive team investigated and developed an integrated problem-solving strategy based on regional context, viewing the cultural settlement from different perspectives to further preserve, transform and regenerate, aiming to support settlement revitalization of Hua-Zhai Village.
The purpose of this research are to analyze the issues, strategies and specific actions of Hua-Zhai Village revitalization, and to explore the core values of village revitalization through the process. Participant observation was applied to collect and analyze data, in-depth interviews and interactive discussions were applied to deepen the study and generate benefits. The research developed four problem-solving strategies, eleven concrete action plans and three implementations. Based on the process of Hua-Zhai Village revitalization, this research has three conclusions: 1) collaboration and exploration with residents, taking revitalization as re-innovation by working with them to explore new possibilities; 2) active participation from residents by inviting them to be hands on; 3) cooperation with government resources, from dependence to collaboration.
https://doi.org/10.1142/9789811238727_0010
From the perspective of the planning and development of Guangdong-Hong Kong-Macao Greater Bay Area, we aim to establish art majors in schools, colleges, graduate schools, and companies. Five indicators are obtained through systematic analysis and research on the curriculum of art of colleges in Guangdong Province. Methods such as literature review and comparative analysis are adopted. The result shows that the opening rate of art majors in Guangdong undergraduate colleges is high, but the majors are not diverse. As the number of students between majors varies greatly, some majors are not chosen. The employment of graduates is concentrated in Guangdong Province. The degree of professional relevance is higher than that of the national average, and there is strong demand in the job market. For the mission of inheriting and promoting the culture and art, the goals of culture and leisure, and the development needs of the Greater Bay Area, the art majors should be freely offered and coordinated as follows: (1) the number of enrollment for art majors should be changed from “market concentration” to “planned decentralization”, (2) the training of professionals should change from “minority” to “popularization”, and (3) the setting of art majors should be changed from “discipline” and “In the planned catalog” to “future development and internationalization”.
https://doi.org/10.1142/9789811238727_0011
This article analyses graphics from three aspects including historical background, contents and functions. It proposes three kinds of analysis methods: art analysis + historical situation, design thinking + imaginative thinking, design science + graphics capabilities. It offers analysis method support for curriculum design, disciplinary construction and design practices.
https://doi.org/10.1142/9789811238727_0012
We applied software to simulate the interior lighting layout and compile the lighting data to design an expert system. Users in a simulating interior lighting design quickly learn the reference values of the data and understand whether the lighting distribution follows the standard by simply inputting relevant parameters step-by-step.
https://doi.org/10.1142/9789811238727_0013
Under the impact of the COVID-19 pandemic, which has severely devastated the fashion industry, semantic discontinuity detection between product expression and consumer perception has become even more important than before. Many studies have investigated the semantic difference between designers and consumers in the last decade, but there are few studies on the key vector for semantic discontinuity detection of the product. We interviewed three apparel designers and developed a questionnaire with six different elements. The questionnaire was randomly distributed to 30 consumers to ask about two apparel products and their photographs. The results of the study indicate that consumers are more likely to perceive semantic continuity with a designer’s physical product than photography and there is a significant difference between the expression of apparel products and consumer perception. The results provide a way of effective communication with consumers for designers and allow setting the goals for the intended semantic expression in design, decision-making, and establishing the basis for good communication between designers and consumers in the fashion industry.
https://doi.org/10.1142/9789811238727_0014
The pop design movement is derived from pure art. Pop art emerged in the UK in the 1950s, prevailed in the US and the UK in the 1960s, and influenced design activities. It became weaker in the 1970s. After the death of Andy Warhol in 1989, pop culture has risen again, and critics call it “Post Pop”. Today, in the design of space, visual communication, fashion, advertising, digital media, film, traces of post-pop art can be seen. With the changing trend in art education, the curriculum of design education in Taiwan adopts an educational view that emphasizes creation and appreciation. With a class of art and design education in an elementary school, the action research method is adopted in this study to understand the trend of post-postmodern design. In addition to conducting a teaching activity of design appreciation for senior students of the elementary school, the first writer uses the samples revised by an expert questionnaire and tests the students for the identification ability of T-shirts with Post Pop design. The results of the questionnaire survey were analyzed with SPSS 18.0. Besides testing the teaching effectiveness of the appreciation activity, the teacher establishes a teaching model for design appreciation to enrich the design education of current elementary schools in Taiwan and enhance students’ resilience ability of new art in the 21st century.
https://doi.org/10.1142/9789811238727_0015
This study explored older adults’ preferences and needs for small-scale multifunction care centers through a questionnaire survey. Before then, the customer needs and the relevant construction features were investigated using the quality function deployment. A spatial plan for small-scale multifunction care centers was then proposed on the basis of the research results, with the assistance of service design tools. A 100-ping (a Taiwanese unit of area equivalent to 3.3 m2) small-scale multifunction care center was planned to verify the case. The center was designed with six major spaces, namely a health examination and exercise area, reading area, recreation area, dining service area, and teaching area, the use of which would enable the center to meet the diverse needs of older adults. Finally, design evaluation and verification were conducted through a questionnaire survey. The results demonstrated that the spatial planning for small-scale multifunction care centers should consider factors such as safety, situations involving the use of assistive devices, and the old’s psychological aspects to create a truly diverse and friendly environment for aging in place.
https://doi.org/10.1142/9789811238727_0016
Local craftsmanship revitalizes the local economy and passes down cultural memory in Taiwan’s community-based craft industry. Through the actor-network theory, this study explored how the Taiwan Yuan-Li Handiwork Association and Yuan-Li Town Triangle Rush Exhibition Hall were related to the development of rush-weaving craftsmanship in Yuanli. The feasibility of rush-weaving craftsmanship transmission and cultural industry innovation was investigated, too. The objectives of this study are to (1) explore and analyze the roles and social functions of the Taiwan Yuan-Li Handiwork Association and Yuan-Li Town Triangle Rush Exhibition Hall in the local cultural industry and (2) identify how the two organizations revitalize local rush-weaving craftsmanship differently through their heritage education for transmission, production development, and sales activities. In compliance with the obligatory passage point for the revitalizing of transmission and innovation in the rush-weaving craft industry, the two organizations have distinct attributes, orientations, and business models which were identified through case studies and interviews. The Taiwan Yuan-Li Handiwork Association has gradually transformed to pioneer rush-weaving craftsmanship revitalization to various R&D organization that promotes heritage education and product innovation. Yuan-Li Town Triangle Rush Exhibition Hall, a quasi non-governmental organization, positions itself as a local cultural museum that enhances the transmission of Yuanli’s unique rush-weaving culture through mass tourism. The two organizations exhibit ostensibly different platforms and development patterns, but their interwoven relationship represents heterogeneous and diverse ways of transmitting and innovating rush-weaving craftsmanship and offeres possibilities and prospects for the industry.
https://doi.org/10.1142/9789811238727_0017
This research intends to use cultural and creative design techniques and introduce the Model of Design-Creating-Thinking, and integrate the research process into a set of easy-to-understand cultural and creative design patterns to be applied to product design. First, through the literature review of cultural and creative design data, the compilation of design elements, and the establishment of research methods, this research introduces cultural symbol decoding, coding tables, and form design to create the element evolution design of Model of Design-Creating-Thinking. Finally, through the creation and analysis of practical works, the design mode of cultural and creative products is constructed to achieve the research purpose. The research results are as follows: (1) A design model of cultural and creative products is constructed as a design approach so that the design process can be organized and procedural and exemplify contextual basis for designers’ reference; (2) Model of Design-Creating-Thinking is imported to promote designers to create more new forms of product shaping, which is an innovative design thinking method; (3) In addition to reflecting the characteristics of cultural and creative design and the transformation of elements, the works show the effect of alternation and fusion of tradition and modernity. It also conveys the innovative vocabulary of the evolution of shapes.
https://doi.org/10.1142/9789811238727_0018
This study is to examine the correlation between customers’ interactive experience with flower stores and their purchase intentions through the aesthetic experience along with the examination of customers’ brainwaves. Among a total of 56 effective questionnaires, 10 random participants are chosen to give electroencephalogram (EEG) examinations and interviews. Regression analyses showed the explained variance 57.9% and the regression coefficients 0.415 (interactive experience) and 0.422 (esthetic experience). The EEG in interactive experiences varied case by case, but delta tended to increase in aesthetic experiences.
https://doi.org/10.1142/9789811238727_0019
Board games are games that can be played on a desk or other flat surfaces. It is an emerging educational technology. Because of education reform, learning is no longer limited to school. In terms of the learning process, the best way to learn and retain knowledge is to combine learning content with life experience. Therefore, ways to learn are no longer limited to textbooks. The purpose of board games in learning is to integrate the flow experience and digital learning through experiencing the game, so as to enhance learners’ motivation and interests in learning and encourage learners to participate in learning. Students can not only learn through the whole process of the game, but also produce a flow in that situation. In addition, they can learn new knowledge and skills naturally.
In recent years, board games are more and more popular in the educationese. Through board games, learners can cultivate their mind, enhance learner’s motivation and interests, and promote enduring learning. Besides, board games with digital technology can increase the games’ variability and enjoyment. In recent times, teachers have started introducing board games as a teaching method that is interactive and informative. Learners can learn to think and to adapt in various subjects, such as mathematics, language, history and science. In addition to intellectual disciplines, board games also provide opportunities for students to be collaborative, explorative and think critically. Besides, through the games, students can be trained to resolve conflicts and to apply strategies to learn. This study is based on the Evaluation Grid Method and questionnaires to research students’ willingness in learning, in-depth interviews to evaluate students’satisfaction surveys by promoting the students’ cognition, affection, behavior. The purpose of this study is to understand students’ acceptance of board games in integrative activities and to discuss the relationship among environmental factors, curriculum factors and students’ using behaviors on board games. Therefore, the results of the follow-up verification study can be used as a reference to board games in teaching design in the future.
https://doi.org/10.1142/9789811238727_0020
The purpose of this study is to investigate the impact of augmented reality (AR) on design learning for college students of design departments by introducing augmented reality (AR) technology application into an interactive design course and discussing students’ problems in AR learning and creation. 45 senior students in a digital media design department of a university of science and technology were invited as the research objects to collect the data through observation, questionnaire, and retrospective interview. It was found that students benefit from the application of AR for their learning attitude and aesthetic experience in interactive design, and students with low academic achievement prefer AR learning more than those with high academic achievement. Students generally accepted AR software for interactive design. They were also satisfied with the learning and design results. In terms of learning motivation, when compared to traditional teaching, AR also helps students improve their learning efficiency, increase their creative motivation, and concentrate on the class.
https://doi.org/10.1142/9789811238727_0021
Current research on design science has gone through several stages from desire to doubt, through practical research, and finally into the research of design process, design method, and design pattern. The results of these studies, such as pattern language, and axiomatic design, provide an important methodological basis for automated design and the application of artificial intelligence in design. At present, the successful application of artificial intelligence in design mostly focuses on design assistant tools, while the design of intelligent system is facing the challenge of “wicked problems”. This paper attempts to sort out the process of scientific design research from the perspective of design science, to summarize the achievements of scientific research and the current status of the application of artificial intelligence in design, and lastly, to discuss future directions of application of artificial intelligence in design.
https://doi.org/10.1142/9789811238727_0022
Food banks collect the surplus food and then distribute it to the poor. They aim to reduce food waste and feed the needy. The main purpose of this paper is to analyze the potential and capability of Taiwanese food banks to reduce food waste and improve sustainability. Though food banks have been established in most parts of the country, the potential of Taiwanese food banks for reducing food waste has been limited due to their dry food orientation. However, the Taiwanese food bank has shown a greater possibility to solve the problem of food waste in recent years. Even in developed countries, food banks’ ability to solve the problem is still extremely limited. Without the goal of helping people, food banks have difficulties in obtaining broad social support. This prevents them from legalizing their operation and therefore, achieving their goal of sustainability.
https://doi.org/10.1142/9789811238727_0023
In animated works, visual elements with terrifying functions are used widely. These terrifying elements not only serve the theme of terror, but are also used to convey non-terrified emotions and other themes. For example, The Skeleton Dance, Coco and Tim Burton’s Corpse Bride. The same symbol of terror, if handled in different ways, can give the audience different feelings. Taking the image of skeleton as an example, this paper discusses how this terrifying factor brings viewers different visual perceptions when dealt with differently. As for the visual perceptions generated by terrifying elements in animations, we intend to discuss how images of terror are treated in a non-terror oriented way.
https://doi.org/10.1142/9789811238727_0024
After the Industrial Revolution, in the 21st century, mankind is facing the harsh test of economic growth and environmental protection. Colorant research contains cross-field creative thinking that has been added to develop our Cultural Creative Industry to reduce the pollution by artificial dyes. The extensive usage of biomaterials is not only for natural dyeing but also for the development of biotechnology and pharmaceutical products to fight viruses.
https://doi.org/10.1142/9789811238727_0025
This research applied augmented reality (AR) technology to the curriculum of elementary students. The interactive teaching was designed for understanding dengue fever mosquitoes ecologically. Students could learn by using mobile devices. It provided virtual characters to guide students to explore biological knowledge. The learning was no longer limited to a classroom with computers, and turned out to be creative and ubiquitous. The research solved the problems of inconsistency and weakness of environmental education. With this learning method, the ability of learning, observation, and interactive experiences were obtained.
https://doi.org/10.1142/9789811238727_0026
With popularization of mobile intelligent terminal equipment, there has been a new method of digital reading provided for children that adopts Multimedia and Human Computer Interaction technology. This paper studied the interactive storytelling in children’s digital picture books. Through analyzing the modularization and improving discussion about the feasibility of altering the linear narrative mode, it aimed to enrich the reading mode and increase the usage in children’s digital picture books to improve the digital reading experience and emotional communication for children.
https://doi.org/10.1142/9789811238727_0027
The term “fantasy” in games may refer to a set of virtual magic worlds created by a designer or his or her team, and game characters generally are abnormal figures with human characteristics. These enable players to experience the joys that real life cannot offer for they incorporate fantastical connotations and surreal elements. In recent years, fantasy games thrive rapidly, as a large number of classic online games, including World of Warcraft, League of Legends and Aion Online, gaining popularity among numerous players with its great imaginary world. For a game, characters are the soul of the whole game and the visual focus of the players, and they can even directly influence game experience. Hence, the design of characters is a top priority in game design, but there are a lot of types of characters of fantasy games. All characters need to be designed by creators on their own. By analyzing a multitude of cases, the author tries to review from imagination-directed design thinking of creators, and constructs a design flow and method for the form of fantasy game characters.
https://doi.org/10.1142/9789811238727_0028
With the development of policies and markets, Chinese animation has transferred from a single film and television market to an interactive space in new media. This is a space containing multiple entities, such as artists, investors, governments, and subcultures, that is, what Bourdieu called “field”. Context reflects the rules of the field in discourse activities. So we adopted discourse analysis as a method to investigate animation and related fields, focusing on discourse activities. We collected discourse data by verbal questionnaires and in-depth interviews, searching established topics, evaluation methods, terminology and diversified interests in the context of discourse about animation. The goal is to set up common and stable discourse model and efficient interaction mechanism among subjects in the field. The conclusion benefits commercialization and diversify creation of animated products.
https://doi.org/10.1142/9789811238727_0029
Since the Japanese colonial period, there have been tracts of mountainous forests that have bred Camellia formosensis trees in the Liugui District of Kaohsiung City. These camellia trees are large-scale tree tea trees at mid-elevation levels. The picking completely requires manual climbing of tree trunks or using ladders. At present, most of the land where the camellia trees grow in southern Taiwan is mostly forest owned by the state or reserved by aboriginal people. In the district, most of the tea merchants and pickers maintain the basic raw material supply by renting the hillside land legally from the government. A small number of them are landowners with aboriginal status. After picking, the green tea is sold to tea merchants. At present, Taiwan’s Camellia formosensis in Liugui District, by the efforts of tea merchants, each has its brand, marketing channels, and commodity markets. However, raw tea is not entirely from the same place of origin. Once the market demand is large, a very small number of tea merchants often mix with low-altitude teas, or other countries’ teas, which results in the brand and goodwill of camellia tea fall. This article discusses the process of establishing a tea brand, the production of the story, the packaging of the image, and the design. The natural environment and geographical conditions of production are all important influencing factors. The output is usually inversely proportional to the price. This is a very natural phenomenon. However, once the brand strictly controls the manufacturer’s technology and manufacturing procedures through production history, various quality inspections of the origin, the identification and charter system of the government promote. In future, the regional economic activity of the production area and environment of tea farmers are guaranteed to a certain degree, and the development of foreign markets and the establishment of consumer confidence will be more helpful than now.
https://doi.org/10.1142/9789811238727_0030
This study discusses the conversion between the sense of hearing and taste, in order to create an interactive installation based on it. There are many types of research and works about sound and vision. This study attempts to use voice and flavor as an interactive element, to make an installation that can convert voice into different tastes. First, we use a voice analysis tool that can recognize different emotions from voice feature recognition. After participants input their voices, we recognize their emotions. These correspond to different proportions of flavor, including sour, sweet, bitter, spicy, salty. Finally, different kinds of drinks are mixed based on the proportion, to achieve the effect of converting voice into flavor. Participants can experience their voices coming back into their mouth in another way during the interaction. This study then proposes some suggestions about conversion and exhibition, to provide a better experience.
https://doi.org/10.1142/9789811238727_0031
Human-centered design provides practice and application in various fields. Among them, how to promote the sustainable development of human and social medicine, care for the needs of the disadvantaged and different classes, and make human dignity aware have gradually become the main research focus. With the rapid development of the economic networks today, human-oriented moral essences are gradually being ignored and violated. It is necessary and urgent to promote the sustainable development of human dignity through design education. In the research process, five visual cultural images of contemporary issues on human development guide students to express their views and ideas. Secondly, students discuss the human dignity issues behind these images and finally propose a design-thinking method. Through the study, students become caring for others and developing a way to realize the morality and value of human dignity.
https://doi.org/10.1142/9789811238727_0032
Cooperative learning is a common teaching application in curriculum planning and learning in many departments in recent years. With students from different backgrounds at the department of design and questionnaire surveys, three dimensions of “Learning Motivation and Attitude”, “Cooperative Skills and Peer Interaction” and “Teacher-Student Relationship” were investigated. The results of the t-test showed that genders affected significantly the teacher-student relationship. In an educational system, there were significant differences in the three dimensions between the students in full-time and the night school. Grade analysis and verification results from ANOVA showed the full-time juniors had the most active participation in the cooperative learning model, followed by the full-time seniors and night school seniors. The research results also revealed that the students at lower grades had low participation in cooperative learning. The results provide a reference for academic research in design education and teaching models.
https://doi.org/10.1142/9789811238727_0033
In current times of open and transparent information, wedding preparations follow ancient etiquette but the bride’s hair style has jumped out of conventional framework. In this era of seeking novelty and variation, creativity and customization are more suitable for the demands of consumers. Taiwan is marching toward economic development of value-increment creativity and technology. In Taiwan, popular aesthetics has become a cornerstone of fine service. Cosmetology and the hairdressing industry present a prosperous trend. This study is aimed to enhance advantages of bridal secretary in workplace to construct the bridal hairstyling factor assessment model that is to serve as a reference for customers and an approach for bride secretaries to apply in hairstyling. The first phase of this study: using the KJ Method as an inductive approach to establish a bridal hairstyle assessment plan; second phase: adopting the Modified Delphi Method to establish a bridal hairstyling factor assessment framework and standard based on common decision-making of experts; third phase: employing the AHP method to construct the bridal hairstyling factor assessment model, where hairstyling options are ranked; fourth phase: using a decision-making and evaluation plan to elect the best feasible bridal hair styles.
https://doi.org/10.1142/9789811238727_0034
Artistic anatomy involves the study of 3D forms which is related to the human body itself and its constitutive structures as the basis for 3D modeling of topographic line structures. Understanding artistic anatomy relies on visual and 3D spatial concepts and is the foundation of students’ education in developing games and making animations. By combining graphical data of anatomical structures with the production of digital sculptures, students were provided a new way to interact with anatomical structures. Six human sculpture sessions were planned for the course and tested both before and after the sessions. The results showed that the digital sculpture course resulted in a consistent improvement in students’ understanding and concepts of artistic anatomy and an understanding of the relationship between the line structure of the 3D model and the texture of the human body.
https://doi.org/10.1142/9789811238727_0035
This study reviewed a design case to explore novice designers’ modes of thinking. The design case involved a graphic simplification process from the representation to the abstraction stages. The presentation of the resulting design work was analyzed to compile modes of thinking commonly used by novice designers. The study results revealed that novice designers demonstrated varying modes of thinking in different design stages. From the representation stage to the semi-representation stage, designers preferred preserving the composition of the original object, but the graphic and color of the object were simplified. From the semi-representation stage to the abstraction stage, various presentation approaches were adopted. One of the approaches involved changing the original composition, shuffling and rearranging design elements, and then forming a new composition. Another approach involved preserving the original composition, partially enlarging element features or changing the original viewpoint, and presenting the design from multiple perspectives. Gaining a further understanding on the common modes of thinking adopted by novice designers and providing adequate guidance during design processes can substantially facilitate the development of professional design ability.
https://doi.org/10.1142/9789811238727_0036
While exploring new spatial environments, many configurations and functional properties of buildings are related with visibility between and across spaces. Efficient way finding is a clear and main focus on the design of space. In this paper, we present an agent analysis model that considers the effect of visual field that has led to complaints. To enable this analysis, a visibility and walkthrough simulation for predicting pedestrian movement pattern is conducted for the Museum of 21st Century, Kanazawa, Japan. This study attempts to make a comparative study of two unrelated analyses in visibility and physical (day lighting) environment.
https://doi.org/10.1142/9789811238727_0037
Cultural tourism projects are strategic options for urban tourism seeking to improve and develop. They are based on the integration of culture and tourism, adding to creative experience services in order to satisfy the increasing needs of tourists for leisure and entertainment, and create a unique experience. This study is aimed at exploring the attractive experience attributes of cultural tourism project by using the example of Beijing South Luogu Lane, which provide the viewpoint of unique experience, and apply the evaluation structure method of Miryoku engineering to discuss characterisics of cultural tourism project by in-depth interviews with sampled tourists. The characteristics include seven attractive attributes, such as popularity, concern, uniqueness, entertainment, participation, culture, and self-realization. Among them, entertainment, uniqueness, and cultural performances are more obvious properties than others which can provide reference for future design of cultural tourism experience.
https://doi.org/10.1142/9789811238727_0038
The research on animal-assisted therapy based on psychological healing has been studied in Taiwan. However the studies for discussing the attractive attributes of psychological healing of keeping pets of cats and dogs are few. This research used the depth-interview and evaluation grid method to summarize the attractive factors, the research result including companionship, responsibility, being depended on, being loved, interaction, cuteness, belonging, and innocence. The emotional attributes and the specific attributes were also identified to well define the therapies and healing of pets-keeping. The results can be applied to the creative industries of pets-keeping and psychotherapy.
https://doi.org/10.1142/9789811238727_0039
Horror movies are always entertaining people. Therefore, other exciting movies in different genres can be used for psychotherapy. As horror movies induce different levels of pleasure and satisfaction from the audience, this study explores the implementation of various modes through horror movies. There is a difference in the presentations of various categories, the methods of image narration, and the operating mode of horror movies based on the narrations in the literature. The mode of operation in horror movies is generalized as a norm from the perspectives in the literature. Through literature research, the analysis, comparison, collation, and integration are investigated to understand the norm.
https://doi.org/10.1142/9789811238727_0040
Blend shaping is a type of deformation method that you can use on several target shapes to drive a basic shape. It is a powerful morphing tool. Facial animation is an application of blend shaping, and it brings more life, fun and vibrancy to the subject. There are many advantages and fewer limits in 3D facial animation. We use 3D animation software such as Maya to show its features and check any issues in the 3D facial animation.
https://doi.org/10.1142/9789811238727_0041
This study investigated young people’s feelings of operating health measurement records with different interactive designs. With the operation processes observed, they were interviewed. The experiment involved three interactive types (i.e., static, dynamic, and interactive) of tendency chart information design. The participants operated different types individually. After the participants measured and recorded their blood pressure for 14 consecutive days, in-depth interviews and the focus group method were employed. The following suggestions were proposed: (1) The information design of the tendency chart integrates the static and the interactive types. (2) The background of the tendency chart needs different colors for distinction. The design for the display point should be 20 × 20 pixels. Lines need to be in colors or dotted lines for distinction rather than solid lines. The legend is placed above the tendency chart. (3) The tendency chart employs a calendar for data inquiry. (4) When conducting measurement, a reminder mechanism needs to be in place to remind the user whether they show abnormal data.
https://doi.org/10.1142/9789811238727_0042
Since Lakoff and Johnson (1980) claimed that metaphor is a matter of thought and action, the metaphor has been not only the rhetoric of literature but also an essential conceptual tool for people to understand and remember the physical world. In this research, we concretize the process of mind transformation of a metaphor through augmented reality (AR) technology. The AR interactive system that we create from the concept of Max Black’s interaction view of metaphor can display the interaction phenomenon of metaphor from two different domains (rabbit or duck). We use the character of the rabbit–duck illusion as an example of a 3-D virtual model demonstration. This ambiguous 3-D character can be transformed from rabbit to duck with morphing technology. In this system, people can choose their preferences for looking at either rabbit, duck, or rabbit–duck blending. We focus on the morphing visual effect of AR as a metaphor tool and display the blending concept of the pictorial metaphor when the morphing is animated. The AR interactive system combines with an assembly of the gyroscopic motion controller connected to camera movements and morphing parameters. We attempt to prove that changing the camera view can represent the concrete expression of the abstract concept of visual metaphor in the AR system. For example, moving the camera is equivalent to the changing of thoughts and actions of people, and the 3-D morphing is equivalent to a mapping of the hybrid metaphor that people expect to see.
After assessments, this AR system can track the preferences of users by collecting the data of camera raycasting points, and we believe that the system can benefit the developments of museum education and guidebooks in terms of explaining the visual semiotics of artworks.
https://doi.org/10.1142/9789811238727_0043
In an emergency, rescuers cannot find the exit due to insufficient information on the layout of buildings and limited visibility. Based on spatial information, we proposed a model that used theoretical research tools with human factors converted into the spatial model for analyzing and evaluating the internal space of buildings and users’ information in the internal space. We analyzed 14 nursing homes to validate the rescuing model with spatial information under different circumstances in a single space.
https://doi.org/10.1142/9789811238727_0044
Coping with stress and making appropriate adjustments are important issues in the pressurizing modern environment. The city image is the representation of selection and exhibition and establishes collective memory in society. The city image is the interactions between residents and environments and the reflection of the living quality of a city, which influences the emotion of people. This study aims to characterize the genius loci and investigate the pattern between perceived naturalness, artifacts, and visual stimulation. The architectural buildings are the main part of the city image and influence people’s emotions and feelings. Understanding whether the design and index framework of building affect and change the user’s feelings trigger deeper psychological responses and stress relief is critical. We investigate the effect of 20 buildings’ images (public buildings, condominiums, and townhouses) and performed semi-structured interviews with 50 subjects to understand the stress-relief city image. The Semantic Differential Method with Five Points Image Scale was performed to examine the sensitivity of the collective memory. The evaluation focused on the concept of various styles, the visual of city images, and the Stress-Relief of city building form to obtain the forms of Stress-Relief Building Image. The results reveal the connection between architecture and people’s emotions and provide specific and clear references for the architecture designers.
https://doi.org/10.1142/9789811238727_0045
A city image is the representation of selection and exhibition by establishing collective memory in society. It also represents the interactions between residents and environments and reflects the living quality of a city which influences the emotion of citizens. The development of Internet technology creates “self-media” that transfers information fast and wide. Using the keyword search for obtaining information has become a part of people's daily life. This study investigated the differences of recognition and emotion between residents and non-residents and the role of designing the spiritual atmosphere by comparison of modern and traditional design in Chiayi and Kaohsiung. To understand the construction of city images in Chiayi and Kaohsiung, an investigation of the role of landmarks (Chiayi Tower, Central Fountain, Fo Guang Shan Buddha Museum, Dome of Light, The Pier-2 Art Center, and Hinoki Village) was conducted with a semi-structured interview of 30 subjects. The changes in keyword search trends were observed in a specific period and region. The change in the search volume of keywords and the prediction of specific fields are both worthy of reference. The evaluation was focused on the concept of various styles, the vision of city images, and the sense of city image. The focus group summarized the design and senses of the landmarks in Chiayi and Kaohsiung City. The form of city images comprises the collection, integration, and exhibition of local specific characteristics. The collective consciousness of the cities consists of recognition, forms, and presentations. The results of this study offer a preliminary foundation for designing the spiritual atmosphere of Chiayi and Kaohsiung City.
https://doi.org/10.1142/9789811238727_0046
DotA-like game is getting popular in recent years, since numerous DotA-like games appeared such as the “DotA”, “League of Legends”, and “Heroes of the Storm”. This study discusses influence of visual field on sense of pleasure in DotA-like Games with three aspects such as normal visual field, special visual field and scaling of visual field. This helps game designers adopt a better vision mechanism when designing DotA-like games.
https://doi.org/10.1142/9789811238727_0047
Among the intangible cultural heritage, traditional handicraft “Huangling Flour Decor” has a single form of inheritance. It is particularly vulnerable to the fissile development of the surrounding culture and environment, which consequently causes the Huangling Flour Decor to gradually become unknown to people, and recovery of its inheritance is extremely urgent. At this stage of the market environment, the display and experience of the traditional handicraft cultural focuses more on understanding the surface of the material, while the production process of the product and the search for cultural soul is the core for inheriting the intangible cultural heritage. The application of AR (Augmented Reality) technology can allow the intangible cultural heritage to be visualized and contextualized. Based on basic ideas and process methods of the digital development of AR technology, this paper explores a systematic, AR technology-based theoretical method and practical approach for the digital development and inheritance of the intangible cultural heritage handicraft. This promotes digital interpretation, digital display, digital communication and digital experience of the intangible cultural heritage handicraft. In addition, taking “Huangling Flour Decor” in Yanan as an example, the inheritance of traditional handicraft intangible cultural heritage is researched through AR technology.
https://doi.org/10.1142/9789811238727_0048
To support and promote “Made in Macao” merchandise, the SAR government has invested resources for better promotion of “Macau’s traditional local brands”. The main purpose is to explore business opportunities for enterprises and thereby enhance the development of Macao’s traditional enterprises and the city image. Many tourists to Macau would like to bring back local food that is symbolic for the tourist city. Macao’s local food is representative of the regional customs of Macao and plays an important role in spreading local culture to improve the image of the tourist city.
Founded in the last century, the traditional brands with a long history used to be the leading brands in the market. In the past few decades, these traditional brands have been very popular among the customers because of their unique processing techniques and the management philosophy being passed down from generation to generation. However, with the changes in the market of the local food, the competition among brands has been getting fiercer. Many traditional brands focus on traditional craftsmanship and promotion for brand images. However, the brands do not respond promptly to the changes in the market, resulting in lagging development. Many traditional brands have gradually declined despite their long history.
According to the existing empirical analysis results, “the brand images of Macau’s local food have positive influence on consumers’ purchasing intentions and the brands’ functional images and reputation images have significant influence on purchase intention.” This paper studies how the traditional brands exert their advantages with their brand images and cope with the competition, and then enhance their visual images in the hope of ultimately improving consumers’ willingness to purchase.
https://doi.org/10.1142/9789811238727_0049
To address the diverse needs of dog owners for the care of their pets, the Quality Function Deployment (QFD) method is applied to the innovative design of dog care products. Taking pet owners as the survey object, a satisfaction questionnaire survey was first conducted to determine how satisfied users were with the functionality of current products on the market, and then a Kano questionnaire survey method was used to prioritize the user’s needs according to form, functionality, and human-machine interaction. This was then used to develop the House of Quality matrix. The QFD model was used as the basis for determining key design elements for optimization and establishment of the final design. The application of QFD theory on the design of dog care equipment not only provides reliable and innovative design ideas for the development of dog care products but also provides a reference for the design and development of care products for other types of pets.
https://doi.org/10.1142/9789811238727_0050
Puppet show is a popular local opera in Taiwan. The production of puppets is a collection of various folk arts and crafts. The director and screenwriter shape the characters needed in the play according to the needs of different stories. The role of puppets is divided into six categories: sheng, dan, jing, mo, chou and za six categories. In response to the museum’s display needs, develop integrated physical interface production, experiential display devices, etc. Participants enhance the role of cognition in puppetry, a better understanding of the characteristics of the memory and the role of cultural content, puppetry and cultural heritage thereby reaching the goal.
https://doi.org/10.1142/9789811238727_0051
Catholicism, a global religion, has been blended with local cultures and customs over a long period during the spread of the religion. Our Lady of China has become a bridge between Catholicism and local cultures, as faith communities change and integrate with local cultures. The Diocese of Tainan is located in southwestern Taiwan. Features of Chinese and Western cultures have been merged into the architecture of Our Lady Queen of China of Cathedral Tainan Diocese. Its decoration and murals are historical, local, and unique with obvious ethnic features. Historical and field study has been adopted as the method of this study. We also analyzed religious images in an iconological analysis method. Religious images have been analyzed, described, interpreted, and compared in terms of their symbolic meanings by using the Our Lady Queen of China Cathedral Tainan Diocese as the study object. Our analysis reveals that the religious images are a fusion of representative religious images of Chinese and Western culture and presented with decorative themes such as figures, costumes, bible stories, geometrical patterns, and abstract patterns. The Our Lady Queen of China Cathedral Tainan Diocese adopts the local culture to highlight the characteristics of the sacred space of the church. Through the spread of beliefs and the transition between geographic regions and the cultures which were originally in conflict with each other merge and deliver the beliefs of Jesus Christ.
https://doi.org/10.1142/9789811238727_0052
With the development of e-sports, the market scale of MOBA (Multiplayer Online Battle Arena) games continues to grow. The popularity of MOBA games cannot be separated from its core mechanism. Players use different types of characters to use different tactics in the game process, and the diversified character design enriches the fun of MOBA games. Tank-type character is one of the main character types in MOBA games and plays a very important role in the game process. In this paper, through quantitative analysis, the morphological features of tank-type characters in the mainly popular MBOA game products are analyzed. By comparing the morphological features used in this type of character design, the image of tank-type characters in MOBA games that meet users’ needs is studied to provide a theoretical basis for the design method of tank-type characters in MOBA games.
https://doi.org/10.1142/9789811238727_0053
This study aims to explore the association between music type and product form style. During the experiment, the subjects were asked to generate idea sketches when listening to New Age music and Opera music through within-subject design. The results showed that listening to music during design can induce the episodic memory generated by listening to this type of music in the past, induce the subjects to associate the auditory experience related to music, and display its style characteristics in the product’s form style, color, material, decoration, and construction mode.
https://doi.org/10.1142/9789811238727_0054
Combining community service and overseas visits makes it possible to explore the culture of a country on more levels. Participating in the regular activities of international food banks is not only easy to arrange, but also likely to broaden one’s horizons. Encountering people from different social classes fosters the understanding of different cultures. The author has organized practicum or voluntary work overseas for 28 students at the Department of Social Work at the Chaoyang University of Technology over the last four years. The benefits and difficulties of their experiences are discussed via observation and questionnaires. A questionnaire was sent to 16 students who have been studying in the same class. Foodbank organizations usually welcome international volunteers, as they help to promote their image and gain more support from their society. All of the students are satisfied with what they experienced and learned. These experiences also help them to open their eyes and minds.
https://doi.org/10.1142/9789811238727_0055
This paper discusses the use of green restorative environments to promote aging-friendly communities. The Kawakita method was employed to consolidate residents’ awareness of aging-friendly communities before they were invited to participate in a workshop that involved various green restorative activities. According to the pre-and post-test analysis, 82.3% of the residents agreed that green restorative environments contribute to the construction of aging-friendly communities. That is, the environment significantly and positively influences older adults in the areas of social skills, logical awareness, participation in hobbies, and gardening knowledge.
https://doi.org/10.1142/9789811238727_0056
Painting is a common activity in community centers. The artworks of the elderly are displayed on the wall or put into the portfolio collection after they are completed. Unfortunately, few people admire these creations and understand the meaning of the painting. Therefore, the purpose of the research is to display the artworks of the elderly in a new way. Through observation and interview, an interactive projection system suitable for the elderly’s painting activity was developed. It allows people to admire and review the artworks. The results proposed a system for the elderly to communicate with others and promote their social interaction.
https://doi.org/10.1142/9789811238727_0057
In Taiwan, 14.05% of the population was over 65 as of 2017. This research aims to build the factors of environmental and space facilities of a multiple purpose complex for the elderly which improve social support for the elderly and define the idea of local aging and successful aging. A questionnaire survey was used to compare index factors to propose a design of a multiple purpose complex for the elderly in Taiwan and explore the planning factors and their needs.
https://doi.org/10.1142/9789811238727_0058
With the publication of China’s “new generation of artificial intelligence governance principles” in June 17, 2019, the research on the legal, ethical and social problems of artificial intelligence will be strengthened, and the healthy development of the new generation of artificial intelligence will be promoted. It marks a new stage of global artificial intelligence technology. Based on the application of artificial intelligence technology at this stage, especially the innovation concept of “intelligence +” put forward by the Chinese government, this paper takes Foshan City of GBA as an example with the research of multiple application modes of “intelligence +”, to clarify the role of “intelligence +” in promoting the innovation of cultural products and industrial transformation, so as to help the development of regional cultural innovation and characteristic cultural industry economy.
https://doi.org/10.1142/9789811238727_0059
Taking the visual creativity of the International Fashion Brand Dolce&Gabbana as an example, this paper expounds that classicism presents a unique style of luxury image, which contains a high degree of integration of Western culture and brand culture. Under the background of the brand era, the visual benefit of fashion advertising image plays a vital role in the trend direction, which proves that the visual design of advertising must have its own systematic style language The brand image can live forever in the consumer heart.
https://doi.org/10.1142/9789811238727_0060
Macau is one of the world’s tourism and leisure cities, visited by more than 30 million tourists each year, which drives a large demand for cultural and creative products. The Macau government has launched a number of policies on the development and design of cultural and creative products to promote the development of cultural and creative industries in Macao. Therefore, it is imperative to develop cultural and creative products with Macao’s cultural characteristics, and the design and development of ceramic cultural and creative products is a blank in the market and needs to be filled. Macao’s cultural and creative industries started late, and there are still many shortcomings compared to other cities. The current development strategy of Macao is moderate and pluralistic sustainable development, and the cultural and creative industry is undoubtedly an important one; therefore, the study of cultural and creative industries is of great significance to the development of Macao. Visual art and design is the key to developing cultural creativity. This study is mainly based on the development status of cultural creativity in Macao and conducts in-depth research on the development and design mode of ceramic cultural and creative products.
https://doi.org/10.1142/9789811238727_0061
Chronic illness, such as hypertension or diabetes, tends to affect younger patients nowadays with associated suffering sub-health problems. We develop an entertainment-education Unity3D mobile game with which a player improves hypothetical health issues by playing a virtual character. The game is divided into four tasks: health consciousness, healthy diet habits, exercise habits, and the regular lifestyle. In each of these individual modes, the player gains points, as well as broadens knowledge by improving the health of the virtual character. A group of university students was invited to participate in the experiment with the game for over two months. The result of logistic regression analysis shows that all of the four modes of game have statistical significance in carrying out health promotion and disease prevention and keeping themselves in a happy mood, work effectiveness, and achieve academic success. This proves the efficacy of the health promotion game and suggests its business popularity through improving the quality and variety of the game. The games strengthen the healthy behavior of college students in general and achieves the goal of independent health management.
https://doi.org/10.1142/9789811238727_0062
The rise of the maker movement has driven designers to enter the field of ceramic craft production. While ceramic craft products continue to innovate, it has become an important core issue to construct a set of benchmarks for measuring design indicators for the ceramic craft to evaluate the effectiveness of product design. This study constructed the indicators of the innovation design of ceramic craft by collecting data with the document analysis and focus group method and analyzing the data by the KJ method as a qualitative research method. The analyses by the KJ method found 9 evaluative facets and 28 value indicators.
https://doi.org/10.1142/9789811238727_0063
Music creation needs different educational models, policy mechanisms, and environmental openness for implementation. Simultaneously, the differences in creative protection are derived from the integration of foreign cultures, and the environment that is inclusive in the music culture industry. This paper uses literature analysis, a questionnaire, and interviews to survey and explore music creation to provide references for developing the music culture industry. There are music culture industry education and training methods, music culture industry management mechanism, music culture industry marketing model, and music culture industry’s creative environment.
https://doi.org/10.1142/9789811238727_0064
This paper studies effective methods for improving the classroom teaching of traditional folk art through information-based teaching technology in the new media context. It aims to reach the teaching goal of integrating new media technology and teaching traditional folk art. By studying the application of new media technology to inheriting and teaching folk art, the paper puts forward thoughts for applying new media technology to teaching traditional folk art. Citing the teaching of Dongyang bamboo weaving techniques as an example, it redesigns teaching traditional folk art through new media technology following the thought of course integration. Specifically speaking, new media technology can be applied to expand the platform of teaching resources for traditional folk art, which helps to achieve the goal of sharing, co-building, and public utilization of such resources.
https://doi.org/10.1142/9789811238727_0065
Due to the particularity of their users, a number of details should be paid attention to in the design of educational applications for children, and the effective feedback design can be a positive reinforcement on their educational effect. When using the applications, the real-time feedback to every motion of children will play an incentive role continuously, thus improving the initiative and efficiency of learning. For the sake of improving the user experience through feedback design of educational applications for children, this paper, based on the status quo of existing feedback designs of educational applications for children and the characteristics of users, probes into the feasibility of applying juicy feedback in game design to educational applications, studies its impact on the feedback effect, and puts forward ideas and suggestions for feedback design in such applications.
https://doi.org/10.1142/9789811238727_0066
Aiming at the development trend of digital intelligent advertising, this paper explores various forms of advertising communication. It puts forward several aspects of “taking digital intelligence as a means, taking the survival form, industrial form and concept form of advertising as the leading, and taking the traditional advertising communication form as an effective supplement”. It discusses the problems of the survival and future development of digital intelligent advertising. It explores the multi-level, eco intelligent advertising communication form and the development strategy of “Internet plus advertising”.
https://doi.org/10.1142/9789811238727_0067
The research of Infographic has attracted much attention in recent years as it reflects the trend of interdisciplinary times. This study explores the relationship between form and function from the perspective of literary theory and the visualization process of information visualization in the case of Haze Information Design created by the researchers of Loughborough University. The purpose is to find out how the relationship affects design practice. The research methods include a questionnaire survey, case analysis, and data collection and analysis on the Datacenter.com platform. The conclusion is as follows: (1) Infographic must be based on information display rather than personal preference. Visual form affects the target audience’s understanding of data. (2) In the process of Infographic, consideration must be given to how to present infinite information in a beautiful, concise, and orderly way, which requires the combination of the principles of information cognition and communication as well as the consideration of functions. The focus on function in the creative process also verified that different functions require different forms of expression so the form of expression of the research object is limited to a certain extent by function. (3) Based on the information readability function, text layout design, grid structure, graphic distribution, color representation, and other forms help the viewer find the relevance and hierarchy of information. It is necessary to create an emotional bond with the audience to deliver information quickly and effectively.
https://doi.org/10.1142/9789811238727_0068
With the diversification of information media, the visual image symbol has more possibilities for extension and application in the Visual Identity System. Especially when entering the information age, digital technology makes dynamic visual images possible, and dynamic visual design has become an emerging trend. This article will summarize the dynamic extension of visual symbols in image design, and discuss the design and innovation of visual image symbols in the dynamic context in the new era with specific cases.
https://doi.org/10.1142/9789811238727_0069
Although modernization drives move into cities, villagers retain nostalgia after leaving their hometown. Rural communities are likely to live happily owing to the harmonious relationship between people and the environment. Good interpersonal relationship promotes the interactive behavior and communication among villagers, which is beneficial to the sustainable development of the community. Based on the interacting behavior and happiness index of residents in rural communities, this paper discusses the degree of willingness to promote the sustainability of the community environment. The interaction behavior, happiness index, and the intention of sustainable development of the community environment in Yugou village, Huaian, China were also investigated by a questionnaire survey. The results show that there are significant correlations between the factors. Interpersonal relationship and community interaction behavior in the community is one of the important factors for people to pursue happiness. It is important to support and promote sustainable development at the level of community interpersonal relationships.
https://doi.org/10.1142/9789811238727_0070
As has recently been noted, the field of education has been affected by the technological and communications revolution. Blended learning has been introduced into the field of education as well. The growing popularity of blended learning is indisputable because it is set to transform education. Until today, the learning model, which combines online courses with classroom teaching, has been explored and evaluated. Many blended learning curricula in today’s academic environment are built around traditional curricula, which now enrich online content and functions.
https://doi.org/10.1142/9789811238727_0071
Based on the objective fact that spatial elements have an impact on human behavior, this study aims to examine the impact of the difference in the spatial form of various streets on tourists’ behavior through quantitative analysis by using the spatial syntax theory. The internal relationship was explored between Macau’s historic district and tourist behavior to provide a comfortable experience in Macau tourism and the renovation of the streets. The result provides a basis for the planning and design of Macau’s historic district to promote the construction and development of Macau tourism as a leisure center.
https://doi.org/10.1142/9789811238727_0072
As the carrier of Mazu culture, Mazu temples have evolved several times in the process of propagation, either inheriting traditions or integrating local characteristics. In this study, the age, region, and style of Mazu temples were selected, and the architectural pattern, roof, and gable were compared and analyzed for Mazu Temple at Meizhou, Lao-Ma Temple in Shantou, and A-Ma Temple in Macau. It was found that the architectural shape and style of Mazu temples had changed in the process of development.
https://doi.org/10.1142/9789811238727_0073
Among all the cultural features and resources of Taiwan, aspects relevant to the local religions have become a focus of the local government for promoting tourism. In this research, students went through the stages of learning at the course for serving as the facilitators for the course and making proposals from the designer’s perspective. They learned to detect problems, narrow down the issue, and offer solutions. The constructed design strategy model of the religious brand helps local sustainable management and development.
https://doi.org/10.1142/9789811238727_0074
As times pass by, new technologies have been invented, and new approaches have been applied to the spread of information in this age of globalization—and they are obvious specifically in music. While the transformation of how musicians produce music and make themselves heard differ from the early days, the process of the transformation is often overlooked and viewed as inevitable. In fact, the users of these new, modern tools need time for adaption. The most noticeable change in musical production is how it shifts from analog to digital. This includes change of ways to create, quickly, and almost simultaneously the musical works in terms of content, length, how they are marketed and presented, and so on. Thus, the change actually goes deep—technology has changed the ways artists create, and the artists who adapt to these new approaches have changed music. In this paper, I will choose hip hop as the musical genre to elaborate on how it grows and develops in Taiwan in relation to the external factors.
https://doi.org/10.1142/9789811238727_0075
Taiwanese indigenous peoples (e.g. Amis) applied the juice of Shoulang yam (i.e. Dioscorea matsudae Hayata) to dyeing on fishing nets and reducing the erosion by sea. In this study, the cold dyeing method of the natural pigment is extracted directly by hammering the leaf and flower. This study conducted a survey on consumer behaviors of innovation products in the hammered leaf and flower prints and preferences and willingness to purchase the cultural merchandises of Taiwanese indigenous people. A total of 1000 questionnaires were dispatched, with a response rate of 87.3 % (n = 873). Results of analysis showed that 48% of consumers are very interested in cultural merchandises of indigenous people. Consumers are most interested in merchandises of hammered the leaf and flower products for T-shirts (28%), followed by notebooks (22%), handbags (18%) and backpacks (14%), respectively. 43% of consumers want to DIY (Do It Yourself) their unique products of hammered the leaf and flower prints. Further, The analysis of 4P (Product, Price, Place, Promotion) and SWOT provided the information to enhance and promote cultural and creative industries of indigenous peoples.
https://doi.org/10.1142/9789811238727_0076
In recent years, university enrollment rate has increased substantially but unemployment rate of university graduates has also gone up. In order to adapt to trends of globalization and the knowledge economy as well as rapid change of labor market and surrounding environment, this generation of young people should possess not only professional skills but also core employment ability that meets new economic requirements when entering the workforce. With this context, this study aims at developing a set of evaluation indicators applicable to core competences of design students in our country. This will function as criteria for assessing students’ competitive advantages in order to implement development of pragmatic and practical curriculum in vocational and technical colleges as well as provide courses in conformity with industrial requirements. This will also favor the increase in TVET (Technical and Vocational Education and Training), students’ career competitiveness and provide a reference for relevant education units to carry out instruction effect assessment as well as course progress and content planning and adjusting. Students will be assisted in pre-service diagnosis, and the learning-practice gap to meet demands on industry talents will be narrowed. Definite evaluation indicators developed here can be used as standards for related education units to assess students’ competences, as well as bases for the industry to choose talents and make appraisal in the future.
https://doi.org/10.1142/9789811238727_0077
Cartoon IP images combine content and intellectual property, serving as the core element of the entire industry chain. As they are visual, simple and easy to understand, cartoon IP images play an active role in various cultural fields and have greater impacts on today’s society. With the rapid development of new media technology, cartoon IP images break through the limitations of the traditional media context, and there emerge some of their new features. This paper compares the different ways of presentation of cartoon IP images in traditional media and new media contexts, and analyzes the expression and interactivity of cartoon IP images in the new media context in terms of virtual presentation, interactive display and fragmentation.
https://doi.org/10.1142/9789811238727_0078
As a cultural heritage with local characteristics, ancient Chinese government buildings have the function of landscape sightseeing. However, further research is needed on how to enhance the residents’ awareness of traditional government buildings through the attractiveness of the landscape. This article uses the method of landscape narrative analysis to explore the perceptions of the residents and cultural workers on traditional government offices. The site of the Huai’an Government Office (Qing-yan Yuan) in the Qing Dynasty in China was selected for the case study. In-depth interviews with residents and cultural workers were conducted, and then by using content analysis methods, information from the Internet, news, and periodicals for decoding was collected and analyzed. Through the analysis of the aggregated landscape narrative data, three categories of local government architectural cognition were summarized: (1) originality metaphorical cognition, (2) functional metaphorical cognition, (3) meaning metaphorical cognition. The result allows the establishment of the image and positioning of traditional government office buildings in the perception of the residents.
https://doi.org/10.1142/9789811238727_0079
As an intangible cultural heritage, Fujian-Zhejiang wooden arch bridge is an excellent example of the comprehensive embodiment of human settlements in mountainous areas of China. It positions itself as a traditional cultural symbol. We study the integration of traditional culture and design to enhance the theoretical and cultural emotions of the design works and understand the cultural characteristics and connotation of the design. The result helps the non-relic culture of the wooden crafts survive. In design teaching, a new attempt is proposed to train students with rich design ideas and strong practical operation ability, and a reference method and training method are provided for exploring the innovative way of art design education.
https://doi.org/10.1142/9789811238727_0080
Based on a six-area framework of competitiveness of GEM model, we surveyed 78 garment firms in Fujian (China) to rank environmental sustainability with a questionnaire of 36 questions. The findings from the statistical analysis show that environmental investments in surrounding infrastructure and green marketing (whether locally or externally) improves profitability in terms of cash flows among the competitive areas of GEM, while developing green products harms the profitability, at least within three years.
https://doi.org/10.1142/9789811238727_0081
In general, indigenous students in Taiwan have worse learning results than regular students, especially in History. Indigenous students prefer dynamic, visual and situated learning, which can be designed as game-based learning. Therefore, this study aims to develop a digital board game to improve their learning results. “Brave across the Taiwan Strait” is a memory digital board game, which matches the historical events of the Qing Dynasty with Taiwan place name cards. We interviewed 7 experts to set up the appropriate instructive object and game mechanism. This game also references from the “Ziche Zocke” and includes a website, Augmented Reality (AR) and 3D printing technology.
This study was designed based on the pre- and post- test of single target group under the quasi-experimental standard. The target group was 40 indigenous students from two indigenous elementary schools in Yilan. Students had to complete the learning achievement test and learning attitude performance pre-test three days before, and take the post- test after the game. The results showed that through the evaluation of the learning achievement test and learning attitude performance in the post- test, the students showed significant learning improvement and learning effectiveness in understanding the Qing Dynasty playing this digital board game.
https://doi.org/10.1142/9789811238727_0082
In a field of design that is constantly being expanded and gradually involved in all areas of human experience. A strategy of inquiry will become a critical direction for the discipline of finding the problems instead of answering. The method is varied, but the outcome is the same. Through the discussion of the “reality” category, this paper analyzes the similarities and differences between the understanding of the design’s inquiry method and the research methods. Combining Mckeon and Buchanan’s research on the design of the inquiries, a deeper understanding of the inquiry method should be seen as a unified whole. Provide a certain path reference for design method research and practice.
https://doi.org/10.1142/9789811238727_0083
From the discussion and writing of the local creation and development plan of Sihu Township in the past year, it has been discovered that local economic and social problems have become increasingly serious due to industrial decline and population aging. How to co-create value with localities and develop a sustainable circular economy in economic and cultural capital is full of problems and difficulties. However, local temples still have a rich value to society. With the Yunlin Sihu Haiqing Palace as the case study object, cultural and creative development models of palaces and temples were to promote local creation in cultural and creative industries. This study uses document analysis, case study, in-depth interviews, and a focus group method to (1) analyze the content and characteristics of the cultural and creative industries of palaces and temples, (2) explore the role of cultural and creative industries of palaces and temples on local creation, and (3) explore the types of difficulties encountered when working with palaces and temples to promote local creation. The results showed as follows: (1) the characteristics of the cultural and creative industries of palaces and temples on the foundation of religious beliefs are closely related to folk prayers and serve the believers while making profits with a tendency to develop land; (2) the investment helps local creation but has the risk in business ability and style; (3) the dilemmas faced by the self-investment of Gongmiao and the ideal of local creation include the management committee’s unclear mission recognition with limited vision and ability, and local politics network.
https://doi.org/10.1142/9789811238727_0084
Realistic contents are now in steady development and have achieved good results in all sectors, but in the film and television industry, their development direction is very narrow, with most applications focusing on improving sensory experiences such as VR movies, unlike the comfort that Parallax and Motion 3D movies bring to us, VR movies allow viewers to walk into a movie scene to see their surroundings at 360°. However, there are far more applications of realistic contents in the film and television industry. This paper would like to solve these problems by putting forward existing problems and providing some direction to the film and television industry practitioners to better use this technology.
https://doi.org/10.1142/9789811238727_0085
Under the environment of modern life in cities nowadays, we are living with digital culture that develops at a fast speed. In the digital culture of mass media, Hatsune Miku exists in a metaphysical sense, belonging to the subculture of Japan anime. Her great success pushes us into a new century of how we interact and expect. Some inklings could be told from this phenomenon through the aesthetic changes in everyday life.
https://doi.org/10.1142/9789811238727_0086
This study extended the project of “The Study on Rotational Motion Perception and Eye Tracking in Motion Forms”. By using eye-tracking equipment and technology, the visual movement and eye tracking change of perception were investigated, and the relationship between motion illusion perception and eye movement was analyzed. The related studies on motion perception of a column of rotational motion illusion in kinetic art are classified into “forms change” and “continuous line graphic on the form”. However, as the graphic on the surface is focused on “continued line graphic”, it is not extended to “discontinued line graphic.” This study focused on the “discontinued line graphic” and combined eye-tracking with vision tracking. With the standard of the best geometric form of induced movement of motion illusion perception, different types of discontinued line graphics were observed and compared for finding the difference.
https://doi.org/10.1142/9789811238727_0087
Based on a comparative study on the operation waiting area of Shanghai Children’s Medical Center before and after renovation, Post-Occupancy Evaluation (POE) toolkit for Built Environment was used to track the interactive mural of “beach rainbow” and “mini-submarine” parent-child reading space for a year. Fear is a common cause of children’s psychological stress before surgery, and the stress of children will be transmitted to family members and medical staff, which has a negative impact on the degree of preoperative cooperation and medical experience. The narrative space based on tangible interaction is more immersive and has a sense of storytelling compared with pure virtual interface interaction. It can effectively reduce the crying rate of preschool children and the anxiety of older children by positive distraction, and improve the degree of preoperative cooperation and user satisfaction with medical treatment. In the future, with the wider application of 5G and IoT, tangible interactive narrative space will become a more effective means to relieve stress used in children’s healing environment.
https://doi.org/10.1142/9789811238727_0088
This paper takes the artistic digital communication experiment of the “Book of Songs” as a case study. It effectively extracts the traditional cultural characteristics and collects the symbols of traditional cultural elements based on the digital standard. It then further constructs the requirements that meet the needs of contemporary users on the cultural communication and evolution model of the Book of Songs and proposes a transmission and dissemination strategy of Chinese traditional culture in the digital age.
https://doi.org/10.1142/9789811238727_0089
Education for the future has arrived. The future is not destined but created by humans. Education not only creates its future but also breeds the creators of the future world. Modern design education needs to keep pace with the development of the times and constantly innovate. This article analyzes the development trend of modern design education and the “change” and “unchanged” of future design education. In the rapid development of scientific and technological information technology, the traditional education model requires thoughts on future space design.
https://doi.org/10.1142/9789811238727_0090
Because of the threat of fake news, numerous efforts or activities have been initiated in terms of algorithm, fact-checking, platform scheme, and policy changes. However, the volume of fake contents distributed on social media has not decreased. Regardless of many discourses on the subject, we know little about what makes people susceptible to believing false news in an online context. This study examines the impact of central and peripheral cues to determine how each cue impacts on user’s belief or disbelief in false news on social media from the perspective of the elaboration likelihood model. Besides, the moderating effect of information literacy on the cues is investigated. Results indicate that users’ identification of the falsehood of messages is related with argument quality, however, topical relevance contributes to their susceptibility to believing in false news (BFN). Regarding the peripheral cues, source trustworthiness tends to make users vulnerable to BFN, nevertheless, no influence is found by image appeal and homophily. Information literacy has neither direct effect on BFN, nor moderating effect on any cues.
https://doi.org/10.1142/9789811238727_0091
All parts of the Pearl River Delta are developing cultural tourism undertakings of “beautiful countryside” and “characteristic towns”. Sanshui District of Foshan City is a region with strong folk customs, folk arts and cultural characteristics. This paper attempts to innovate the image design of Sanshui Longevity Culture in the course of teaching design in Colleges and universities. Combining visual style with modern art design, we can inject the fresh flavor and young style of the times into the cognitive impression of traditional longevity culture. Several design ideas are summarized in the teaching practice.
https://doi.org/10.1142/9789811238727_0092
We conducted comparison and summary of WeChat article contents in order to classify and collect statistics of the types and sources of cartoon characters involved. For this, we used articles recommended by WeChat public numbers of Xiamen large business community as sample sources and selected the WeChat articles containing cartoon characters of the last three years as research data. The result showed that commercial brands mainly use two-dimensional cartoon characters for display and propaganda with a much smaller proportion of real cartoon objects. At the same time, it is the overseas cartoon models that occupy the dominant position in quantity rather than the domestic ones which are less often seen. Such results can be due to the high investment cost, high market risk of real cartoon character objects and less influential power of local cartoon characters to the public, etc. With this result, we hope to deliver information about what influence the public space display of cartoon characters can make on itself and commercial brand impact, as well as what innovations can be made for the local cartoon characters so that they become more attractive. In addition, this study can be a reference for those industries which have just set foot on the use of cartoon models in actual business operations.
https://doi.org/10.1142/9789811238727_0093
This study aims to identify users’ requirements on information platforms in mobile devices to enhance the youth’s tour experience by combining the characteristics of the Kinmen Houpu district and the application of augmented reality. The youth’s preference in visiting monuments at the district and developing service design guidelines of the online information platform are explored. The main method for collecting data was interviewing 12 college students who are familiar with the Houpu historic site in varying degrees and 4 experts who come from the tourism-related fields by applying the service design principle. The questionnaire of the interview primarily considered the youth’s motivation in visiting Houpu, their visiting mode, sources of the tour information, and the problems during visiting. The results from the analysis of the interview indicated that most of the visitors stayed at the historic sites for about 2 hours and they started from the historic site in the entire Houpu district, then the stores, restaurants, and the feature spots around the historic site. The problems during the visits more likely came from finding the routes and the attractions. Overall, the information on the platform should provide the route of the area, the location of the historic site, the surrounding attractions and stores, and the public amenities. This information on the platform provides a better experience for the visitors in terms of
https://doi.org/10.1142/9789811238727_0094
The life paintings of the ancestors in “The Book of Songs” are expressed in a visual art exhibition. The characters, symbols, and elements carried by it promote the new experience of traditional culture under the impetus of new technology. Through the analysis and study of the cultural elements of “The Book of Songs”, the creative process of new media narrative, interactive animation, and mobile audiovisual is proposed by using the method of aesthetic experience and innovation integration, and the artistic innovation of interpreting the connotation of poetry and painting in the era of mobile internet is realized. In the end, under the premise of visual design and cultural satisfaction, the art of “The Book of Songs” achieves excellent cultural communication through multiple channels.
https://doi.org/10.1142/9789811238727_0095
Many homeless do not use the services provided by the government. This article discusses the reasons for this phenomenon based on a survey conducted in 2016. After receiving training, students interviewed 150 homeless in Taichung City with a structured questionnaire. The questions asked the homeless if they had used 14 different services provided by the local government. Many homeless expressed their desire for other services that were not provided by the government. Together with the reasons for not using the services, we suggest a better design of the government services for the Taiwanese homeless, such as improved accessibility, awareness of services, and housing which have been implemented in many countries since the 1990s.
Dr Teen-Hang Meen was born in Tainan, Taiwan on Aug. 1, 1967. He received his BS degree from Department of Electrical Engineering, National Cheng Kung University (NCKU), Tainan, Taiwan in 1989, MS and PhD degree from Institute of Electrical Engineering, National Sun Yat-Sen University (NSYSU), Kaohsiung, Taiwan in 1991 and 1994, respectively. He was the chairman of the Department of Electronic Engineering from 2005 to 2011 in National Formosa University, Yunlin, Taiwan. He got the excellent research award of National Formosa University in 2008 and 2014. Currently, he is a distinguished professor of the Department of Electronic Engineering, National Formosa University, Yunlin, Taiwan. He is also the president of International Institute of Knowledge Innovation and Invention (IIKII) and the chair of IEEE Tainan Section Sensors Council. He has published more than 100 SCI and SSCI papers in recent years.
Dr Chun-Yen Chang is a science education scholar in Taiwan. Currently, he serves as National Taiwan Normal University (NTNU) Chair Professor, Director of Science Education Center (NTNU), Professor of the Graduate Institute of Science Education and the Department of Earth Sciences (NTNU). Dr Chang's major research interests include science education, e-Learning, interdisciplinary science learning and science communication. Dr Chang has authored and co-authored more than 100 articles, from which nearly 90% articles are indexed in the Science/Social Science Citation Index (SCI/SSCI) database. Countries, such as the USA, UK, France, Turkey, Philippines, Indonesia, Thailand, Vietnam, Oman, India, Germany, Sweden, Slovenia, Montenegro, Republic of Macedonia, Italy, Bulgaria, China, Japan, Korea, Singapore, Hong Kong, Inner Mongolia, Turkey, Philippines, Indonesia, Thailand, Vietnam, Oman and India, continue to invite Dr Chang as a keynote/feature speaker. His series of research on science learning environments, published in Science Education in 2005 and 2006, was also reported in the section of "Taiwanese New Discovery," of the Science Development Journal in 2007. In February 2013, Dr Chang's catechol-O-methyltransferase (COMT) study was privileged with a report by the New York Times Sunday Magazine, as well as in the news featured on Association of Psychological Science website.
Cheng-Fu Yang was born in Taiwan on July. 12, 1964. Yang also gained his BS, Master and PhD in 1988 and 1993 from "Department of Electrical Engineering" of Cheng Kung University. Yang entered academic life in 1993, first at the "Department of Electronic Engineering, Chinese Air Force Academy", and since February 2000 as a professor. In February 2004 he is a Professor of Chemical and Materials Engineering at the National University of Kaohsiung (NUK).
He obtained "The Outstanding Contribution Awards of the Chinese Ceramic Society" in 2009. In 2010 Jan., he was the first one (and the only one) to obtain the distinguished professor of NUK. He was the Fellow of "Taiwanese Institute of Knowledge Innovation" (TIKI) on 2014 August and he was the Fellow of "The Institution of Engineering and Technology" (IET) on May, 2015. He was the "The Mingjiang Scholar and Chair Inviting Professor" of Jimei University, Xiamen, Fujian, China. And he will be the "Honorary Chair Professor" of Chaoyang University of Technology on August, 2020. He was the in the Editorial board or guest editor in more than 15 international journal and the reviewer of more than 50 international journals. His current research interests are focused on ceramic-polymer composites, ferroelectric ceramics, dielectric thin films, nonvolatile ferroelectric random access memory, transparent conduction oxide (TCO) thin films, silicon-based thin film solar cells, CIGS or CIS solar cells, inorganic optical ceramics, optical absorbers, nanotubes, and nanowires. So far, he has published more than 280 SCI and SSCI journal papers and more than 140 EI journal papers and also has published more than 300 domestic and international conference papers, and he was also the chair in more than twenty international conferences.