HCI International 2024 Posters: Constantine Stephanidis Margherita Antona Stavroula Ntoa Gavriel Salvendy
HCI International 2024 Posters: Constantine Stephanidis Margherita Antona Stavroula Ntoa Gavriel Salvendy
Margherita Antona
Stavroula Ntoa
Gavriel Salvendy (Eds.)
© The Editor(s) (if applicable) and The Author(s), under exclusive license
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This year we celebrate 40 years since the establishment of the HCI International (HCII)
Conference, which has been a hub for presenting groundbreaking research and novel
ideas and collaboration for people from all over the world.
The HCII conference was founded in 1984 by Prof. Gavriel Salvendy (Purdue
University, USA, Tsinghua University, P.R. China, and University of Central Florida,
USA) and the first event of the series, “1st USA-Japan Conference on Human-Computer
Interaction”, was held in Honolulu, Hawaii, USA, 18–20 August. Since then, HCI Inter-
national is held jointly with several Thematic Areas and Affiliated Conferences, with
each one under the auspices of a distinguished international Program Board and under
one management and one registration. Twenty-six HCI International Conferences have
been organized so far (every two years until 2013, and annually thereafter).
Over the years, this conference has served as a platform for scholars, researchers,
industry experts and students to exchange ideas, connect, and address challenges in the
ever-evolving HCI field. Throughout these 40 years, the conference has evolved itself,
adapting to new technologies and emerging trends, while staying committed to its core
mission of advancing knowledge and driving change.
As we celebrate this milestone anniversary, we reflect on the contributions of its
founding members and appreciate the commitment of its current and past Affiliated
Conference Program Board Chairs and members. We are also thankful to all past
conference attendees who have shaped this community into what it is today.
The 26th International Conference on Human-Computer Interaction, HCI Interna-
tional 2024 (HCII 2024), was held as a ‘hybrid’ event at the Washington Hilton Hotel,
Washington, DC, USA, during 29 June – 4 July 2024. It incorporated the 21 thematic
areas and affiliated conferences listed below.
A total of 5108 individuals from academia, research institutes, industry, and
government agencies from 85 countries submitted contributions, and 1271 papers and
309 posters were included in the volumes of the proceedings that were published just
before the start of the conference, these are listed below. The contributions thoroughly
cover the entire field of human-computer interaction, addressing major advances in
knowledge and effective use of computers in a variety of application areas. These papers
provide academics, researchers, engineers, scientists, practitioners and students with
state-of-the-art information on the most recent advances in HCI.
The HCI International (HCII) conference also offers the option of presenting ‘Late
Breaking Work’, and this applies both for papers and posters, with corresponding
volumes of proceedings that will be published after the conference. Full papers will
be included in the ‘HCII 2024 - Late Breaking Papers’ volumes of the proceedings to
be published in the Springer LNCS series, while ‘Poster Extended Abstracts’ will be
included as short research papers in the ‘HCII 2024 - Late Breaking Posters’ volumes
to be published in the Springer CCIS series.
vi Foreword
I would like to thank the Program Board Chairs and the members of the Program
Boards of all thematic areas and affiliated conferences for their contribution towards
the high scientific quality and overall success of the HCI International 2024 conference.
Their manifold support in terms of paper reviewing (single-blind review process, with a
minimum of two reviews per submission), session organization and their willingness to
act as goodwill ambassadors for the conference is most highly appreciated.
This conference would not have been possible without the continuous and
unwavering support and advice of Gavriel Salvendy, founder, General Chair Emeritus,
and Scientific Advisor. For his outstanding efforts, I would like to express my sincere
appreciation to Abbas Moallem, Communications Chair and Editor of HCI International
News.
23. LNCS 14706, Virtual, Augmented and Mixed Reality: Part I, edited by Jessie Y. C.
Chen and Gino Fragomeni
24. LNCS 14707, Virtual, Augmented and Mixed Reality: Part II, edited by Jessie Y. C.
Chen and Gino Fragomeni
25. LNCS 14708, Virtual, Augmented and Mixed Reality: Part III, edited by Jessie Y.
C. Chen and Gino Fragomeni
26. LNCS 14709, Digital Human Modeling and Applications in Health, Safety,
Ergonomics and Risk Management: Part I, edited by Vincent G. Duffy
27. LNCS 14710, Digital Human Modeling and Applications in Health, Safety,
Ergonomics and Risk Management: Part II, edited by Vincent G. Duffy
28. LNCS 14711, Digital Human Modeling and Applications in Health, Safety,
Ergonomics and Risk Management: Part III, edited by Vincent G. Duffy
29. LNCS 14712, Design, User Experience, and Usability: Part I, edited by Aaron
Marcus, Elizabeth Rosenzweig and Marcelo M. Soares
30. LNCS 14713, Design, User Experience, and Usability: Part II, edited by Aaron
Marcus, Elizabeth Rosenzweig and Marcelo M. Soares
31. LNCS 14714, Design, User Experience, and Usability: Part III, edited by Aaron
Marcus, Elizabeth Rosenzweig and Marcelo M. Soares
32. LNCS 14715, Design, User Experience, and Usability: Part IV, edited by Aaron
Marcus, Elizabeth Rosenzweig and Marcelo M. Soares
33. LNCS 14716, Design, User Experience, and Usability: Part V, edited by Aaron
Marcus, Elizabeth Rosenzweig and Marcelo M. Soares
34. LNCS 14717, Culture and Computing, edited by Matthias Rauterberg
35. LNCS 14718, Distributed, Ambient and Pervasive Interactions: Part I, edited by
Norbert A. Streitz and Shin’ichi Konomi
36. LNCS 14719, Distributed, Ambient and Pervasive Interactions: Part II, edited by
Norbert A. Streitz and Shin’ichi Konomi
37. LNCS 14720, HCI in Business, Government and Organizations: Part I, edited by
Fiona Fui-Hoon Nah and Keng Leng Siau
38. LNCS 14721, HCI in Business, Government and Organizations: Part II, edited by
Fiona Fui-Hoon Nah and Keng Leng Siau
39. LNCS 14722, Learning and Collaboration Technologies: Part I, edited by Panayiotis
Zaphiris and Andri Ioannou
40. LNCS 14723, Learning and Collaboration Technologies: Part II, edited by Panayiotis
Zaphiris and Andri Ioannou
41. LNCS 14724, Learning and Collaboration Technologies: Part III, edited by
Panayiotis Zaphiris and Andri Ioannou
42. LNCS 14725, Human Aspects of IT for the Aged Population: Part I, edited by Qin
Gao and Jia Zhou
43. LNCS 14726, Human Aspects of IT for the Aged Population: Part II, edited by Qin
Gao and Jia Zhou
44. LNCS 14727, Adaptive Instructional System, edited by Robert A. Sottilare and
Jessica Schwarz
45. LNCS 14728, HCI for Cybersecurity, Privacy and Trust: Part I, edited by Abbas
Moallem
46. LNCS 14729, HCI for Cybersecurity, Privacy and Trust: Part II, edited by Abbas
Moallem
List of Conference Proceedings Volumes Appearing Before the Conference xi
https://2024.hci.international/proceedings
Preface
The full list with the Program Board Chairs and the members of the Program Boards of
all thematic areas and affiliated conferences of HCII 2024 is available online at:
http://www.hci.international/board-members-2024.php
HCI International 2025 Conference
General Chair
Prof. Constantine Stephanidis
University of Crete and ICS-FORTH
Heraklion, Crete, Greece
Email: [email protected]
https://2025.hci.international/
Contents – Part III
Han Opera Interactive Exhibition and App Design Based on the Theory
of Cultural Three Factors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220
Xinyi Huang and Jie Xu
Abstract. The application of Augmented Reality (AR) and Virtual Reality (VR)
to industrial settings, military, manufacturing, and education continues to increase
as more affordable devices and applications become available (Bottani & Vignali,
2019; Ahir et al., 2020). As such, it is necessary to understand a user’s first impres-
sions of these products as it demonstrates a product’s ease of use, learnability, and
acceptance. An Out-of-Box Experience (OOBE) is a method that assesses user
perceptions of product unboxing, setup, and first-time usage. This study will report
the results of an Out-of-Box Experience for the Meta Quest 3 among novice users.
The Meta Quest 3 is unique in that it has both AR and VR capabilities so users can
be immersed within their own environment or in a completely virtual world. This
poster will display summary results from six first-time users as they unboxed and
used the headset for the first time. Key findings regarding the delights and frustra-
tions of each stage of the process will be displayed along with recommendations
for improvement based on human factors principles. In addition, results from the
Net Promoter Score and the System Usability Scale will also be discussed as they
relate to the users’ OOBE experience.
1 Introduction
The rapid advancement of technology in recent years has brought about a shift in the
way individuals interact with digital environments, particularly within the realms of
Augmented Reality (AR) and Virtual Reality (VR). These immersive technologies, col-
lectively referred to as Mixed Reality (MR), blend elements of the physical and virtual
worlds to create novel experiences across various domains such as industrial settings,
military operations, manufacturing, and education [1, 2]. The adoption of MR devices
and applications continues to grow rapidly, driven in part by the increasing affordabil-
ity and accessibility of these technologies. As MR becomes more prevalent, industries
are making use of its capabilities to foster groundbreaking levels of innovation and
productivity, such as in construction, engineering, and architecture [3].
Essential to the adoption and success of MR products is the user experience, par-
ticularly during the initial stages of interaction. An often-overlooked aspect of user
experience is the Out-of-Box Experience (OOBE), which encompasses users’ percep-
tions and interactions during product unboxing, setup, and first-time usage [4]. The
OOBE serves as a critical determinant of a product’s ease of use, learnability, and over-
all acceptance among users [5]. Positive OOBEs not only enhance user satisfaction but
also contribute to positive word-of-mouth and product advocacy, driving adoption and
retention. Conversely, a negative OOBE can lead to user frustration, dissatisfaction, and
eventual product abandonment, underscoring the importance of a seamless and intuitive
initial user experience.
In this context, understanding and evaluating the OOBE of MR devices are important,
given their unique capabilities and complexities. The Meta Quest 3, for instance, stands
out as a multifaceted MR headset that offers both AR and VR functionalities, enabling
users to immerse themselves in a blend of their physical environment and virtual worlds.
Assessing the OOBE of such devices among novice users provides valuable insights into
the challenges and opportunities associated with MR adoption, shedding light on areas
for improvement and optimization. This study aims to investigate the OOBE of the Meta
Quest 3 among a cohort of first-time users ranging in experience with a VR headset, to
elucidate key factors influencing their initial impressions and experiences. By examining
users’ delights and frustrations across various stages of the OOBE process, along with
incorporating measures such as the Net Promoter Score (NPS) and the System Usability
Scale (SUS), this research seeks to inform iterative design aimed at enhancing the user
experience of novel technologies through a human factors approach [6, 7].
2 First Impressions
The initial encounter with the Meta Quest 3 sets the tone for users’ overall experience
and perception of the product. In this stage of the OOBE, first-time users reported a myr-
iad of delights and frustrations. Delights involved several aspects that contributed to a
positive initial impression. Notably, users expressed satisfaction with the compact size of
the headset, highlighting its size compared to previous generations of VR devices. This
compactness not only contributed to portability but also aligned with users’ preferences
for sleek and unobtrusive hardware. Users mentioned during the study, “It’s so small,
I really thought it was gonna be like a computer box.” Moreover, users found the aes-
thetics of the headset and its packaging visually appealing. The aesthetically appealing
colors adorning the box and the white of the headset itself were noted as eye-catching
and attractive, enhancing the overall impressions. Additionally, the design of the pack-
aging conveyed a sense of sustainability, with users appreciating the use of eco-friendly
materials and minimalist packaging.
However, alongside these delights, users encountered certain frustrations that inter-
fered with their initial impressions of the Meta Quest 3. Among these was the perceived
weight of the headset, which exceeded users’ expectations and posed a challenge to
prolonged usage. Despite its compact size, the Meta Quest 3 exhibited a noticeable heft,
leading some users to express concerns regarding comfort and wearability over extended
Unraveling the Meta Quest 3 5
periods. Furthermore, users reported feelings of unease and hesitation upon encounter-
ing the cameras on the headset. While these cameras serve essential functions, their
prominent appearance on the exterior of the device elicited apprehension among some
users.
Overall, the first impressions of the Meta Quest 3 encompassed a range of delights and
frustrations that shaped users’ initial experiences and perceptions of the device. While
aspects such as compactness, aesthetic appeal, and sustainability contributed to positive
impressions, challenges such as weight and visual design elements posed significant
hurdles to user satisfaction.
3 Unboxing
The unboxing stage represents a pivotal moment in users’ interactions with a product,
shaping their initial impressions and setting the stage for subsequent experiences. Upon
unboxing the Meta Quest 3, users encountered a mix of delights and frustrations that
influenced their perceptions of the device and its packaging. Delights during this stage
centered around the organization and presentation of the headset within its packaging.
Users remarked on the neat and compact arrangement of the headset components within
the small container, appreciating the efficiency of space utilization and the attention to
detail in packaging design. One user commented, “I thought it was organized well. Yeah,
it’s exciting like unwrapping a bouquet of flowers.”
However, amidst these delights, users also encountered certain frustrations that
detracted from their unboxing experience. The process of separating the box from its
sleeve, some users found cumbersome and unnecessary. One user expressed frustration,
stating, “I have to take apart the box from the sleeve, and it’s a little annoying, why is
the sleeve extra material?” This sentiment emphasized the importance of minimizing
Fig. 1. Photo depicting all elements found within the Meta Quest 3 box. (a) Meta Quest 3 headset.
(b) Controllers. (c) Power adapter. (d) Welcome guide. (e) Safety and Warranty Guide. (f) Charging
cable. (g) Other protective packaging to cover the lenses.
6 M. Aros et al.
5 Use Case 2: Using Hand Tracking to Learn How to Play the Piano
The second use case stage aided with further exploration of the Meta Quest 3’s hand-
tracking capabilities, as they attempted to play the game PianoVision. PianoVision is an
application that allows users to use all ten fingers using a Mixed Reality keyboard to
Unraveling the Meta Quest 3 7
learn how to play the piano. During this phase, users experienced several more delights
and frustrations that influenced their perception of the device’s usability. Delights were
evident in users’ interactions with the game, particularly surrounding hand-tracking and
interactive feedback. Many users expressed satisfaction with the hand-tracking capabili-
ties, noting that multiple fingers were accurately detected during gameplay. Additionally,
users appreciated the immersive feedback provided by the game, such as the illumination
of piano keys when pressed, enhancing the sense of engagement. One user remarked,
“Choosing a song and going through [the app] went well,” spotlighting the smooth
navigation within the application.
However, alongside these delights, users also commented on their frustrations that
decreased their immersion during gameplay. The main frustration was with the incon-
sistency in key inputs with users experiencing intermittent responsiveness and reliability
issues. Some users reported frustration with key presses failing to register input con-
sistently, leading to disruptions. One user stated, “Every time I tried to click a key it
would only work for a bit and then it wouldn’t work,” emphasizing the lack of consistent
and reliable performance. Furthermore, users encountered challenges with the piano
setup and adjustment process, which proved to be less user-friendly than anticipated.
Difficulty in making adjustments detracted from the overall user experience, making it
difficult to fully immerse themselves in the game. Additionally, users expressed disap-
pointment with the overall performance of the game, citing suboptimal responsiveness
as a significant detractor from their enjoyment and engagement.
Overall, the second use case stage of the Meta Quest 3 included a mix of delights and
frustrations that influenced users’ perceptions of the device’s functionality and usability.
While aspects such as hand-tracking and interactive feedback were a delight, challenges
such as inconsistent key inputs, setup difficulties, and disappointing game performance
became major frustrations for users.
Following the use cases, the NPS and SUS provided further insights into participants’
experience and perceived usability of the Quest 3. Promoters, representing advocates
of the product, included 3 users. Conversely, detractors, representing dissatisfied users
likely to discourage the product, included 2 users. One user fell into the passive category,
indicating a neutral stance toward recommending the product. Although a small sample,
it did appear that previous VR experience contributed to the recommendation of the
product. The SUS, on the other hand, provided insights into overall perceived usability.
The results revealed varying perceptions of usability among participants, with scores
ranging from 5 to 92.5 out of a possible 100. Recognizing the outlier of 5, their biggest
issue was the inability to correctly fit the headset to their small head and inexperience
with VR. The user was not able to fit the head strap around their head size correctly and
had to conform to the headset sliding off their face throughout the study.
8 M. Aros et al.
7 Conclusions
In summary, this study provides valuable insights into the first impressions and user
perceptions of the Meta Quest 3, a Mixed Reality (MR) device. Key recommendations
emerged from the study, aimed at enhancing user satisfaction and optimizing the overall
user experience. In terms of packaging, eliminating the external sleeve and clearly label-
ing the charger component box are recommended to streamline the unboxing process. For
hardware improvements, participants suggested implementing an easier-to-adjust head
strap designed to accommodate various head sizes and reduce the visibility of cameras
on the device’s front. Furthermore, enhancing game experiences entails providing bet-
ter adjustment tools for the PianoVision game, increasing hand-tracking sensitivity, and
incorporating comprehensive game instructions to facilitate smoother gameplay. These
recommendations call attention to the importance of iterative design refinement and
user-centric enhancements to foster positive user engagement with MR and other novel
technologies.
References
1. Ahir, K., Govani, K., Gajera, R., et al.: Application on virtual reality for enhanced education
learning, military training and sports. Augment. Hum. Res. 5, 7 (2020). https://doi.org/10.1007/
s41133-019-0025-2
2. Bottani, E., Vignali, G.: Augmented reality technology in the manufacturing industry: a review
of the last decade. IISE Trans. 51(3), 284–310 (2019)
3. Dunston, P.S., Wang, X.: Mixed reality-based visualization interfaces for architecture,
engineering, and construction industry. J. Constr. Eng. Manag. 131(12), 1301–1309 (2005)
4. Kowalski, L.A.: Designing the out-of-the-box experience: a case study. In: STC Proceedings,
Society for Technical Communication (2001)
5. Serif, T., Ghinea, G.: HMD versus PDA: a comparative study of the user out-of-box experience.
Pers. Ubiquit. Comput. 9(4), 238–249 (2005)
6. Reichheld, F.F.: The one number you need to grow. Harv. Bus. Rev. 81(12), 46–55 (2003)
7. Brooke, J.: SUS-a quick and dirty usability scale. Usabil. Eval. Ind. 189(194), 4–7 (1996)
Exploring the Influences of Virtual Reality
Experiences from the Perspective of Children’s
Cognition
1 Background
Due to the swift advancement of science and technology, virtual reality (VR) technol-
ogy has progressively integrated into people’s daily lives as a novel interactive mode.
Currently, there is an increasing focus on studying user experience and perception in
the field of VR. Several researchers have conducted extensive investigations into users’
perception, emotion, attention, memory, and other characteristics within virtual reality
(VR) environments [1, 2]. Their primary focus has been on examining the impact and
enhancement of various design features on the overall VR experience [3]. Recently, there
has been a noticeable shift in the development of virtual reality (VR) towards a focus
on content [4]. The ongoing progress of virtual reality (VR) technology presents the
potential for increasingly immersive experiences.
Nevertheless, the existing studies on virtual reality (VR) mostly concentrate on adults
and provide minimal consideration to the cognitive traits and requirements of children.
This neglect concerns regarding the appropriateness of content, educational aspects,
as well as safety and health implications [5]. Furthermore, the VR experience is pre-
dominantly utilized by a large number of children and adolescents. It is imperative to
investigate the aspects that influence their cognitive viewpoint in order to acquire more
specific and focused outcomes. The cognitive viewpoint offers a theoretical foundation
for the design of virtual reality (VR), which is more favorable for the future advancement
of VR.
According to Swiss psychologist Jean Piaget [7], children go through four primary stages
as they develop: the sensorimotor stage, preoperational stage, concrete operational stage,
and formal operational stage. The pre-operational stage, which occurs between the ages
of 2 and 6, is characterized by the ability to use words to express ideas. However, chil-
dren in this period tend to be self-centered and have limited understanding of complex
concepts. These children possess a restricted cognitive capacity, but they do have a fun-
damental level of expression. Children between the ages of 4 and 6 are classified as being
in the kindergarten education stage and can be utilized as secondary research subjects in
this study. The specific operational period, which occurs between the ages of 7 and 12,
pertains to the cognitive ability to solve problems based on specific experiential think-
ing and comprehend the concept of reversibility. These youngsters possess fundamental
cognitive skills for object recognition and are typically at the primary school level of
development. These children possess a greater level of familiarity and expertise with
virtual reality (VR), making them suitable as the primary subjects for study.
to consider while evaluating [12, 13]. This research examines additional aspects that
impact children’s cognition, as illustrated in Fig. 1, from a cognitive perspective.
Immersion. The level of immersion in a virtual reality (VR) experience is mostly
determined by the user, but it is also influenced by objective elements such as the tech-
nical specifications of the VR system and the duration of the user’s experience. Thus, a
moderate duration of experience will likewise influence the user’s immersion.
Presence. This is a metric that quantifies the level of user involvement and interaction in
virtual reality (VR), and it is based on subjective factors [9]. The impact of the VR expe-
rience varies depending on the individual user and their subjective interpretation. Users’
desire for virtual reality (VR) and their previous encounters with VR will impact their
impression of the VR experience [16]. Additionally, children and adults require distinct
virtual surroundings in order to create a satisfactory feeling of realism [17]. Hence, the
VR experience of children is influenced by their preferences, past experiences, motives,
and attitudes towards VR. According to Reinhard E. K et al., user motivation and system
quality have a major impact on the flow experience in virtual reality (VR) games. The
determinants of presence are intricate and unique, necessitating differentiation across
users of varying ages and cognitive capacities.
Activity. Refers to the interactive nature of virtual reality (VR) technologies. Users have
the option to select their preferred method of interaction with virtual reality (VR) and
can promptly deliver responses to minimize cognitive dissonance [10]. The quality of
activity is contingent upon the suitable level and manner of engagement, with a particular
emphasis on investigating the influence of different aspects of virtual reality (VR) design
on the user experience, in order to enhance the efficacy of VR performance.
Emotion. Relates to the user’s affective response and subjective perception of the vir-
tual reality encounter. The emotional experiences of users can be influenced by immer-
sion, presence, and agency. Virtual reality (VR) has the ability to successfully man-
age children’s emotions, and children exhibit greater emotional sensitivity compared
to adults [5]. Immersive virtual reality (VR) experiences have a positive impact on the
development of children’s self-awareness.
12 Z. Ding et al.
To investigate the subjective and objective factors influencing children’s virtual real-
ity (VR) experience and to enhance their preference for VR, a hypothesis model (see
Fig. 1) is developed. This model encompasses five dependent variables: use motivation,
system factors, user experience, design factors, and liking. The primary objectives of
this study are to examine design variables and determine preferences. Design variables
can be examined to determine ways to enhance interactivity, while liking measures the
emotional impact of the VR experience. The use motivation can be categorized into dis-
traction, seeking entertainment and relaxation, social interaction, and achievement [18,
20]. The system elements can be divided into picture authenticity and VR duration. The
user experience can be divided into user experience and VR optimism. Lastly, the design
factors can be categorized into scene content, gameplay mechanism, character modeling,
and background music. Liking is assessed based on four design factors (Fig. 2).
This study thoroughly examines the function and relationship of design components
in various usage motivations, such as VR content, interaction, and experience feedback,
in order to present constructive suggestions. Additionally, it puts up 16 hypotheses (refer
to Table 2) based on the findings (Table 1).
Table 1. Hypothesis content between children’s use motivation and design factors.
Table 1. (continued)
analysis findings of this study demonstrate that the CFA model of the research outcomes
exhibits a strong fit.
Once Amos had passed the aforementioned tests, it was employed to evaluate the model
hypothesis put forward in this study. The test results for the parameter are displayed in
Table 3. The significance test of parameters should satisfy the condition C.R. > 2 and
P < 0.05, while the rationality test of parameters should satisfy the condition S.E. > 0,
which aligns with the standard range.
The study found that system factors had a strong positive effect on design factors (β =
0.772, p < 0.001), suggesting that the use of a VR system can enhance the effectiveness
of design by creating a more immersive experience. The study did not confirm the
existence of a significant link (β = −0.208, p > 0.05) between user experience and design
elements. This suggests that children’s cognitive perception does not have an impact on
the effectiveness of virtual reality. The utilization of motivation was a substantial and
favorable predictor of design factors (β = 450,p < 0.001), suggesting that a stronger
utilization of motivation had a greater impact on design aspects. The study found a
strong positive correlation between system elements and the liking degree of children
(β = 0.985, p < 0.01). This suggests that as the VR system becomes more immersive,
children tend to have a higher like degree. The route association between user experience
and liking (β = −0.326, p > 0.05) was not confirmed, suggesting that there was no
direct correlation between user experience and liking. The level of incentive to use had
a strong positive impact on like (β = 0.907, p < 0.01), demonstrating that motivation to
use directly influenced liking. The design features had a strong positive impact on like
(β = 0.815, p < 0.01), suggesting that when the design components in virtual reality
were aligned with children’s cognitive abilities, their liking increased.
Figure 3 demonstrates that the design factor serves as the independent variable, with
the system factor (β = 0.77) and use motivation (β = 0.45) having the highest and
second highest total effect values, respectively. These findings suggest that the design of
virtual reality (VR) experiences for children has a notable influence on the authenticity
and duration of the experience. Additionally, the stability of system elements and the
quality of the VR environment play a crucial role in shaping children’s perception and
overall experience. This finding suggests that although children’s individual motives
may contribute to their engagement in virtual reality (VR) experiences, it is crucial to
prioritize the quality of the system’s equipment and environment to guarantee a superior
experience for them.
When preference was considered as the independent variable, the overall effect values
of other components were as follows, ranked from highest to lowest: system factor (β =
0.99), usage motive (β = 0.91), and design factor (β = 0.81). This indicates that children’s
preference for VR experience is mostly influenced by the system aspects, which could be
strongly correlated with the system’s user-friendliness, picture quality, and the available
material. The second factor is the utilization of motivation, specifically referring to the
innate drive and enthusiasm that youngsters have towards engaging in virtual reality
activities. These findings indicate that design features have a very minor impact on
preference, but they remain one of the significant factors that influence children’s views
towards VR experiences, such as gameplay, interactivity, and user interface design.
The association between children’s use motivation and design elements was further
examined using multiple regression analysis. The obtained results successfully passed
the test. Firstly, by considering distraction (DJ1) as the independent variable and
design parameters (gameplay mechanics, character modeling, scene content, background
music) as the dependent variables, the obtained results are as follows:
Table 3. Regression model coefficient and significance test table of distraction (DJ1) and design
factors
Table 4 shows that the regression coefficient of role modeling on DJ1 (distraction) is
0.208, showing a positive impact. The statistical test findings are significant (p < 0.05),
validating the H9 hypothesis. Similarly, the regression coefficient of scene content to DJ1
was 0.286, indicating a positive relationship. The statistical test result was significant
(p < 0.05), providing support for the H10 hypothesis. The regression coefficient for
background music on DJ1 was 0.233, indicating a positive relationship. The statistical
test yielded a significant result (p < 0.05), providing support for the H11 hypothesis.
The remaining P-values, which were more than 0.05, were not confirmed.
The study examined the relationship between entertainment and relaxation (DJ2) as
independent variables and design parameters (gameplay mechanics, character modeling,
scene content, background music) as dependent variables. The findings are as follows:
Table 5 shows that the regression coefficient of mechanical play on DJ2 (seeking
entertainment and relaxation) is 0.323, which is positive. This indicates that mechanical
play has a positive effect on DJ2. The statistical test result is significant (p < 0.05),
providing support for the H12 hypothesis. The regression coefficient for the relationship
between role modeling and DJ2 was 0.206, indicating a positive association. The statisti-
cal test yielded a significant result (p < 0.05), providing support for the H14 hypothesis.
The regression coefficient of background music on DJ2 was 0.283, indicating a posi-
tive relationship. The statistical test result was significant (p < 0.05), providing support
for the H15 hypothesis. The remaining P-values, which were more than 0.05, were not
confirmed.
Exploring the Influences of Virtual Reality Experiences 17
Table 4. Regression model coefficients and significance tests for recreation and relaxation seeking
(DJ2) and design factors
Taking social interaction (DJ3) as the independent variable and design factors (game-
play mechanics, character modeling, scene content, background music) as the dependent
variable, the results are as follows:
Table 5. Regression model coefficient and significance test table of social interaction (DJ3) and
design factors
Table 6 shows that the regression coefficient of mechanistic play on DJ3 (social
contact) is 0.239, showing a positive impact. The statistical test result is significant (p
< 0.05), validating the H16 hypothesis. The regression coefficient between the scenario
content and DJ3 was 0.236, indicating a positive relationship. The statistical test yielded
a significant result (p < 0.05), providing support for the H18 hypothesis. The remaining
P-values, which were more than 0.05, were not confirmed.
Using achievement (DJ4) as the independent variable and design elements (gameplay
mechanics, character modeling, scene content, background music) as the dependent
variable, the following results were obtained:
Table 7 shows that the regression coefficient of mechanical play on DJ3 (achieve-
ment) is 0.252, suggesting a positive relationship. This means that mechanical play has
18 Z. Ding et al.
Table 6. Regression model coefficients and significance test tables for achievement (DJ4) and
design factors
a positive impact on DJ3. The statistical test result is significant (p < 0.05), providing
support for the H20 theory. The regression coefficient for the influence of role mod-
eling on DJ3 was 0.2, indicating a positive relationship. The statistical test yielded a
significant result (p < 0.05), providing support for the H21 hypothesis. The regression
coefficient for the scenario content on DJ3 was 0.183, indicating a positive relationship.
The statistical test yielded a significant result (p < 0.05), providing support for the H22
hypothesis. The remaining P-values, which were more than 0.05, were not confirmed.
The verification results of H8–23 are presented in Table 8, as indicated by the preced-
ing analysis. Out of the hypotheses tested on children’s use motivation and design aspects,
62.5% were found to be successful. Specifically, SJ3 (scene content) has a notable and
favorable influence on various usage motivations, making the individualized evalua-
tion of scene content a primary factor. Varying usage motivations provide incongruous
outcomes, indicating that youngsters had diverse requirements and desires when engag-
ing with virtual reality. The verification results can offer comprehensive assistance for
the scene’s requirements, subsequently determining the optimization direction for both
common and personalized design.
Exploring the Influences of Virtual Reality Experiences 19
5 Conclusion
This study empirically verifies a proposed model of characteristics that impact virtual
reality (VR) experiences using statistical software tools such as SPSS and AMOS. The
findings suggest that there is no true correlation between user experience, design char-
acteristics, and liking. However, there are substantial correlations between other factors.
This underscores the importance of focusing on the excellence of system components
and the encouragement of user drive when offering virtual reality (VR) encounters for
youngsters, while also taking into account the impact of design aspects.
This study conducts a thorough examination of the relationship between usage moti-
vation and design elements using multiple regression analysis in SPSS, in order to
offer more constructive ideas. The findings indicate that children prioritize immersion
and depth in virtual reality (VR) experiences when seeking distraction, enjoyment, and
engaging gameplay for entertainment and relaxation. They also prioritize interactivity
and immersion for social interaction, and complex interaction mechanisms and intriguing
scenarios for a sense of achievement.
Therefore, further investigation into virtual reality (VR) experiences has the potential
to significantly improve children’s enjoyment and contentment by optimizing the design
viewpoint using these findings.
20 Z. Ding et al.
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Selection in Stride: Comparing Button-
and Head-Based Augmented Reality Interaction
During Locomotion
1 Introduction
In the coming years, Soldiers will increasingly rely on Augmented Reality (AR) head-
mounted displays (HMDs) to support military operations in challenging and austere
environments. To effectively navigate and control their many embedded capabilities,
Soldiers will need optimized user interfaces and user experience (UI/UX). The present
study describes novel methodologies and emerging findings surrounding a critical knowl-
edge gap of Soldier AR human-computer interaction (HCI): How different interaction
methods impact task performance and UX when using an AR HMD during dynamic
locomotion.
Emerging military AR HMDs, such as the U.S. Army’s Integrated Visual Augmenta-
tion System (IVAS), use button-based inputs for user interaction [1] which are ruggedi-
zed, time-tested, and reliable. Yet, commercial mixed reality (XR) HMDs include head
tracking, hand tracking, gaze tracking, and gesture control for user input. Pairing these
interaction methods with button-based input can yield user-friendly multimodal AR
interfaces (MMIs) [2, 3] with enhanced UX compared to unimodal ones [4, 5]. For
example, the recently released Apple Vision Pro XR headset combines gaze input with
a simple pinch gesture to enable intuitive cursor-like interaction.
Yet, intuitive MMIs may not fully satisfy Soldier users’ unique needs and constraints.
For example, MMIs often incorporate speech commands [6] but voice recognition system
performance is severely degraded in loud and auditorily-dynamic combat environments
[7]. Gestures, including pointing, tapping, and arm movements, are challenging to accu-
rately classify in the field [8], physically effortful [4, 9], and conflict with Soldiers’
need to maintain manual control of their weapon at all times [10]. Gaze tracking accu-
racy degrades during walking [11] and eye tracking technology typically uses emissive
infrared (IR) light, which raises light security concerns [12]. Gaze-based interaction
can also lead to eyestrain during prolonged use [13]. In contrast, head orientation can
be accurately derived from inertial measurement units (IMUs) embedded within the AR
HMD’s hardware [14] with little to no battlefield signature. Head pointing (or head-gaze)
has been demonstrated to provide a stable and precise hands-free interaction modality
[15–18] that represents the current state-of-the-art for AR interaction [19] and a good
candidate for integration into military AR HMDs.
Importantly, Soldiers are expected to interact with AR while on the move, such
as during locomotion (walking) toward an objective or during active combat. Walking
while using XR HMDs alters gait parameters, such as by slowing walking velocity and
lowering stability [20], and thus could influence UX during AR interaction. Recent work
has begun to examine how AR HMD UIs can be altered to support interaction during
walking [21] or how locomotion itself can be leveraged as an input modality [22], but to
date no work has directly and systematically compared how different interaction methods
impact AR UX while walking vs stationary.
In the present study, we investigated button- and head-gaze-based interaction meth-
ods during locomotion and while stationary. Soldiers performed a sequence of simple
tasks in an AR heads-up display (HUD) interface using either a chest-mounted controller
alone or in combination with head-gaze. Critically, Soldiers used both interaction meth-
ods while standing still and walking on an omnidirectional treadmill, allowing an A-B
comparison during stationary and ambulatory AR interaction. To evaluate task perfor-
mance and UX, we employed a mixed methods approach, collecting quantitative data,
including time-on-task, input counts, and walking data gathered from the treadmill, as
well as qualitative Soldier feedback and surveys.
24 A. L. Gardony et al.
2 Method
2.1 Participants
The study was approved by the DEVCOM Armaments Center and Tufts University Insti-
tutional Review Boards. 23 active-duty U.S. Army Soldiers provided written informed
consent and participated in the study. In total, 15 participants (M age = 20.7, SD = 2.7,
all male) were included in the final dataset.
2.2 Materials
We implemented a military-styled HUD application on a Microsoft Hololens 2 (HL2)
AR HMD which included a compass indicator and four corner menu icons. Controller
input was implemented with a chest-mounted Bluetooth Xbox controller affixed to a
tactical vest. The HUD application logged several quantitative metrics, including time-
on-task, button presses, UI states, and continuous head-gaze at 30 Hz. The interface
implemented two interaction methods: Controller Only (C) and Controller + Head-Gaze
(C + HG). For the C method, participants performed all user input with the controller’s
buttons such as, the D-pad for HUD navigation and mode changes and button presses
for selection. For the C + HG method, participants activated head-gaze interaction
with a button hold which locked the HUD in place, unlinking HUD from the user’s
head orientation. They then positioned a cursor via head rotation to highlight interface
elements for selection, selecting them with a button press. To track locomotion we used
the Infinadeck omnidirectional treadmill [23]. We developed a software application to
collect walking speed data from the treadmill using Unity [24] and Infinadeck’s Unity
plugin to characterize how the two AR interaction methods impact locomotion.
the Media menu icon and then (5) returning to the main HUD, (6C/6H) selecting the
Map icon and then (7) returning to the main HUD, (8C) deactivating menu nav or (8H)
head-gaze interaction mode, and (9) locking the HUD.
Fig. 1. AR HUD task sequence for the Controller Only (C) and Controller + Head-Gaze (C
+ HG) conditions. The task sequence involved an identical sequence with unique and shared
interactions. Note: the controller is depicted for illustrative purposes and was not visible in the
HUD.
Following guided practice, the researcher began the stationary blocks, verbally guid-
ing the participant through the task sequence and confirming their completion at each
step. After the participant finished the first sequence, they completed the System Usabil-
ity Scale (SUS) [25] and the NASA Task Load Index (NASA-TLX) [26] to assess their
experience with the interaction method they just used. They then repeated the sequence
using the other interaction method. Following the stationary block, the participant began
the walking block. Here, participants started walking on the treadmill in a single direc-
tion at casual walking pace (~2 mph). Once this pace was established, the researcher
26 A. L. Gardony et al.
began the task sequence, and the participant completed it as before. Upon completion,
the participant safely came to a stop and the researcher disabled the treadmill. As before,
the participant then completed the SUS and NASA-TLX. They then repeated the task
sequence while walking using the other interaction method. After the participant com-
pleted the fourth and final block, they doffed their equipment and completed a short
interview. The interview probed their general thoughts about the interaction methods
used and general opinions about AR MMIs for Soldier-specific use cases. Participants
also provided head-to-head rankings of the two interaction methods for both standing
and walking usage contexts. After the interview was completed, the researcher thanked,
debriefed, and dismissed the participant.
3 Results
For data analysis and visualization, we used the statistical programming language R [27]
and the lmer [28] and ggplot2 [29] packages. We employed mixed effects intercepts-only
models with follow-up Tukey-HSD-corrected pairwise comparisons using the emmeans
package [30]. Five datasets were removed due to technical glitches during data collection
and three additional datasets were removed due to partial data loss, resulting in 15 datasets
included for analysis. One participant erroneously opened the map menu twice in the
stationary phase; for the purposes of analysis, we considered the extra map selection as
a media menu selection for this participant. Our primary quantitative metrics of interest
were Time-on-Task, Input Count, and Walking Speed.
Time-on-Task. We first analyzed time-on-task (TOT), defined as the total time spent
selecting menu icons. Note that menu selection depended on unique interactions for the
C and C + HG methods (see Fig. 1, steps 3C/4C/6C and 3H/4H/6H). TOT was faster
with the C + HG interaction method compared to the C method, F(1, 42) = 10.27, p
< .05. Additionally, a marginal 2-way interaction emerged, F(1, 42) = 3.75, p = .06.
Drilling deeper into this interaction, TOT for the C + HG method was significantly faster
(~5 s) than the C method while stationary, t(42) = −3.63, p < .05, but did not differ
while walking, t(42) = −.90, p > .05.
Input Count. We next investigated the number of discrete user inputs across interaction
methods. Specifically, we investigated two metrics: button press frequency, or the number
of discrete button presses, and head-gaze hover (HGH) frequency, or the number of
instances when the head-gaze cursor hovered over a selectable menu icon.
We first examined the frequencies of common button presses between the interaction
methods and found that they were generally similar apart from selection input (i.e. A-
button presses). Analysis of selection input (SI) frequency revealed higher frequency
for the C + HG interaction method compared to the C method, F(1, 42) = 6.67, p <
.05, and the higher frequency during walking vs while stationary, F(1, 42) = 13.52, p
< .05. These main effects were qualified by a 2-way interaction, F(1, 42) = 7.50, p <
.05. Drilling deeper into this interaction, both main effects appeared to be driven by high
AR MMIs During Locomotion 27
Fig. 2. Selection input (SI) frequency by walking condition and interaction method. Note: The
(SI) distribution appears as a flat line for the C interaction method due to the small variance in
SIs. One outlier (walking, C + HG SI frequency = 13) was removed from the plot for clarity.
SI counts with the C + HG method compared to the C method while walking, t(42) =
4.54, p < .05 (see Fig. 2).
Looking directly at the C + HG method, we next investigated HGH frequency for
the two menu icons embedded in the task sequence. HGH frequency was higher while
walking compared to while stationary, t(14) = 3.43, p < .05.
Walking Speed. There was no significant difference in overall walking speed between
the two interaction methods, t(14) = −1.67, p > .05. We also compared walking speeds
within half-second windows before an input (button press or HGH) to walking speeds
at other times in the task sequence. This analysis yielded no significant differences for
either interaction method, t C (14) = −.18, p > .05; t C+HG (14) = −.96, p > .05.
Survey Responses. Participants survey responses were broadly consistent with senti-
ments expressed in the interviews (see Fig. 3). Most of the mean NASA-TLX subscale
scores were near zero and did not differ significantly between the interaction methods
and walking conditions, all p’s > .05, except the performance subscale. Participants rated
the C + HG method’s performance lower than the C method overall, t(14) = −2.04, p
< .05. SUS scores did not significantly differ between the interaction methods but did
differ between the walking conditions for every SUS item, all p’s < .05, except ease of
use. Overall, participants responded more favorably while walking compared to while
stationary. However, this may have stemmed from the novelty of the omnidirectional
treadmill or a learning effect because the walking condition was always completed after
the stationary condition.
Fig. 3. NASA-TLX and SUS responses by interaction method and walking condition.
AR MMIs During Locomotion 29
4 Discussion
The present study directly compared button- and head-based interaction methods while
Soldier users stood still and walked, yielding insights into the strengths, weaknesses,
and tradeoffs of these interaction methods for ambulatory AR use. First, participants
completed AR menu selection faster when using the Controller + Head-Gaze (C + HG)
method vs the Controller Only (C) method while standing still. This aligns with previous
head-gaze interface studies demonstrating their potential for stationary AR applications
[15–19]. However, time-on-task (TOT) did not differ between the two methods while
walking, suggesting the C + HG method’s strength, its intuitive cursor-like interaction,
did not extend to ambulatory usage contexts. Indeed, other quantitative metrics confirmed
challenges with the C + HG method. First, participants made a high number of selection
inputs (i.e. A-button presses) using the C + HG method while walking. They also
tended to hover the head-gaze cursor over the selectable menu icons more frequently
while walking vs stationary. Taken together, these findings suggest that participants had
difficulty stabilizing their head to hover the head-gaze cursor, leading to inaccuracies in
icon selection and necessitating additional selection input.
Participants’ qualitative feedback supported this interpretation. Around half of partic-
ipants reported difficulty using the C + HG method while walking and noted difficulty
specifically with hovering the head-gaze cursor. Moreover, participants both strongly
preferred the C method over the C + HG method and reported better success using it
while walking. Together, the quantitative and qualitative data suggest that while head-
gaze is a promising AR interaction method in relatively stationary contexts, because it
requires good head stability it is not well-suited for AR interaction during locomotion.
A few limitations of the present study should be considered alongside its insights.
First, walking on a treadmill is qualitatively different from walking in the real world.
In the present study, we did not observe differences in walking speed between interac-
tion methods. In real-world locomotion, shifting visual attention to interacting with an
AR interface carries the risk of bumping into or tripping over obstacles. It is possible
that differences between the interaction methods, such as slowing of pace during inter-
action, could emerge during immersive virtual or real-world locomotion. Second, the
task sequence employed in the present study was brief and comprised simple actions.
Our findings may not generalize to more complex and/or longer duration AR actions
that require sustained and high number of inputs (e.g., typing, gaming, etc.). Lastly, to
ensure safety, the walking condition was always completed after the stationary condition
so participants could become familiar with the AR interface before walking on the tread-
mill. However, this may have led to order effects. In addition, participants universally
considered the omnidirectional treadmill a novel and interesting technology which may
have colored their perception and assessments of the interaction methods.
Two implications for HCI research on AR MMIs are evident from the present study’s
findings. First, HCI researchers should continue to investigate AR interaction methods
with diverse user groups. Military personnel will use AR in high-stakes contexts which
in turn shapes their attitudes toward MMIs, such as prioritizing reliability of interaction
methods and their generalizability across a range of operational contexts and missions.
While head-gaze interfaces are considered current state-of-the-art in the extant literature,
their reduced usability during locomotion contributed heavily to Soldiers’ preference for
30 A. L. Gardony et al.
button-based input. Future research should continue to explore military users’ needs for
AR systems because, as the present study’s findings show, they can diverge from the
civilian populations’ that have been garnered from academic HCI research. Second,
the present study demonstrates the need for research to develop and evaluate novel
“walking user interfaces” [31] to compensate for the reduced input performance that
occurs during locomotion. For head-gaze, this may involve smoothing the gaze cursor
trajectory to reduce jittering due to head bob or by implementing interaction methods
that go beyond pointing, such as by leveraging smooth pursuit [32], large head-gesture
movements [33], or marking menus [34].
Acknowledgements. We thank Daniel Grover for assistance in developing the walking speed
data collection software. We also thank Jessica Armstrong for assistance with data collection.
Funding Statement. This work was conducted by the DEVCOM SC Cognitive Science and
Applications Branch and was supported by the Measuring and Advancing Soldier Tactical Readi-
ness and Effectiveness (MASTR-E) Program and the Center for Applied Brain and Cognitive
Sciences under a cooperative agreement (W911QY-19–2-0003) with Tufts University during the
period of February 2022 to March 2024.
Disclosure of Interests. The authors have no competing interests to declare that are relevant to
the content of this article.
Disclaimers. The views expressed in this article are solely those of the authors and do not reflect
the official policies or positions of the Department of Army, the Department of Defense, or any
other department or agency of the U.S. Government. The primary author prepared this work as
part of their official duties as an employee of the United States Government. Pursuant to Sect. 105
of the Copyright Act of 1976, this work is not entitled to domestic copyright protection under U.S.
law. The citation of trade names in this report does not constitute official product endorsement or
approval. The companies providing software and technology (Infinadeck and Pison Technology
Inc.) to support this effort did not contribute to the preparation of this report.
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Investigating How Interaction
with Physical Objects Within Virtual
Environments Affects Knowledge
Acquisition and Recall
Ryan Garrett, Justin Gast, Spencer Henry, Kalli Mellili, Seung Hyuk Jang,
Markus Santoso, and Angelos Barmpoutis(B)
1 Introduction
The use of passive haptics in virtual reality (VR) environments has been shown
to improve procedural learning across various application domains such as first
responders training, kayaking, and others [3,4]. Studies have shown that intro-
ducing haptic interfaces in VR can positively affect user experience [1], enhance
simulations [7,8], and improve performance in various forms of training [4,5],
ranging from medical procedures [6], to music conducting training [2].
In this paper we want to go one step further and quantify the effect of passive
haptics on knowledge acquisition and recall, extending our laboratory’s previ-
ous research projects on the use of low-cost passive haptics in VR [2,3]. We
developed a specialized virtual reality application for learning various chemi-
cal compounds and their components. Participants engaged in activities that
involved precise mixing and proportioning of chemical components to form tar-
geted compounds (see Fig. 1). Employing an A-B test framework, participants
c The Author(s), under exclusive license to Springer Nature Switzerland AG 2024
C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 33–40, 2024.
https://doi.org/10.1007/978-3-031-61950-2_4
34 R. Garrett et al.
Fig. 1. Illustration of the user interaction using the physical jar. Components of the
virtual environment are superimposed to show the alignment between the virtual and
the real world.
Fig. 2. Screen capture of the virtual environment showing the jars with the constituents
(right), the recipe book (center), and the mixing cauldron (left).
2 Methods
A novel virtual reality application for Oculus Quest 2 headset was developed in
Unity 3D for the needs of this project. The purpose of this application was to
simulate a small-scale training process, during which the users obtain new pro-
cedural knowledge. More specifically, in this virtual experience the users had to
complete a series of procedural tasks that involved mixing various components
to create six specific compounds: Aluminum Iodine (3 constituents), Caesium (2
constituents), Thermite (2 constituents), Golden Rain (4 constituents), Luminol
(4 constituents), and Belousov (6 constituents). The process was gamified by
representing all constituents as liquids that had to be poured in the right quan-
tities into a cauldron and mixed together to create the compound. For example,
to create thermite the users had to mix together two constituents: aluminum
and iron oxide (rust). A recipe book that appeared in front of the users provided
the list of the constituents and the appropriate quantities for each compound.
Figure 2, shows a screen captured view of the developed gamified application.
The main object of interaction was a jar that the user was holding contin-
uously throughout the virtual experience. The content of the jar could change
interactively into one of the available constituents from each recipe. To facilitate
testing the main hypothesis of our project, a passive haptic version of the jar
was designed using a real jar that was half filled with water. One of the VR con-
trollers was rigidly attached to the jar using a 3D printed attachment as shown
in Fig. 3, so that the jar is tracked in real time. The other VR controller was
normally held on the other hand (as shown in Fig. 1), and was used for typical
user interactions, such as making selections in VR, and was visualized in VR as
a wand to match with the rest of the gamification elements.
The same VR application but without a physical jar was used as the control
case. In that version, the user was holding the VR controller instead of the real
jar, but it was visualized as a virtual jar identical to the one shown in the test
36 R. Garrett et al.
Fig. 3. Picture of the haptic jar with the VR controller using a 3D printed attachment.
case version. Therefore, the only difference between the test and control versions
was the presence or absence of the physical jar respectively, which was the only
variable in our study.
3 User Study
A pilot study was designed to investigate how the use of passive haptics in educa-
tional VR applications could affect learning outcomes. Starting with this broad
topic in mind, a small-scale experiment was designed using the generalizable VR
application that was presented in Sect. 2. More specifically, the VR application
was used as a training platform that exposed users to new knowledge through
an interactive experiential learning session.
The research study was structured as a randomized controlled trial (RCT)
employing a crossover design. Within this framework, every participant under-
went both the test condition (real jar version) and the control condition (tra-
ditional VR controller version), with the sequence randomly determined. This
methodology aims to reduce the impact of individual variations and potential
biases, enabling a more comprehensive evaluation of the intervention’s efficacy,
within the limits of the pilot nature of our study.
The study was approved by the University of Florida institutional review
board (IRB protocol 17379, approval date: February 8, 2023). A total of 12
individuals participated in this study in the period between February 27, 2023
and April 19, 2023. The subjects’ ages ranged from 18 to 34, with eight falling
into the 18 to 24 age group and four into the 25 to 34 category. Among the
Investigating Knowledge Acquisition and Recall in Virtual Environments 37
participants, six had used VR a few times before the study, while three reported
using VR frequently, and another three had never used VR prior to the study.
None of the subjects were familiar with the specific training content of the VR
application, ensuring equal exposure to new knowledge for all participants during
the study.
In the beginning of the study session, the order of the two experiences (test
and control) was randomly chosen. The session started with a pre-test ques-
tionnaire covering demographics questions, followed by the first VR experience.
After that, a post-test questionnaire was administered with multiple choice ques-
tions about the first VR experience. The questions were expressed in the form
of statements such as “It was easy to pour precise liquid amounts” with five
possible answers ranging from “strongly agree” to “strongly disagree”. Then, the
subject had the second VR experience followed by another post-test question-
naire with the same set of questions as before. The session concluded with an
exit survey that included A-B questions comparing the two experiences, a recall
test assessing the acquired knowledge, and other open-ended feedback questions.
4 Results
As this study was conducted in a pilot capacity with a small participant pool,
the conclusions drawn from the data analysis are largely suggestive rather than
conclusive. Data analysis employed Chi-squared test statistics or Fisher’s exact
test in instances where the former’s assumptions were not satisfied. Furthermore,
to address the issue of low expected frequency counts in the corresponding con-
tingency tables, the responses were grouped into broader categories, by merging
’weak’ and ’strong’ agreement or disagreement levels accordingly.
Scale χ2 p Direction
Jar was lighter than expected 15.5 <0.001 Control
Jar was heavier than expected 12.0 <0.001 Test
Wand was lighter than expected 0.2 NS N/A
Wand was heavier than expected 1.7 NS N/A
Felt the liquid inside the jar 11.0 <0.001 Test
Jar was intuitive to use 2.2 NS N/A
Easy to pour precise amounts 4.9 <0.05 Control
Table 1 presents the analysis of the data collected from the two post-test
surveys. Each statement in the survey was assessed using a set of two comple-
mentary hypotheses: the null hypothesis stating no perceived difference between
the two conditions (haptic VR vs. traditional VR), and an alternative hypoth-
esis suggesting a difference. When the statistical test yielded a small p-value,
38 R. Garrett et al.
indicating significance, the null hypothesis was rejected, which implied evidence
of a significant difference between the two conditions. For example the virtual
wand, which was operated by a VR controller in both VR experiences, was not
perceived differently (lighter or heavier) across the two VR experiences. This is
indicated by a low χ2 value, which corresponds to a non-significant (NS) finding
in Table 1. Statistical significance was found regarding the perception of the jar
across the two VR experiences: it was perceived as lighter than expected in the
control case and heavier than expected in the test case. Similarly, users were
able to feel the liquid inside the jar in the test case, as anticipated. One of the
most intriguing statistically significant findings reported in Table 1 is that users
found it easier to pour liquids in precise amounts in the control case (real jar)
compared to the test case (VR controller).
Scale %
Was more immersive 91.66%
Was more appropriate 77.27%
Teaches how to judge measurements 70.83%
Was more enjoyable 66.66%
Was clear how to operate 66.66%
Easier to remember ingredients 62.50%
I felt dizzier or nauseated 54.16%
Table 2 summarizes the results from the A-B comparative questions included
in the exit survey. To avoid any confusion with the order of the two VR expe-
riences, all responses in this table are reported with respect to the test case
(real jar). According to the collected data, the users felt that the haptic VR
experience was more immersive, more appropriate for this type of interaction,
and that it better taught how to judge measurements, which is in agreement
with the last statistically significant finding reported in Table 1. Furthermore,
nearly two-thirds of the subjects found the VR experience with the real jar more
enjoyable, clearer to operate, and easier to remember the ingredients.
Finally, Table 3 presents the results from the recall test administered as part
of the exit survey. The table compares the results based on the first experience
(control or test case). For example, Aluminum Iodine was presented in this gam-
ified experience as the result of a reaction between three components. Recall was
measured using the formula recall = npresent − nabsent , which counts how many
of the correct components were identified by the subject minus the number of
components missing from their response. In the previous example, the maximum
possible score was 3 if all three components were correctly identified, and the
smallest possible score was −3 if none of the components were identified. Accord-
ing to the first row of Table 3, subjects who started with the control experience
Investigating Knowledge Acquisition and Recall in Virtual Environments 39
5 Conclusions
In conclusion, this paper presented a small-scale study that employed a simple
physical object as the primary interaction tool in a gamified educational VR
application. The study aimed to evaluate the impact of passive haptics on the
learning process in virtual reality. The findings revealed that participants exhib-
ited greater confidence when operating the physical tool (in our case, a jar),
enabling them to pour liquids more accurately and enhancing their overall sense
of immersion. Additionally, recall tests indicated that participants demonstrated
improved memory retention when knowledge was acquired through the haptic
VR experience initially. While the study’s small size limits the conclusiveness of
the results, they clearly suggest that the incorporation of passive haptic inter-
faces in VR can significantly enhance the learning experience and outcomes in
various ways.
Acknowledgments. This project was funded in part by the Digital Worlds Institute
faculty development fund to M. Santoso and A. Barmpoutis. We would also like to
thank the volunteers for agreeing to participate in this study.
40 R. Garrett et al.
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dynamic repurposing of passive haptics for enhanced virtual reality experiences. In:
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and passive haptic interfaces to improve procedural learning in a formal training
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6. Fucentese, S.F., Rahm, S., Wieser, K., Spillmann, J., Harders, M., Koch, P.P.: Eval-
uation of a virtual-reality-based simulator using passive haptic feedback for knee
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7. Joyce, R.D., Robinson, S.: Passive haptics to enhance virtual reality simulations.
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haptic perception. Appl. Sci. 13(1), 299 (2022)
Generative AI Tool Pipeline for Creating
Artificial Historical Characters for Cultural
Heritage XR
Abstract. In our project, we aimed to create historically authentic and vivid vir-
tual representations of historic personalities that are connected to the regional
Fichtelgebirge (Bavaria, Germany) to support the storytelling of our immersive
XR applications. We are describing the tools in detail, the process of the tool chain
and the resulting media. Next, we are discussing the challenges in media produc-
tion like historical correctness and the consultation of historians. In order to create
visual reproducibility we are explaining the detailed text prompts, their limitations
and how to cope with resulting errors of the human physiognomy. Finally, we are
briefly describing the application of the animated and talking generated historic
characters in an immersive interactive WebXR environment. The XR experience
is presented in web browsers on smartphones, tablets and XR headsets and the
underlying software is based on the open-source framework Aframe. Our paper
will describe the process, the results and the limitations in detail. Furthermore,
we will provide a flow chart of the tool pipeline with visual examples of these
aspects. The animations and voices of the historic characters will be demonstrated
in videos of the XR application.
1 Introduction
During the last years we saw a large amount of new creative tools based on Generative AI.
Text-to-image models like OpenAI’s Dall-E [10], Stable Diffusion [4] and Midjourney
[7] are generating synthetic images in variable styles from text prompts. Stable Video
Diffusion [3] creates short animations from text or images. Generative Text-to-Voice is
publicly available via online-platforms like ElevenLabs [2]. With these tools at hand,
a single artist today is able to create the workflow of a whole team. In this paper we
introduce a Generative AI tool pipeline designed to facilitate the creation of historically
accurate characters for cultural heritage and extended reality (XR) applications, that
enables the creation of historic characters for the usage in cultural heritage and extended
reality (XR), by combining separately available machine learning solutions.
Our motivation is to bring historical figures authentically to life, letting animated
AI portraits tell stories in our WebXR Application. With the Generative AI Pipeline
Toolchain, we also aim to ensure reciprocity for the creation of all the other historical
personalities.
Additionally, we seek to digitize museum experiences by integrating generative char-
acters into a XR application, making classical historical content like 2D imagery and
text more engaging and accessible to contemporary audiences. Through these efforts,
we want to bridge the gap between past and present, preserving cultural heritage while
telling our stories with today’s digital age possibilities.
2 Related Work
During the last years we saw several related work regarding AI Generated Characters.
The ‘Living Memories: AI-Generated Characters as Digital Mementos’ explores the
concept of digital mementos and living memories, showcasing technologies such as an
interactive conversational agent which is used to preserve and interact with the departed
to create meaningful connections with historical characters [8].
The website MyHeritage’s deep learning feature Deep Nostalgia [6] revives the dead
by adding ambient facial expressions to historic portraits.
In educational settings, AI characters can democratize learning experiences, from
classroom delivery to engagement at cultural sites or in nature, offering immersive
encounters with historical, modern-day, or fictional figures. With advanced algorithms,
the generated characters can bring to life the experiences of scientists, historical figures,
or artists, enriching educational content with personalized narratives and insights from
that time [9].
and allowed us to generate input images that better aligned with our desired outcomes.
By refining the poses beforehand, we ensured that the subsequent training of models on
‘www.scenario.com’ [11] yielded more accurate and historically faithful results.
FIRST PROMPT:
“A full body portrait, white, bright, Elizabethan, smiling, nature, red dress, pearl
necklace, hiking in a needle tree forest”
INPUT IMAGERY:
See Fig. 1.
Fig. 1. Input Imagery to create the historical character ‘Queen Luise von Preussen’.
NEGATIVE PROMPT:
white, white dress
SECOND (REFINED) PROMPT:
“sitting on a granite rock, holding a piece of paper, writing, red dress, red, fully
red dress”
Another aspect of our pipeline was the generation of speaking text and voices
to imbue the characters with lifelike attributes. To achieve this, we first utilized AI-
generated voices tailored to the characteristics of the historical personalities. These
voices were then incorporated into the creation of speaking portrait videos, thereby
enriching the immersive experience for users. This comprehensive approach not only
enhanced the realism of the characters but also contributed to the overall authenticity of
the historical narratives portrayed in our project (Fig. 2).
Despite the capabilities of Generative AI tools, several challenges and limitations persist.
Ensuring historical correctness and consulting with historic experts were taken into
considerations, especially as inaccuracies can detract from the authenticity in our virtual
44 J. Gemeinhardt et al.
Fig. 2. The AI Pipeline Toolchain used to create the historical character ‘Queen Luise von
Preussen’.
Fig. 3. The historical character ‘Queen Luise von Preussen’ in a WebXR Application setting.
References
1. AI photo editing with Photoshop - online & desktop. Adobe. https://www.adobe.com/uk/pro
ducts/photoshop/ai.html. Accessed 20 Mar 2024
2. AI Voice Generator & Text to Speech. https://elevenlabs.io/. Accessed 20 Mar 2024
3. Blattmann, A., et al.: Stable video diffusion: scaling latent video diffusion models to large
datasets. arXiv (2023)
4. Esser, P., et al.: Scaling rectified flow transformers for high-resolution image synthesis. arXiv
(2024)
5. Gencraft - AI Art Image and Video Generator. https://gencraft.com/. Accessed 20 Mar 2024
46 J. Gemeinhardt et al.
6. Kopelman, S., Frosh, P.: The “algorithmic as if”: computational resurrection and the animation
of the dead in Deep Nostalgia. New Media Soc. (2023). https://doi.org/10.1177/146144482
31210268
7. Midjourney. https://www.midjourney.com/website. Accessed 20 Mar 2024
8. Pataranutaporn, P., et al.: Living memories: AI-generated characters as digital mementos. In:
Proceedings of the 28th International Conference on Intelligent User Interfaces, New York,
NY, USA, March 2023, pp. 889–901 (2023)
9. Pataranutaporn, P., et al.: AI-generated characters for supporting personalized learning and
well-being. Nat. Mach. Intell. 3, 1013–1022 (2021). https://doi.org/10.1038/s42256-021-004
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Force Characteristics to Reproduce Writing
Pressure Introduction of Writing Task
Characteristics into Virtual Reality
Manabu Ishihara(B)
1 Introduction
Virtual reality technology has been rapidly developing in recent years and is being
employed in various fields such as simulation and medicine. Further development is
also expected in this field with the increasing popularity of touch-panel devices due to
the growing demand for interfaces that provide a sense of touch. Additionally, there is an
increasing requirement for tactile interfaces that can provide actual sensory characteris-
tics, such as those provided in virtual reality environments. However, the expressions of
force and tactile sensation vary physiologically [1], and these expressions are sometimes
sensed by the entire hand [2, 3] For example, when writing on Japanese paper, we can
feel the friction of the paper and the sliding of the brush.
In this study, we have simulated this frictional sensation [4] using a pen-type force-
sensing device called PHANToM DeskTop, and have also investigated the threshold,
point of subjective equivalence (PSE), and sensory characteristics of tactile perception.
Furthermore, we measured the friction force generated by this device and applied it
to the experimental results as a friction coefficient while considering the vertical drag
force.
2 System Configuration
2.1 Basic Concepts of Force Sensing Displays Basic Concepts of Force Sensing
Displays
A force-sensing display is a device that presents a sense of force to the user by acquiring
the positional information of the input, such as the tip of a pen in the case of a pen-
type device. When the user operates the force-sensing display, the three-dimensional
position information is transmitted to the computer. Subsequently, the computer performs
physical operations using the position information and a model of the virtual space, and
transfers this information to the force-sensing display as a three-dimensional force and
direction vector. The force-sensing display then provides the user with a sensation of
force. This process is repeated at a high speed, providing the user with the sensation of
actually touching the model in the virtual space.
Omni DeskTop
6.4W x 4.8H x 2.8D [inches]. 6.4W x 4.8H x 4.8D [inches].
workspace
160W x 120H x 70D [mm] 160W x 120H x 120D [mm] (mm)
450 [dpi]. 1100 [dpi].
Positional resolution
0.055 [mm] 0.023 [mm]
Mechanical friction 1 [oz.]. 0.23 [oz.]
resistance 0.26 [N] 0.06 [N]
Maximum 0.75 (0.2) [lbf] 1.8 (0.4) [lbf].
presentation power 3.3 (0.88) [N]. 7.9 (1.75) [N].
(Maximum
continuous
presentation power)
X axis>7.3[lbs./in.] 1.26 [N/mm] X axis>10.8[lbs./in.]1.86 [N/mm]
stiffness Y axis>13.4[lbs./in.] 2.31[N/mm] Y axis>13.6[lbs./in.]2.35 [N/mm]
Z axis>5.9[lbs./in.] 1.02 [N/mm] Z axis>8.6[lbs./in.] 1.48 [N/mm]
<0.101 [lbm]. <0.101 [lbm].
inertia
<45g <45g
x,y,z(digital encorders) x,y,z(digital encorders)
Position sensing
Pitch,roll,yaw(±5%) Pitch,roll,yaw(±3%)
The application used in this study was developed using OpenHaptics™ from Sensable
Technologies.
The HLAPI toolkit v3.0 [5, 6] was used. Microsoft Visual Studio 2015 Express was
used as the development environment for this application.
In a typical experimental system, the presented stimulus (frictional force) does not take
into account the vertical drag force. However, based on the operation of the PHANToM
and the observations made during the experiment, it is empirically observed that there
appears to be a reciprocal sensation between the force of pushing against the plane in the
virtual space and the resistance due to friction. Consequently, we have considered the
possibility that the coefficient of friction presented by the PHANToM may vary from
50 M. Ishihara
the value that can be set within PHANToM, which is considered as the coefficient of
friction.
The reference of the control program OpenHaptics™ toolkit v3.0 does not explain
this phenomenon, and there is no detailed description of the parameters for the friction
sensation presentation. There is only a statement that “0 indicates no presentation and 1
indicates the maximum value that can be presented by the machine.” To determine the
relationship between these settings and the actual presentation values, we analyzed the
actual friction coefficients presented by PHANToM in this study.
Target Stimuli. The stimuli presented in this experiment were expressed based on the
coefficient of friction in the PHANToM. However, the reference for the function used to
represent the friction was “the maximum force that can be presented by the device used
is 1, and the minimum force is 0.” If this is considered as the reference, Table 1 shows
that the friction force is the product of the maximum force of 7.9 [N] of the PHANToM
DeskTop and is a value between 1 and 0 set in the application. Therefore, even with the
same coefficient setting, the PHANToM DeskTop (maximum presentation force of 7.9
[N]) and PHANToM Omni (maximum presentation force of 3.3 [N]) exhibited different
friction forces.
Psychophysics. Psychophysics is a branch of psychology that helps in understanding
the characteristics of the senses. The two main terms of psychophysics used in this
experiment are described below:
(a) Point of subjective equivalence (PSE). The PSE is defined as a point that feels
psychologically equal to an arbitrary reference point on a scale used to measure a physical
quantity, and is defined as the point where the probability function, Pr, and the physical
quantities, x and a can be given as:
Pr(x > a) + Pr(x < a) = a (1)
1
Pr(x > a) = Pr(x < a) = (2)
2
Here, x represents the PSE, such that:
1
Pr(PSE > a) = Pr(PSE < a) = (3)
2
The following is a summary of the results.
(b) Just noticeable difference (JND). The discrimination threshold or just noticeable
difference (JND) is defined as the smallest stimulus difference that can be perceived
when the same stimulus type is varied.
It is calculated based on the discrimination probability Pr(x > a) set for the thresh-
old. Since the discrimination probability changes continuously with x, the difference
between the smallest distinguishable stimulus values is determined according to the
discrimination probability set for the threshold.
The discrimination probability used to determine the JND is 0.75 for the constant
method, which was determined by Fechner (Fechner, G. T.) [7]. Essentially,
Pr(x0.75 < a) = 0.75 (4)
Force Characteristics to Reproduce Writing Pressure Introduction 51
where the stimulus value, x0.75 , is the upper discrimination threshold, and
where x0.25 is the lower discrimination threshold. Farmagne determined the JND as
follows:
x0.75 − x0.25
JND = (6)
2
The psychometric function is said to be well represented by a normal distribution
[8]. Essentially, the psychometric function can be expressed as follows:
ξ(a)
Pr(ξ(a) > a) ≈ (x, μ, σ)dx (7)
−∞
Each experiment was performed simultaneously on a single subject. The subject was
seated in front of the PHANToM and asked to hold it as if holding a pen. The subjects were
instructed to hold the pen in the same way to ensure that there would be no differences
in the way they held the device.
We fixed a part of the arm of the PHANToM such that the subject could operate
the PHANToM, as shown in Fig. 2. A weight was suspended from the pen-nib of the
PHANToM and connected to a force gauge by using a thread. The subject was able to feel
the frictional sensation by pulling the tip of the pen at a constant velocity while operating
the PHANToM, similar to the experiment described in friction, and the frictional force
was measured with a force gauge. The weight of the suspended weight is 0.2 [kg], and
0.271 [kg] including 0.029 [kg] of the device used to fix the arm and 0.042 [kg] of the
pen-nib part. Figure 3 shows an example of a display screen for this experiment.
The coefficient of friction was derived by calculating the vertical drag force from
the weight based on the correlation between the set value in PHANToM and the friction
force measured using the force gauge. Figure 2 presents a schematic diagram of the mea-
surement method. The measurement was performed by changing the value that can be
set on the PHANToM side from 0.0 to 1.0 in intervals of 0.1. In deriving these values, we
referred to the PHANToM specifications provided in the Sensable OpenHaptics™API
REFERENCE MANUAL, which states that the machine can set a minimum value of
“0” and a maximum value of “1”.
The maximum and minimum values of the measurement results were excluded to
account for measurement errors; therefore, the actual measurement results were used 10
times in the calculations for each set value. The minimum value of 0.0 is the value of
the set value, which does not present any result and may not measure the correct value;
52 M. Ishihara
Fig. 2. Experimental analysis of friction coefficient. Fig. 3. Application run screen for
friction coefficient analysis experiment.
the maximum value of 1.0 is the maximum force that PHANToM can provide, which
may cause the device to break down.
Based on the measurement results, the values that were actually handled by the force
sensing device were examined by applying the formula “friction force = coefficient of
friction x vertical drag force” to the friction.
One of the two stimuli presented was the standard stimulus (represented as SS),
which in this experiment was set at 4.0 [N]. The other stimulus was the comparative
stimulus (represented as CS), which comprised seven types of stimuli including one that
was 4.0 [N], which was equivalent to SS, by varying the number of large and small stimuli
in three steps at equal intervals around the standard stimulus. Six types of intervals were
prepared, such as ± 1.0 [N] and ± 0.4 [N]. Table 2 presents the stimuli used in the
experiment [4]. Each subject was asked to make 10 judgments between the seven types
of stimuli and the CS, with one type of interval per subject. Approximately 10 subjects
were tested at each interval. Based on these results, we estimated the frictional sensation
threshold by using the maximum likelihood method.
Table 3 presents the parameter values where, μ denotes the mean, σ denotes the
variance, c denotes the criterion of judgment, and Z0.75 denotes the normal deviation
for which the cumulative probability is 0.75 in a normal distribution. Additionally, μ +
Z0.75 and μ-Z0.75 represent the upper and lower discrimination thresholds, respectively.
Table 3. (a) Frequency distribution of Pattern C. and Parameter values for Pattern C.
(a) 0.9 0.8 0.7 0.6 0.5 0.4 0.3 0.2 0.1
(b) 0.1650 0.1450 0.1213 0.1163 0.0963 0.0838 0.0738 0.0763 0.063
(c) 0.0135 0.0175 0.0188 0.0133 0.0142 0.0072 0.0258 0.0503 0.0249
(d) 0.06189 0.05439 0.04548 0.04360 0.03610 0.03141 0.02766 0.02860 0.02344
(a) set value (e.g. of a function, parameter, etc.) (b) Average value of measurement results [N]
(c) Standard deviation σ. (d) Derived coefficient of friction
measurement error range. The actual equation obtained by the approximation is given
as follows:
Where M is denotes the actual friction coefficient value, and p is denotes a value
between 0.0 and 1.0, which that can be set on the PHANToM side. In the experiment
described above, the product of p and the maximum value of 7.9, which that can be
presented by the PHANToM DeskTop, was PHANToM DeskTop is used as the parameter
F’/ 7.9, which is the maximum value that can be presented by the PHANToM DeskTop.
Therefore, by setting p = F’/7.9 the actual friction coefficient presented in the experiment
can be used as a parameter.
The conversion Eq. (8) obtained in vertical drag force is mapped to the measurement
results of Harada et al.’s study [4]. The results of the friction coefficient study by Harada
et al. are shown in Figs. 5 and 7. Figure 6 and 8 shows some of the transformation results.
These results demonstrate that although the approximate shape of the probability
distribution chart did not change significantly before and after the transformation, the
sharpness of the distribution was increased. It was also observed that the human judgment
was blunted when the interval between the stimulus values was less than 0.4 [N] for the
frictional force, both before and after the transformation.
Force Characteristics to Reproduce Writing Pressure Introduction 55
4 Conclusion
Based on the experimental results presented in this section, we determined the corre-
lation between the friction sensation actually presented by the PHANToM DeskTop
and the setting values in the application. Consequently, we analyzed the human sen-
sory characteristics of the force-sensing device by applying Eq. (8) to the experimental
results obtained in Sect. 3, using values that are closer to practical conditions. Applying
Eq. (8), the actual friction coefficient corresponds to approximately 0.23. According to
our observations during the experiment, the force (vertical drag force) that the subjects
exerted against the force-sensing device to search for friction sensation was approxi-
mately 1.5 [N] [10]. This is close to the general writing pressure of normal subjects,
and there was no significant difference observed in writing pressure, even in the virtual
space. Consequently, it was observed that the frictional force presented by the force
sensing device requires a change of approximately 0.3 [N] or more to perceive a change
in the friction.
The PHANToM DeskTop used in this study is a pen-type force-sensing device, and
the force sensation is presented through the hand that holds the pen. Therefore, it is not
a surface sensation felt only through direct contact with the skin on the hand, but a deep
sensory characteristic that is felt by the entire hand. This method can also be applied to
the paper-mediated systems. In the future, we aim to analyze the sensory characteristics
of devices other than the pen-type and to verify the differences and compatibility of the
sensory characteristics presented by those devices.
Acknowledgments. This work was supported by JSPS KAKENHI Grant Number 21K12186.
References
1. Hoshimiya, N.: Seitai Kougaku, Shoukoudo, p. 197, February 1980. (in Japanese)
2. Ishihara, M.: Empirical study regarding representing roughness with haptic devices. In:
Proceedings of the 2013 IEEE 2nd GCCE, pp. 491–493, October 2013
3. Ishihara, M.: Haptic display of representing roughness. In: Stephanidis, C. (ed.) HCI 2014.
CCIS, vol. 434, pp. 590–595. Springer, Cham (2014). https://doi.org/10.1007/978-3-319-
07857-1_104
Force Characteristics to Reproduce Writing Pressure Introduction 57
4. Harada, Y., et al.: Experiment of representing roughness with haptic devices. In: Proceedings
of the ROBOMECH2015 in Kyoto, 2A1-U01, June 2015. (in Japanese)
5. Sensable OpenHaptics™ programmer’s guide
6. Sensable OpenHaptics™API reference manual
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Japanese)
10. Shindo, K., et al.: An analysis of writing patterns in writer’s cramp patients using a simple
writing pressure gauge. Jpn. J. Rehabil. Med. 41(5), 296–301 (2004). (in Japanese)
The Optokinetic Nystagmus as a Physiological
Indicator of Cybersickness – A Vergence-Based
Evaluation
1 Introduction
The use of virtual reality (VR) allows not only controllable but also naturalistic visual
input, which makes VR applications a valuable asset for research, industry, educa-
tion, and leisure. Advantages include the cost-efficiency of virtual prototypes and an
augmented adherence of users through the system’s immanent gamification [1].
While some users experience VR applications as intended, it is estimated that the
majority of VR users (60% to 95%) experience cybersickness with varying intensity (5%
2 Methods
2.1 Participants
In total, the sample consisted of 70 participants, of which three had to be excluded due to
severe symptoms. Additionally, six data sets were excluded due to technical difficulties,
as well as two due to low confidence in the gaze data during the calibration. This left
59 complete data sets for the analysis. Of these, 33 subjects reported their gender as
female, 25 as male, and one as non-binary. Their age ranged from 18 to 38 years (M
= 28.81 years, SD = 4.36). The study gained approval from the local ethics committee
(SR-EK-315072020).
2.2 Materials
VR, the infrared lighthouses (emitters) were installed diagonally across the lab. The HTC
Vive was featured with the Pupil Labs Eye-Tracking Add-On lenses with a sampling rate
of 120 Hz (Pupil Labs, Berlin, max sampling rate 200 Hz). Additionally, because the
connector cable of the eye tracker limits the range of movement the height and distance
to the computer were adjusted by a wheeled lectern.
The VR application was made with Unity (v2018.4.25) and the assets Steam VR and
Winridge City were applied. The locomotion through the controller required custom key
bindings. Moreover, some of the 3D-game objects were created with Blender (v2.90).
All Pupil Labs software and plugins can be found on GitHub [12, 13]. To actuate the
eye tracker through Unity the Pupil Core Apps (v2.4) and the Unity Developer Plugin
hmd.eyes (v 1.3) were required; all gaze tracking components were adjusted to the
experimental setup. The Unity event file sampled with 60 Hz all information necessary
for synchronizing the arbitrary Pupil Labs timestamps with the Unix epoch system time.
Additionally, demographic questions were collected via LimeSurvey. To monitor the
well-being of the participants before, during, and after the VR exposure cybersickness
questionnaires were deployed [14, 15]. The multi-dimensionality of the construct was
respected in baseline and post-VR assessments with a symptom questionnaire (VRSQ).
During the VR exposure, a less-intrusive single-item questionnaire (MISC) assessed
cybersickness.
2.3 Procedures
After signing an informed consent, the visual acuity of the participant was tested [16,
17]. If the visual acuity was considered sufficient, the HTC Vive was fit. Participants
were randomly assigned to start either with the VR optokinetic drum (D) that provoked
the OKN or the naturalistic VR city (C). Before the main application was displayed, the
cybersickness questionnaires were administered and the eye tracker was calibrated in a
neutral grey VR environment.
After successful calibration, the VR application was shown. For the D, participants
sat on a chair to prevent injuries from falling, in case of severe vertigo. The D contained
vertical black and white stripes, and constantly rotated with 1 rad/s. The VR exposure
lasted 7 min before the grey room was presented to measure the OKAN and post-VR
cybersickness.
For the C, room-scale VR was allowed. However, the participant mostly moved
around virtually with the magic carpet locomotion. This means a continuous longitudinal
acceleration was implemented when the trackpad was touched with a maximum speed
of 7 rad/s. For gamification, the participant was tasked with collecting checkpoints by
virtually walking through them. After 10 min, the grey room was displayed again and
OKAN and cybersickness post-VR were measured.
In both environments, the participant’s well-being was checked every 2 min with
the single-item cybersickness questionnaire [15]. Then, the HTC Vive was removed,
and after a short break (10 min), the respective other application was displayed. After
the second application participants received compensation and were dismissed. The
experimental sessions took 45 min to 1 h per participant in total.
The Optokinetic Nystagmus as a Physiological Indicator of Cybersickness 61
A within-subjects design with the randomized factor application order was used. Cyber-
sickness was assessed as a dependent variable with the VRSQ and MISC. To control for
effects not related to cybersickness, baseline corrected cybersickness ratings are used
[18]1 . As an additional dependent variable, the OKN was deployed.
The eye-tracking raw data were exported from the Pupil Core App. Using Python (v
3.10.8), the velocity information was extracted. Further data processing and all analysis
were carried out using R (v 4.3.0). For the OKN, smooth pursuit eye movements were
coupled with the rotation of the D at 57.3°/s (with a margin of 45 to 65°/s), and saccades
were defined as accelerations over 4000°/s2 [19]. Raw gaze data had to have a confidence
of at least 0.6 to be included in the preprocessing. Additionally, for the velocity-dependent
eye events, a sampling rate of 120 Hz was set as a minimum requirement. This means
whenever the arithmetic mean of three -timestamps was higher than the sampling rate,
these data were excluded. For the regression models the following OKN metrics were
preprocessed: OKN onset (OKNStart ) and OKN offset (OKAN), additionally for the
temporal connection of the OKN with the upcoming cybersickness rating a sampling
rate corrected event count was employed (OKNFreq ).
3 Results
The descriptive results for cybersickness are presented in Fig. 1. The comparison of
baseline and post-VR by application shows an increase in reported cybersickness in
both applications1 . Through visual inspection, it becomes apparent that symptoms vary
depending on the application: Items that belong to the subscale of oculomotor symptoms
were more pronounced in the D, while in the C disorientation was the predominant
subscale. The error bars and outliers indicate that cybersickness data are right-skewed
and descriptively higher in the D compared to the C.
Before applying inference statistics multivariate normality was checked. A Mar-
dia’s test (VRSQ: skewness = 2144.308, p < .001 kurtosis = 49.214, p < .001/MISC:
skewness = 722.30, p < .001 kurtosis = 28.202, p < .001) and univariate Anderson-
Darling-Test (all p < .001) indicated that neither multivariate nor univariate normality
could be confirmed. Thus, non-parametric estimators were applied.
The first hypothesis postulated a temporal dependency between the OKNFreq in
a given interval and the upcoming cybersickness rating and was tested with a linear
panel model with feasible generalized least squares estimators (FGLS) to account for
the heteroscedasticity of the data. The model contained the OKNFreq split into the 4
cybersickness assessment intervals during the D rotation as the predictor and the base-
line corrected cybersickness ratings (-MISC) as regressands. The factor subject was
p < .001; in both applications only for the MISCBaseline vs. Min 2 p < .001).
62 J. Josupeit and L. Greim
included in the model as a random effect, whereas the effect of time was included as a
within-effect, taking the variability of the cybersickness ratings into account. A border-
line significant effect of the OKNFreq on the upcoming cybersickness rating was found
(R2 = .017, F(1,203) = 3.472, p = .064.). The following Table 1 gives an overview of
the coefficients.
B SE t p
Y: MISC
X: OKNFreq −0.0027 <0.001 −1.863 .006
The diagnostic validity of the OKNStart, OKNFreq, and OKAN for baseline cor-
rected cybersickness ratings in both environments (VRSQTotal score raw) was tested
with a Spearman’s rank correlation. The correlation coefficients can be found in Fig. 2.
Only the correlation of the symptom questionnaires reached significance (r = .443, p <
.001). As in the regression model, the correlation of the global OKNFreq and the symp-
tom questionnaire in the D environment reached borderline significance (r = −.276, p =
.075)
The Optokinetic Nystagmus as a Physiological Indicator of Cybersickness 63
Fig. 2. Correlation coefficients of the Spearman’s rank correlation. Non-significant results are
marked with an X.
4 Discussion
This study tested whether the eye movement hypothesis as well as its prospective validity
in a naturalistic environment applies in VR while striving for high transparency by using
open-source software and open data. Cybersickness was induced by both VR environ-
ments. However, the symptom facets were different—more oculomotor symptoms in the
D, while more disorientation in the C. For the gaze data, only the negative correlation
between the OKNFreq and the cybersickness questionnaires applied in the D reached
borderline significance.
The different symptom facets are partly explainable by the different tasks and
setups. Hence, the universality of physiological indicators for predicting cybersickness
is highly debatable when scenarios are fundamentally different. As the symptom facets
are environment-dependent [20], a valid physiological indicator in one environment
might not be applicable elsewhere. The stronger relation of the OKNFreq to the symptom
questionnaires applied in D might not only be caused by the close temporal connection
of assessment and measurement but also by inducing more oculomotor symptoms in
general. Future studies should test this hypothesis with a focus on oculomotor symptoms.
The linear panel model found a time-dependent negative correlation between the
OKNFreq and the upcoming cybersickness rating. However, the results were only bor-
derline significant and correspondingly the effect sizes were small (explaining 2% of
the total variability). Equally, the negative correlation of the global OKNFreq with the
symptom questionnaire was only borderline significant. This effect in the same envi-
ronment could be an indicator of discomfort with low external validity; with higher
external validity the OKN could be applied as a diagnostic criterion for validating other
cybersickness questionnaires. As different thresholds for valid and reliable data made
the exclusion of data necessary, the small effect size might be attributable to conservative
preprocessing. It is known that thresholds do directly impact the classification of eye
events [21], thus it cannot be ruled out that different preprocessing rationales would lead
64 J. Josupeit and L. Greim
to other conclusions. In case the reader likes to run an analysis with different thresholds
on the same data set, the link to the repository is given in the supplementary materials
section.
In order to compare the OKN parameters between subjects, we only included partic-
ipants with a complete data set. However, this approach has missed the most interesting
participants, those who had to terminate the experiment prematurely due to severe reports
of cybersickness. Some researchers have utilised the maximum value [22, 23] to fill in
missing data sets, which inappropriately aggravates the symptom severity.
In addition to excluding whole data sets, eye events could only be sampled validly as
long as participants adhered to the task. During the VR exposure, behavioral adaptation
e.g. voluntarily closing one’s eyes (more blink events) to reduce the unpleasant effects
of the D was a strategy reported by participants and also apparent in the gaze data [24].
With prolonged exposure, a greater amount of data had to be filtered out due to low
confidence. As a result, the categorization of eye events has been biased especially for
those who reported more cybersickness. Combining the findings of Kim, et al. [24] and
our data, the negative correlation found in the eye events could also be attributed to less
need for closing ones’ eyes when less discomfort was experienced. Future studies could
apply shorter VR exposures to increase the reliability of eye events.
By avoiding extensive VR exposures the likelihood of slippage known for all sorts
of head-worn eye trackers [25] as well as the exclusion of participants and/or massive
filtering of raw data would be reduced. Despite these limitations, the current paper
offers valuable insights into transparent, efficient, and affordable open-source methods
applicable to user-related research in VR.
5 Conclusion
Disclosure of Interests. The authors have no competing interests to declare that are relevant to
the content of this article.
Supplementary Materials. The data analyzed in this study are publicly available (under Creative
Commons License CC-By) and can be accessed here: http://dx.doi.org/10.25532/OPARA-245.
The Optokinetic Nystagmus as a Physiological Indicator of Cybersickness 65
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SongScape: A Song Dynasty-Style
Architectural Scene Design System Based
on CGA Rules and Virtual Reality
1 Introduction
Ancient architecture, as a carrier of history, holds profound significance in the
transmission of cultural and spiritual heritage. Virtual reality technology and
three-dimensional digital modeling enable us to preserve and present ancient
architectural scenes in the virtual domain, which is crucial for the protection
and study of cultural heritage. Yet, the challenge lies in how to rapidly and
effectively produce stylized ancient buildings in the context of the expanding
volume of the virtual world.
Against this backdrop, Procedural Content Generation (PCG) has emerged
as one of the key methods to address this challenge [1]. By analyzing the internal
structure and stylistic features of ancient architecture, we can use rules to auto-
matically generate buildings with similarities and variations, offering innovative
avenues for the digital preservation and design of ancient architecture. However,
current research efforts have been primarily focused on the procedural generation
c The Author(s), under exclusive license to Springer Nature Switzerland AG 2024
C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 67–74, 2024.
https://doi.org/10.1007/978-3-031-61950-2_8
68 R. Li and C. Liu
of classical castle forms, with limited exploration into ancient Chinese architec-
ture [6–8]. Moreover, there is a relative lack of research on the interaction with
individual buildings after procedural generation.
This study focuses on Song dynasty architecture, proposing a system designed
for Song architectural scenes using CGA grammar rules and virtual reality tech-
nology. The CGA (Computer Generated Architecture) shape grammar language
is mainly suited for procedural architectural modeling, providing design flexibil-
ity [5]. Based on ancient Chinese texts, such as “Yingzao Fashi,” we analyzed the
external characteristics of the palace hall and the common hall, and proposed the
design concept and implementation strategies for CGA rule files. On this basis,
we implemented a design system in a virtual reality environment that supports
the adjustment of parameters for individual buildings and collaborative design
among multiple users. This system offers users an immersive interactive expe-
rience and explores cutting-edge collaborative design modes, thereby advancing
the digital preservation and presentation of ancient architectural heritage.
Column Frame Layer. This layer consists of internal and external columns
of essentially the same height, predominantly utilizing cylindrical columns. In
the double-eaved palace structures that incorporate auxiliary steps around the
perimeter, an additional circle of columns around the palace supports the struc-
ture, forming the basic structure of a high-grade palace. In terms of facade
SongScape: A Song Dynasty-Style Architectural Scene Design System 69
Fig. 1. Figure (a) is a layered diagram of the wooden framework of Song Dynasty
architecture, divided into the column frame layer, the puzuo layer, and the roof layer.
Figure (b) is a side view diagram of the wooden framework of the Great Hall of Foguang
Temple on Mount Wutai in China.
Puzuo (Bracket Sets) Layer. As the most complex structural layer of the
building, it exhibits a high degree of regularity both in the dougong (bracket
sets) themselves and their planar arrangement. The categories of dougong pri-
marily include column head puzuo, inter-column puzuo, and corner puzuo at the
building’s corners. A common form of inter-column puzuo involves two sets of
brackets for the central room and one set of brackets on each side of the central
room.
Roof Layer. Significant differences emerge between the palace and mansion at
this layer. The palace often employs wudian (hip) and xieshan (saddle) roofs,
with relatively high ridges; while the mansion typically uses xieshan (saddle) and
xuanshan (suspension) roofs to differentiate architectural ranks and categories.
The design approach for CGA rules is based on the three layers analyzed in
Sect. 2.2, serving as the foundation for overall hierarchical division, with iterative
subdivision and detail enhancement applied at each layer.
Column Frame Layer. The central focus of the column frame layer’s design
is on doors and windows, which are symmetrically aligned along the central
axis. In traditional Song dynasty palaces and mansions, the number of rooms
varies from three to thirteen. The central room is termed “dangxinjian,” while
the rooms to its left and right are called “cijian,” and the outermost rooms are
known as “jinjian.” The sizes of the dangxinjian and cijian can be identical.
70 R. Li and C. Liu
Adhering to this architectural pattern, jinjian are generated on both sides of the
facade, within specified boundaries, and the central space is allocated for the
dangxinjian, determined by the width of the middle door (middleDoorWidth).
To maintain symmetry and ensure the central alignment of the dangxinjian,
cijian are produced between the jinjian and dangxinjian. The middleDoorWidth
command is utilized to evenly distribute the area that cannot be subdivided
further to the cijian. The dynamic adjustment of the main body’s width of the
building follows the formula outlined in Eq. (1):
Puzuo Layer. Considering the level of detail and workload, the dougong
(bracket sets) themselves are modeled geometrically, with their planar arrange-
ment being regularly procedurally generated. The arrangement of dougong fol-
lows three principles: firstly, a single bracket set is placed on top of each cylin-
drical column head; secondly, one to two additional bracket sets are inserted
between column heads; thirdly, corner bracket sets are positioned at the four
corners of the building. To ensure that each column is topped with a bracket set
SongScape: A Song Dynasty-Style Architectural Scene Design System 71
and to dynamically adjust the insertion method for the intermediate bracket sets
based on their number, the approach involves calculating the distance between
the column head bracket sets and the intermediate bracket sets. The specific
calculation method is given by Eq. (2):
Roof Layer. Given the complexity and predominance of curved shapes in the
roof decorations of Song dynasty architecture, it is not feasible to generate these
elements through rules. Therefore, a geometric modeling approach is chosen for
the creation of roof models, while tiles and bricks are inserted using procedural
modeling.
This paper discusses the procedural design of the roof framework using a sad-
dle roof as an example, which is divided into upper and lower eaves; the upper
eave resembles a suspension roof, while the lower eave resembles a hip roof, with
brick and tile models inserted onto each eave. The first part of the implementa-
tion involves using the offset command to divide the bottom surface of the lower
eave into interior and edge parts. The interior utilizes the roofHip function to
create a hip roof, inserting the lower eave model. The exterior employs a combi-
nation of insert (i), component splitting (comp), scaling, and rotation commands
to insert a series of curved brick and tile sequences. This method allows for the
72 R. Li and C. Liu
Fig. 4. Figures (a) and (b) illustrate the generated outcomes when the number of
intermediate puzuo is set to 1 and 2, respectively, while figure c depicts the generation
result for corner puzuo construction.
dynamic insertion of bricks and tiles according to the size of the house, provid-
ing more detail and precision than simply scaling the architectural length with
a stretch command, thus enriching architectural details and enhancing modeling
efficiency. The second part involves using the roofHip function on the bottom
surface of the upper eave to generate a dual-sloped roof, inserting the upper eave
model to achieve the creation of a saddle roof (Fig. 5).
Fig. 7. Figures (a) and (b) demonstrate the operational outcomes of the Song-Style
Architecture Scene Design System, wherein users can adjust parameters of individual
buildings through a panel within the scene to design the layout.
the same session to design and adjust ancient scenes. When an architectural
parameter is changed by any client, it should be reflected in real-time across
all clients and modify the corresponding architectural primitives. This synchro-
nization is achieved using the replication of properties in blueprints. When there
are data changes on the server side, the modified architectural parameters and
the indices of the changed architectural primitives are shared with the corre-
sponding blueprints of all clients. This enables clients to access the architectural
primitives within their scene under that index and regenerate the individual
ancient building with new parameters. Consequently, this allows multiple users
to communicate and immersively modify ancient architecture within the scene,
achieving better design outcomes.
4 Conclusion
Based on the ancient Chinese text “Yingzao Fashi,” this paper analyzes the exter-
nal features of palace-style and mansion-style buildings. Taking into account the
characteristics of their wooden frameworks, we designed CGA grammar rules for
the column frame layer, the puzuo layer, and the roof layer, and discussed design
concepts and implementation strategies. On this basis, we developed a design
system in a virtual reality environment that supports the adjustment of parame-
ters for individual buildings and collaborative design among multiple users. This
system allows multiple users to connect to the same ancient architectural scene
via a local area network and complete the design. The system preliminarily real-
izes the procedural generation of Song-style architecture and supports immersive
collaborative design, offering new practical insights into the digital preservation
of ancient architecture.
References
1. Freiknecht, J., Effelsberg, W.: A survey on the procedural generation of virtual
worlds. Multimodal Technol. Interact. 1(4), 27 (2017)
2. Guo, Q.: Yingzao fashi: twelfth-century Chinese building manual. Archit. Hist. 41,
1–13 (1998)
3. Lin, W.C.: Chinese architecture and metaphor: Song culture in the “Yingzao Fashi”
building manual by Jiren Feng. J. Song-Yuan Stud. 46, 241–247 (2016)
4. Luo, D.: A grain of sand: Yingzao Fashi and the miniaturization of chinese archi-
tecture. Ph.D. thesis, University of Southern California (2016)
5. Müller, P., Wonka, P., Haegler, S., Ulmer, A., Van Gool, L.: Procedural modeling
of buildings. In: ACM SIGGRAPH 2006 Papers, pp. 614–623 (2006)
6. Whiting, E., Ochsendorf, J., Durand, F.: Procedural modeling of structurally-sound
masonry buildings. In: ACM SIGGRAPH Asia 2009 Papers, pp. 1–9 (2009)
7. Xinjuan, L., Jiasheng, W.: 3d modeling of the Miao residences based on CityEngine
CGA. Bull. Surv. Mapp. (12), 112 (2017)
8. Yu, G., Yuan, L., Liang, W., Yong, L.: Research and implementation of CGA-based
parametric fast modeling–taking ancient temples in the Yu-Mu mountain as an
example. Bull. Surv. Mapp. (4), 112 (2017)
XR Empowers a New City Landmark
in Qingdao: Hi Metaverse
1 Introduction
In recent years, the concept of Metaverse centered on virtual experiences such as XR
(Extended Reality) has continued to spark the market, and the continuous iteration of
XR technology and equipment continues to optimize users’ digital life experience. XR-
based digital services are penetrating around all kinds of scenarios, deeply affecting
every aspect of people’s lives. In addition, the entire metaverse ecosystem is enriched
by the development of industrial chain and technology, the gradual prosperity of content
applications, and the accelerated entry of ecological players [1].
In the field of urban planning, XR technology has also sparked the rise of digital
planning. By adding real-world geospatial data to Unity’s 3D development platform, it
will help to better operate and manage large-scale infrastructure and urban spaces in
an immersive environment [2]. The virtuality, human participation, and reality that the
metaverse possesses make it expected to play an important role in urban smart governance
and break the urban smart governance dilemma, thus realizing the model innovation of
urban smart construction and governance [3].
“Hi Metaverse” is a revolutionary XR project that combines actual seascapes and archi-
tectures with augmented reality. This project seamlessly encourages interactions between
the real-world scenes of Qingdao West Coast and the virtual imagery constructed from
digital content, providing a truly immersive experience.
It achieved three global firsts: The first marine XR Show, which performs on over
50,000 square meters of sea surface; the first user co-created digital landmark, which
recreates future landmark buildings on a 1:1 scale using XR technology; and the first
massive metaverse media publicity that overlays virtual elements and digital identifiers
on real buildings, enabling commercial promotion.
“Hi Metaverse” is experienced through mediums like electronic or wearable devices
(see Fig. 1). Users only need to download the “Hi Metaverse” application and follow
the tutorial to go to the specified location. By scanning the real urban scene on-site from
the optimal viewing angle indicated on the screen, users can enjoy a comprehensive free
XR experience. The application is based on the principle of VPS (Visual Positioning
System). It collects real-time environmental data through sensors such as cameras, uti-
lizing computer vision technology for environment recognition and modeling. Through
a positioning algorithm, it determines the user’s accurate location and viewing angle in
the real world. Subsequently, it precisely overlays virtual information in the user’s field
of view.
Fig. 1. The user experiences ‘Hi Metaverse’ through the mobile app.
XR Empowers a New City Landmark in Qingdao: Hi Metaverse 77
Fig. 2. Inserting local historical stories, marine culture from Qingdao and technological elements
to the “Hi Metaverse” marine XR Show.
“Hi Metaverse” dynamically generates and updates virtual elements. Once the user’s
position is determined, the system will retrieve relevant virtual information for that
location, including 3D models, labels, virtual objects, and more. Real-time updates
involve communication with AR cloud services, fetching the latest virtual information
corresponding to the user’s current location and perspective from the cloud. Virtual
information can be adjusted and transformed in real-time based on different scenes or
user interactions. For instance, at Q Bridge, the ambient elements displayed are varied
based on users’ age and gender: children may see candies, while adults might see flower
petals or ginkgo leaves.
Furthermore, “Hi Metaverse” encourages users to participate and co-create. By
allowing users to vote on their preferred design solutions on Q Bridge (see Fig. 3),
users are able to participate in the creation of digital city landmarks, which in turn inte-
grates them into the construction of the metaverse. In this platform, users are encouraged
78 J. Liang et al.
to interact with the platform, future prospects, and other users, bringing new ideas and
content to the metaverse.
The “Hi Metaverse” system is designed and built based on a three-tier architecture
in cloud computing (see Fig. 4). It is primarily divided into the IaaS layer (including
infrastructure and network layers), PaaS layer (including the middle platform and central
platform), and SaaS layer (including application and user layers). Data communication
is established between the layers, with internal data exchange primarily handled through
the platform layer.
Considering scenarios involving large-scale concurrent user access to the client app,
and aiming to enhance the convenience, reliability, and security of the system for future
use, maintenance, and upgrades, a B/S model based on web application architecture
is proposed. Stable, efficient, and secure Linux cloud servers are employed as the ser-
vice runtime environment with externally exposed interfaces. The storage system uti-
lizes MySQL database, and Redis serves as a caching medium. The entire underlying
business logic is developed in Java. The client-side is developed natively, integrating
functionalities such as WeChat login, Apple login, and phone number login.
For the PC operating platform, VUE is used as the page framework for the man-
agement system. CentOS 7.9 is selected as the server operating system, and Nginx is
configured as the proxy server.
gathered insights. The research used on-site interviews to tap into the opinions of local
residents and tourists about their experience of the “Hi Metaverse”.
Through the “Hi Metaverse” app, residents and tourists can experience the full con-
tent of the “Hi Metaverse” by performing real-time scanning and registration (see Fig. 6).
In general, children are curious and interested in the virtual elements in “Hi Metaverse,”
hoping to see more interesting virtual content; young users appreciate its rich interac-
tive experience and expect stronger 3D effects and AR glasses viewing functionality;
middle-aged users acknowledge the effectiveness of AR applications and wish to enhance
80 J. Liang et al.
immersion; elderly users find immersive technology novel but may require more promo-
tion and user guidance to enhance their usage experience. The scenic area manager stated
that the experience is available around the clock and free of charge, allowing visitors
to enjoy the spectacular and immersive XR performance, which highlights the social
benefits made by the project in the application and popularization of XR technology.
enterprises. For businesses and brands near Qingdao West Coast, XR technology pro-
vides a more convenient advertising channel. Businesses can cooperate with Hi Meta-
verse to integrate advertisements or promotional information into XR scenes, allowing
tourists to naturally understand the relevant information of the businesses and brands in
XR scenes [4]. This enhances the businesses’ and brands’ exposure, increases customer
flow and sales, and also provides more information for tourists’ choices.
4 Conclusion
Based on the regional characteristics of Qingdao, this project has strong characteristics
of marine culture, and has a great reference for other coastal cultural regions in content
creation. However, due to the strong regional cultural characteristics, this study lacks a
more universal XR experience content creation method to promote to digital landmark
construction projects around the world.
On June 5, 2023, Apple’s Worldwide Developers Conference announced the Apple
Vision Pro, along with the new operating system VisionOS. VisionOS breaks the limita-
tions of traditional displays with a new 3D user interface that allows natural interaction
with the user’s eyes, gestures and voice. The advent of the Apple Vision Pro represents
the beginning of a new era in spatial computing. Its popularity and slick performance
could portend a future of smaller devices in which humans interact with virtual over-
lays on the real world. A wearable computer instead of a handheld computer [a mobile
phone] could be the future [5]. Based on the support of hardware facilities, combined
with the virtual and real content innovation based on XR technology such as “Hi Meta-
verse”, it will bring more immersive experience to users and open a new consumption,
entertainment and production model.
References
1. Pu, Q.L., Pang, Y.P., Peng, B., Hu, J.N., Zhang, Y.D.: Metaverse Series White Papers-The
Future is Coming: Global XR Industry Insight. Deloitte, China (2021)
2. Hudson-Smith, A.: Incoming metaverses: digital mirrors for urban planning. Urban Plan. 7,
343–354 (2022)
3. Peng, G.C., Wu, S.Y.: Metaverse: a new approach to exploring urban smart governance
scenarios. Library Forum. 43, 86–92 (2023)
4. Zhang, Y.N., Han, H.: The design strategy of AR-based travel experience in the post-pandemic
era – an exploratory case study in China. In: Stephanidis, C., Antona, M., Ntoa, S., Salvendy, G.
(eds.) HCI International 2023 Posters, vol. 1836, pp. 355–363. Springer, Cham (2023). https://
doi.org/10.1007/978-3-031-36004-6_49
5. O’Callaghan, J.: Apple Vision Pro: what does it mean for scientists? Nature (2024). https://
doi.org/10.1038/d41586-024-00387-z
ColorIt: An Augmented Reality Application
for Object Recoloring
1 Introduction
Plastics come in various forms and are present in almost every aspect of daily life [1].
They are used in clothing, food packaging, and public health products, among other
things. To enhance their aesthetic appeal and make them more suitable for their intended
use, pigments are incorporated into plastics to add colors [2]. A color masterbatch is a
granular form of densely concentrated pigments or pigment blends, often supplemented
with additives such as antioxidants, antistatic agents, and plasticizers [3].
The production process involves multiple stages, including ingredient dosing, melt-
ing, mixing, and cooling in the extruder, as well as cutting the material into uniform gran-
ules using a granulator [4]. However, fabricators need their color delivered on schedule,
and therefore obtaining approval right away is crucial for production [5]. Any adjust-
ments to color not only result in financial waste, but also hinder the ability to quickly
respond to customer needs, potentially risking loss of business opportunities. For this
reason, it is important to make prompt and informed decisions when choosing colors for
plastics, ensuring both efficiency and reliability.
Previewing colors on plastic objects before production can streamline the process
and allow for extensive testing of various hues before finalizing a selection. By utilizing
Augmented Reality (AR) technology, previewing colors becomes not only a streamlined
processes, facilitating the process of testing a wide range of hues before a final selection
can be made, but also an enhanced one for stakeholders who are not experienced in
specialized software.
In more detail, AR involves the integration of real-world and virtual elements, facil-
itating real-time user interaction [6]. In the context of the production of plastic objects,
this technology could enable users to view real-world objects through a smart device and
apply any desired color, thus capitalizing on the opportunities offered by AR to expedite
the production cycle, offering enhanced efficiency and effectiveness.
This work presents a mobile application that uses AR technology to recolor plastic
objects in real-time. The application enables users to choose from a variety of colors
and preview them by pointing their smartphone camera at the object. This technology
allows them to make informed decisions before purchasing and applying any color, thus
reducing any waste of resources and materials by avoiding the production of objects that
may ultimately be rejected for aesthetic or other reasons. In addition, the application
provides various features, including the ability to recolor objects within photos retrieved
from the user’s gallery, review their activity history, and access detailed information
about selected colors. The application was designed with the active participation of field
experts, adopting a Human-Centered Design approach [7]. Furthermore, to ensure that
the application abides by user requirements and by usability standards, evaluation of the
application was iterative [8], with the active involvement of stakeholders as well as a
heuristic evaluation conducted by User Experience (UX) experts.
The paper is structured as follows: Sect. 2 provides an overview of related works,
Sect. 3 describes the system’s functionality, Sect. 4 presents the results of the heuristic
evaluation process, and Sect. 5 offers the conclusion and insights for future work.
2 Related Work
[13] presented a framework for live AR applications that enables dynamic features such
as recoloring. Their framework allows users to interact with objects by simply touch-
ing them to select them and then using gestures such as swiping or tapping to change
their color. However, to achieve real-time performance, their solution is computation-
ally demanding and requires a state-of-the-art graphics card. Additionally, some studies
[14–16] have introduced systems tailored for individuals with visual impairments, such
as color blindness, utilizing AR to adapt colors in their visual experience. Neverthe-
less, these systems do not provide the functionality to selectively modify and replace
specific colors with those preferred by the user. Recoloring applications are also valu-
able in the beauty industry, with recent efforts employing AI techniques for recoloring
and area masking. For instance, Levinshtein et al. [17] demonstrated how a modified
MobileNet CNN architecture can effectively segment hair in real-time, while Qin et al.
have employed convolutional networks for skin and hair masking [18].
Overall, AR recoloring of real objects, persons, or images is a technique widely
reported in the literature. The proposed approach offers an effective and efficient solution
for recoloring plastic objects, addressing challenges such as the intricate shape of objects
or glare effects due to light reflections on the object surface.
3 System Overview
ColorIt is an innovative application designed to enable users to easily modify the colors
of plastic objects, using their smart mobile device, to find those that suit their preferences.
It allows users to easily customize colors, save their preferred selections, and request
information about each hue. The recoloring of objects can be achieved instantly through
the use of AR technology or retrospectively through previously taken pictures. The
application was implemented using the React Native framework1 , offering platform
adaptability of the developed native mobile app, whereas the recoloring algorithm was
implemented via a GLSL shader2 .
Upon opening the ColorIt application, users are given the option to either use the camera
to recolor an object immediately, which is the main feature of the application, or to
explore all of its functionalities through the home page (see Fig. 1). On each page of
the application, accessing the camera to recolor an object is made very easy through the
main button in the menu. The menu remains constantly available, with the button for
this functionality distinctively standing out from the rest of the options.
When activating the AR functionality, the device’s camera is enabled, prompting
users to select an object or surface in their environment for color modification with a
simple tap (see (a) (b) (c) Fig. 2). To optimize results, they are advised placing the object
against a clear background and ensuring ample natural light. After selecting an item, users
1 https://reactnative.dev/.
2 https://developer.mozilla.org/en-US/docs/Games/Techniques/3D_on_the_web/GLSL_S
haders.
ColorIt: An Augmented Reality Application for Object Recoloring 85
(a) (b)
Fig. 1. (a) Starting Screen, (b) Home page.
can choose a color from the palette to recolor it, and they can adjust the color threshold
(i.e., the extent to which the new color is applied to the selected object surface) until
they achieve the desired result. In order to facilitate color selection, colors are grouped
according to their shade, and there are also color filters based on attributes such as heat
resistance, light fastness, polymer type, and production methods. Furthermore, there is
a category featuring users’ favorite colors for quick access. By selecting a color, users
can view through the camera how the item would appear when the color is applied.
They also have access to the color card, where they can view its attributes, request more
information, or save it to their favorites. Subsequently, they can capture a picture, which
they can save, share, or utilize to request more information from the selling company.
Moreover, users have the option to take a photo through the application before selecting
any color, and then use this photo for recoloring. Another option for recoloring is through
the “Gallery” menu option, where users can select photos from their gallery, regardless
of whether they were taken within the application or not.
Additionally, users can review their past activities within the application by accessing
the “Activity” menu option. These activities are categorized into three tabs: “SAVED”,
“FAVORITES”, and “REQUESTS” (see (a) (b) (c) Fig. 3). The “SAVED” tab includes
all of the saved camera captures, along with information about the selected color. Options
are available to save the color to favorites, share it, request information about it, and delete
the activity entry. The “FAVORITES” tab displays the colors that the user has saved as
their favorites, which can be filtered by shade. Users can also access information about
each color or remove any colors they no longer prefer. Finally, the ‘REQUESTS’ tab
contains all previous requests for additional information on specific colors. Users have
the option to delete any request entries or examine more information about the selected
color within a specific request.
86 G. Margetis et al.
Fig. 3. (a) Saved Recolorings, (b) Favorite Colors, (c) Past Requests.
Regarding the request process, users have the option to generate an email to the
corresponding company directly from the application to inquire about a specific color
they tried and liked. The email includes, as an attached file, the capture taken by the
application with the recolored plastic object and the code of the applied color. To gen-
erate the request, users also need to fill out a form that includes their full name, email
address, affiliated company name (if applicable), and a brief explanation of their request
(see Fig. 4). This ensures that all necessary information is included in the email. After
ColorIt: An Augmented Reality Application for Object Recoloring 87
submitting the form, users will be redirected to their preselected email client where
they will find a pre-filled email. Additionally, they will be informed that the company
manufacturing the color masterbatches will be in contact with them soon.
The application currently supports two languages, English and Greek, and users
can switch between them in the settings. Within the “Settings” menu option, users
can also access crucial information, including the terms and conditions governing the
application’s usage, as well as answers to frequently asked questions regarding its
functionalities.
At the core of the application, a recoloring method was implemented, which determines,
for each pixel in an input image: (a) whether the pixel should be recolored; and (b) the
new color of the pixel, in case the pixel has been flagged for recoloring. Using several
color space transformations and operations, the algorithm preserves the lighting and
shading information, so as to retain, as much as possible the integrity of the original
image. The recoloring operation is implemented using a GLSL shader, which allows the
app to leverage GPU-based processing for real-time performance.
The algorithm accepts a source image as its main input, alongside the source (cσ )
and target (ct ) colors (e.g., the color samples when the user last tapped on the image
on the screen, thereby indicating the color to be changed; and the color from the list of
masterbatches, with which to replace the original). Both colors are fed into the algo-
rithm, formatted as 3-dimnensional color vectors with red, green and blue components
88 G. Margetis et al.
(normalized in the [0 . . . 1] range). In its output, the algorithm produces the final color
to display on the screen.
The first step of the algorithm is to determine whether to actually apply the recoloring
operation on the current pixel being rendered (p). This is done by first converting p and
cσ in CIELAB color space (which is device-independent, and approximates the way the
human eye perceives color). This allows the algorithm to determine how similar the two
colors appear to be to the human eye. The conversion is carried out in two stages: (i)
first, the two colors are converted to XYZ color space (referring to a D65/2° standard
illuminant); and (ii) converting the colors from XYZ to CIELAB color space. Using the
two CIELAB color values, we then calculate the perceived difference in color, according
to Delta E 94 formula (ΔE ∗94 ). ΔE ∗94 represents a value in the scale of 0–100, where,
the lower the value, the less the difference between the two colors is perceivable by
the human eye. If this value is below a designated threshold (ΔEtolerance ), p and cσ are
considered similar to the naked eye, thereby initiating the recoloring operation for p,
as described in the next paragraph. In any other case, the shader skips the recoloring
operation, and simply outputs the original color for p.
The second step (should the result of step 1 indicate that a color change is warranted)
is to apply the recoloring operation, which shifts the hue component of p to match the
target’s ct hue value. First, p, cσ and ct must be converted from RGB to HSV color space
(resulting in new values phsv , cσhsv and cthsv ). Using a user-defined threshold value t,
which indicates the range of colors around cσhsv to influence by the hue shifting function,
the absolute distance d between the hue component of phsv and cσhsv is calculated (taking
into account the 360-degree representation of color hues). If d is found to be below t,
then the new color p hsv is calculated from the components of cthsv as follows:
⎧
⎨ cthue
hsv
p = ctsat + (psat − cσsat ) (1)
⎩ val
ct + (pval − cσval )
This color is then converted back into RGB color space, so that it can be rendered
by the GLSL fragment shader.
Some additional checks and optional operations are executed prior to the recoloring
algorithm, if the color the user wants to change (cσ ) is perceived as “achromatic” (i.e.,
the a* and b* values in CIELAB color space are in a sufficiently small area around 0).
If cσ is achromatic, and its luminance indicates the achromatic color is closer to white
than it is to black, then both p and cσ are “changed” into another color (via a sepia filter),
allowing the algorithm to apply the recolor, given the new yellow/brown appearance of
the image. If the luminance value indicates the achromatic color is closer to black, an
inversion operation is executed on both p and cσ , prior to the application of the sepia filter.
These operations account for the algorithm’s (e.g., hue shifting) limitation in handling
achromatic image data.
ColorIt: An Augmented Reality Application for Object Recoloring 89
4 Evaluation
The research utilized the heuristic evaluation method [19] to assess the ColorIt applica-
tion. Specifically, four evaluators consisting of two UX experts and two domain experts
employed heuristics (i.e., established usability principles) [20] to evaluate the user inter-
face through multiple iterations and identify any potential violations. In each interaction,
the evaluators documented the findings they discovered and specified the corresponding
violated principles. These findings were then consolidated into a single report, with each
issue addressed only once. Afterward, the evaluators reviewed the consolidated list and
assigned severity ratings to each finding. The final severity score for each problem was
calculated by averaging the ratings provided by each evaluator.
The application has been evaluated iteratively, until all identified problems were
resolved. Throughout the evaluation iterations, several issues were identified and
resolved until the application was deemed usable. The key modifications made following
the evaluation process are outlined below:
• A confirmation popup has been implemented, prompting users to confirm their inten-
tion to exit the application. This feature aims to prevent accidental exits caused by
unintentional gestures.
• The photo captured by the user within the application failed to appear in the gallery
until the user exited and then re-entered the application. This inconsistency could
cause confusion, but the issue has been resolved.
• Experts agreed that in order to optimize the AR functionality, it is critical to streamline
the process of capturing a picture after navigating through colors. Therefore, the
selected color’s visibility was prioritized by placing it at the forefront of the color
palette. This ensures that the selected color is prominently displayed and the capture
button is easily accessible, preventing it from being accidentally hidden beyond the
edge of the screen.
• The issue of displaying incorrect language in certain application components that did
not previously match the selected language has been successfully resolved.
• The color threshold has been updated from initially providing theree options (low,
high, and medium) to a slider selector to improve the user’s ability to precisely adjust
the color of the selected object.
• Another improvement was the way the images in the gallery were displayed, depend-
ing on their orientation. In the early stages, all images were displayed horizontally,
resulting in a lot of white space, which made it difficult to recolor the object.
• Several iterations were required to enhance the AR functionality for live recolor-
ing. Initially, the application experienced frequent crashes or freezes when using the
camera.
• Numerous iterations were also conducted to ensure the application’s compatibility
across all devices. Issues such as difficult-to-read text, due to wrapping or truncation,
and low-quality graphics were also addressed.
5 Conclusions and Future Work
Given the time-consuming and costly nature of producing colored plastic, it is crucial to
make the right decision on color before starting the process. ColorIt is a mobile applica-
tion that allows users to explore various colors in real-time through their mobile camera
90 G. Margetis et al.
and apply them to any plastic surface, using AR technology. Through the application,
users can effortlessly visualize how each hue can color their desired object, empowering
them to make informed decisions about the color they wish to proceed with for pro-
duction. The application’s user interface has undergone multiple evaluation iterations
to ensure full functionality and optimal usability. Following, the application has been
deployed in production and became available through mobile app stores.
Although ColorIt was initially developed for recoloring plastic objects, its potential
extends beyond that to any surface, enabling users to visualize them in a variety of colors
of their choice. For instance, it can be readily employed for changing the color of surfaces
and objects for interior decoration purposes, similar to [21], or for eCommerce purposes
to recolor apparel [22, 23], thus offering customers the option to select the color of their
choice for a product without trying it out again. In this regard, future work will focus on
applying the developed algorithm across different contexts and carry out a comparative
performance analysis as well as a user-based evaluation to further enhance the described
system.
Acknowledgments. The authors would like to thank Plastika Kritis S.A. for their collaboration
and support.
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40542-1_77
A Comparative Study on Methods to Interact
with Close-Distance Objects in Mixed Reality
Environment: Direct Method vs. Raycasting
Method
Sang Jun Park , Min Joo Kim , Yu Gyeong Son , Donggun Park ,
and Yushin Lee(B)
Abstract. Mixed Reality (MR) technology allows users to interact with virtual
objects generated in the real world intuitively. The raycasting method, which
uses hand gestures, is a useful way to interact with virtual objects located at
a distance in a controller-free environment. However, considering a real-world
situation where various obstacles may block the user’s view, it is necessary to
study how to interact with close objects. This study aimed to compare the usability
of the direct and raycasting methods for interacting with close virtual objects. In
the experiment, participants were instructed to manipulate the buttons that were
randomly generated at nine specified locations (3 by 3 array) with a distance of 0.5
meters. They were asked to perform the task using both methods and then evaluate
the usability and preference of each method. Additionally, task completion time
and error frequency were measured to quantitatively compare task performances
of them. The results showed that the participants preferred the raycasting method,
even though the errors occurred more frequently. It was also found that there was
a difference between the two methods in the variation of task performance and
preference by button location. This result may be due to the fact that there are
some differences between the two methods in terms of interaction characteristics
and required body movements. The results of this study are expected to contribute
to design more user-friendly user interfaces in MR environments.
1 Introduction
In mixed reality (MR), users can interact with virtual objects placed in the real physical
world, and intuitively explore three-dimensional (3D) virtual information. The goal of
MR environment is to effectively perform tasks through seamless integration between
the real world and augmented virtual content. However, when using an MR application
with the placement of various objects in front of a user, visual occlusion due to the over-
lap between the virtual and real objects may confuse the user’s visual perception [1]. In
addition, this can potentially cause secondary problems such as eye fatigue and motion
sickness hindering the accurate execution of object manipulation tasks. [2–6]. Due to
this nature, interaction with objects within an MR environment occurs with objects close
to the user.
In 3D environments like MR, accurately selecting and manipulating objects are
fundamental interactions, particularly crucial for user immersion [7]. Therefore, several
input technologies have been proposed to aid intuitive interaction with virtual objects.
Free Hand is an input system tracking the movement of a hand and fingers without
additional trackers or controllers. This method enables natural and intuitive interaction
through hand and finger movements [8].
Free Hand can be classified into hand direct interaction and hand raycasting inter-
action based on the interaction metaphor. The hand direct interaction method (direct
method) is essentially an extension of the real-world object manipulation method to a 3D
virtual environment [9, 10]. This enables more natural and intuitive interaction because
it directly maps the user’s hand movements to the virtual hand movements [11]. Thus,
it was favored by many users in early virtual reality research [12, 13]. The hand ray-
casting interaction method (raycasting method) utilizes raycasting metaphors for object
selection. The direction of the light rays coming out of the virtual hand is determined
by the direction of the user’s hand. By tracing a ray to the target object and perform-
ing a pinch gesture with an index finger and thumb, it provides metaphorical object
manipulation similar to a mouse click in desktop environments. The raycasting inter-
action is commonly used in virtual environments and is known for its high performance
and user preference when performing selection tasks due to the simplicity of the inter-
action procedure [14]. Unlike the direct method, it allows the manipulation of objects
beyond the reach of the user’s hand and requires less body movement [14]. Therefore,
direct and raycasting methods can differ in usability due to differences in mapping mech-
anisms when the user’s movement is reflected in MR environments within physically
constrained real-world space.
This study aims to compare the usability of the direct and raycasting methods when
manipulating a virtual controller of button type. In addition, since the physical arrange-
ment of the virtual controller can affect the manipulation performance, the placement of
buttons at the nine locations by 3 rows and 3 columns in a virtual grid was considered
to identify the pattern of usability.
2 Method
2.1 Participants
Twenty Korean students (11 male, 9 female) between the ages of 21 and 27 (M = 23.4,
SD = 1.64) participated in the experiment. All participants were free from mental or
physical disabilities. All participants gave consent for the experiment protocol approved
by the Pukyong National University Institutional Review Board (IRB NO. 1041386-
202403-HR-27-02).
94 S. J. Park et al.
The test environment was displayed by Meta Quest Pro (resolution: 1800 × 1920 QD-
LCD 90 Hz per eye; viewing angles: up to 120˚). It is equipped with five internal
and external cameras each and with the implementation of color-mixed reality [15].
The Unity 2021.3.16.f1 program was used to develop the test environment. The screen
User Interface (UI) was displayed at a distance of 50 cm from the user, which is the
minimum comfortable viewing distance for objects. The overall UI size was set to 57.74
× 36.40 cm, considering the comfortable rotation range of -30° ~ 30° horizontally and
-20° ~ 20° vertically [16]. The overall UI (Fig. 1 (a)) was divided evenly into 9 areas
(from A to I) by a gray grid with a transparent background. A button was located in the
center of an area, with a size of 9 × 9 cm (Fig. 1 (b)). Visual feedback was provided by
lowering the chromaticity during pointing (Fig. 1(c)).
Fig. 1. Experimental setup. (a) virtual layout grid, (b) button in initial state (c) button in pointed
state
The experiment was conducted to find out the effects of two interaction methods and
the patterns by location while manipulating a virtual button. This experiment was
designed as a within-subject study based on performing the direct and raycasting meth-
ods. The sequence of performing the task between the interaction methods was ran-
domly designed for each participant. The direct method is a method of selecting a virtual
object with an index finger for operation (Fig. 2 (a)). On the other hand, the raycasting
method is defined as pointing a target object through a ray and performing a selection
A Comparative Study on Methods to Interact with Close-Distance Objects 95
task through a pinch gesture without a physical controller (Fig. 2 (b)). The dependent
variables included both objective and subjective measures for usability. Objective mea-
sures included the task completion time and the number of errors to assess manipulation
performance. The task completion time was defined as the time from the presentation of
the stimulus to pressing a correct button, and the number of errors was defined as the
number of times the participant selected the surrounding background or another area
instead of the target button. The subjective measures comprised subjective preference
and the System Usability Scale (SUS) [17]. Subjective preference was assessed on a 100-
point scale for the preference across nine locations, while the SUS which is a standard-
ized instrument blending ten positively and negatively worded items evaluated perceived
usability on a 5-point scale.
Fig. 2. Illustration of the two interaction methods. (a) Direct method, (b) Raycasting method
After participants were explained about the experimental procedure, they had time to
adapt to the button operation. Then, the main experiment for selecting buttons randomly
generated at 9 areas (3 × 3 arrangements) was conducted (Fig. 3).
At the beginning of each trial of selection, participants stood straight with their right
arm at the side and were allowed to use only their right hand throughout the experiment
in order to control the experimental condition. During the trial, they were asked to
perform the selection task as quickly as possible. Once the selection trial of a button was
completed, the button was deactivated and disappeared. Then, a new button appeared at
a random location after a maintenance time of 3 seconds. The task trials were presented 3
times at every 9 locations in resulting a total of 27 trials for each interaction method. After
the task was completed for one interaction method, participants responded to subjective
questionnaires and had a break at least for 2 minutes and more when requested. The
entire experiment lasted for 30 minutes on average.
96 S. J. Park et al.
Fig. 3. Experimental scene views of participants. (a) Direct method, (b) Raycasting method
IBM SPSS Statistics 29 was used for data analysis. Paired t-test was conducted to ana-
lyze the effect of the manipulation method on objective and subjective measures. In addi-
tion, descriptive statistics on objective and subjective measures for each location were
also examined. The statistical significance level of all tests was determined based on α
= 0.05.
3 Results
Task Completion Time. The results showed that there was no significant difference
Fig. 4. Mean and standard deviation of task completion time at each location. (a) Direct method,
(b) Raycasting method (Note. Darker color means higher value.)
A Comparative Study on Methods to Interact with Close-Distance Objects 97
between two methods in task completion time. However, the difference in task comple-
tion time by location was observed between the methods (Fig. 4). The task completion
time was lowest on the center and higher on the left side and the bottom right corner
for the direct method (Fig. 4(a)). However, it was lowest on the bottom center area and
higher on the top side for the raycasting method (Fig. 4(b)).
Error Frequency. It was found that error frequency was significantly lower in the direct
method (t(8) = −4.530, p < 0.001). Comparing the error frequency by location for the
two methods, the error frequency was higher on the top side for the raycasting method
(Fig. 5(b)), while there was no clear trend for the direct method (Fig. 5(a)).
Fig. 5. Mean and standard deviation of error frequency at each location. (a) Direct method, (b)
Raycasting method (Note. Darker color means higher value.)
Preference. The result indicated that participants significantly more prefer to use ray-
casting method rather than the direct method. (t(8) = 4.088, p < 0.01). The additional
analysis on the preference by location showed that the preference is highest on the center
and lower on the left side for both methods (Fig. 6).
System Usability Scale (SUS). SUS total score was slightly higher for raycasting
method but it was not statistically significant (Fig. 7).
98 S. J. Park et al.
Fig. 6. Mean and standard deviation of preference at each location. (a) Direct method, (b)
Raycasting method (Note. Darker color means higher value.)
Fig. 7. The results of SUS evaluation. (a) Score of each question, (b) Total score
4 Discussion
As a result, there are no significant differences in mean task completion time between
the two methods. However, error frequency was significantly higher in the raycasting
method. The raycasting method requires more precise control of hand movement because
it has lower control-response ratio [18]. This suggests that interaction with a relatively
small object using the raycasting method may introduces error more frequently.
Despite inferior task performance, the raycasting method was more preferred. The
cause of this result can be inferred from the presence of tactile feedback. In direct method,
users only can notice the result of their action by visual cue. It does not provide tactile
cues as to whether or not a button has been pressed and how much it has been pressed,
A Comparative Study on Methods to Interact with Close-Distance Objects 99
so it may not be preferred despite being a more intuitive method. However, raycasting
method, including pinch gesture, gives tactile feedback [19]. Moreover, there is no need
to consider the depth of the object [20]. There was no significant difference in perceived
usability between the two methods, but it can be concluded that raycasting method was
superior in subjective evaluation.
The results also showed the differences of variation in task performances and pref-
erences by location between the methods. In case of direct method, the task completion
time and preference were lower on the left side. This result can be explained by the
characteristics in posture to perform the task. The direct method requires the arm move-
ment to point the target [21]. In the experiment, the participants were asked to use only
right hand, so they had to adduct their shoulder excessively to control the object on the
left side. Kee and Karwowski [22] found that people felt more comfortable flexing the
shoulder than adducting the shoulder. Therefore, the left side, which requires a more
uncomfortable posture, is not recommended for locating the interaction elements when
using the direct method. Moreover, the participants had to move their arm more to tap
the button on the left side because the horizontal length of the UI grid was longer. In the
experiment, it was observed that the participants flexed their wrist to control the button
on the top side and rotated their shoulder in a medial direction to control the button on
the left side. The study of Kee and Karwowski also found that wrist flexion was more
sensitive to comfort decrement than medial shoulder rotation [22]. Although the results
of the preference ratings were not consistent, it can be concluded that placing the button
on the top is not recommended.
5 Conclusions
The aim of this study was to investigate the effect of interaction method on task perfor-
mances, perceived usability, and preference when manipulating static control element
at close range in an MR environment. In the experiment, participants were asked to
select a button which is presented randomly on the nine different locations using direct
and raycasting method. The results showed that the direct method had an advantage in
performing the task but the raycasting method was more preferred. It was also found
that task performances varied differently depending on the location of the button in each
method. In the direct method, it was observed that the errors were rare in all locations.
However, both task completion time and error frequency were higher on the top side for
the raycasting method. This study did not consider any other type of controller. In addi-
tion, the number of participants is relatively small. However, it is expected that this study
could contribute to the design of a user-friendly user interface in the MR environment.
Acknowledgements. This research was supported by the MSIT(Ministry of Science and ICT),
Korea, under the ICAN(ICT Challenge and Advanced Network of HRD) support program super-
vised by the IITP(Institute for Information & Communications Technology Planning & Evaluation)
(IITP-2023-RS-2023-00259806).
Disclosure of Interests. The authors have no competing interests to declare that are relevant to
the content of this article.
100 S. J. Park et al.
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Spatial Computing Through an HCI
Lens - UX Evaluation Based
on Situatedness
1 Introduction
Individuals move within their environment and engage in activities, however
not independently. Each action is intertwined with a situation, encompassing
numerous components and social interactions. All of these components can be
c The Author(s), under exclusive license to Springer Nature Switzerland AG 2024
C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 102–113, 2024.
https://doi.org/10.1007/978-3-031-61950-2_12
Spatial Computing Through an HCI Lens 103
viewed as context for a given action [9]. Thus, we recognise context not solely
from a viewpoint of spatial organisation and its corresponding objects, but also
in consideration of the social dynamics present within the space and within
human activities [9]. Context is situational, thus it is essential to consider what
is relevant in each circumstance [8]. Humans create the situation and make sense
of their surroundings through their actions and social interactions [8].
Spatial Computing applications augment physical space with digital content.
The devices are aware of the 3-dimensional space and allow human actions with
spatial meaning [10]. This technology offers new user experiences (UX), where
the context and situation in which the interaction occurs are fundamental fac-
tors shaping experience and perception in contrast to traditional interactions
with mobile or desktop devices. However, these interactions also create uncer-
tainties regarding the evaluation of the applications. Aspects that were not very
important in the past need to be taken into account, highlighting the need to
enrich the current state-of-the-art in UX and UX evaluation ([1,7,45,51]). It
remains unclear which elements should be analysed to holistically evaluate the
user experience in spatial computing. A more comprehensive analysis is required
as it is embedded in the environment and includes spatial aspects which does
not apply compared to traditional technologies. Additionally, it becomes visible
that spatial computing is susceptible to various external influences that cannot
be controlled, but must still be taken into account during development.
This paper presents three suitable example applications for spatial comput-
ing, demonstrating potential aspects to consider in the context of the experience
and how to evaluate the interaction, using an open-ended interpretive method-
ology. Literature from augmented reality, information visualisation, human-
computer interaction, spatial computing, and other related fields is used to iden-
tify the aspects for consideration. The results demonstrate that there are existing
instruments for the holistic evaluation of spatial computing applications. How-
ever, these tools are not yet well established and extensive research is necessary
to identify the potential aspects to be considered in the context and to determine
how they should be evaluated. The aim of this paper is to highlight the great
potential of this technology and to contribute to the body of knowledge on how
to provide outstanding user experiences with spatial computing.
physical space with digital content that can be viewed through the devices. (2)
Head-Mounted Displays, headsets which give the possibility to interact with the
physical space and the digital content embedded within. (3) Spatial Augmented
Reality, projection of digital content onto physical objects, taking into account
their shape and allowing to interact with the projection.
For each application area, an appropriate subject of investigation is selected
for analysis, with consideration of what potential aspects might have an impact
on the experience and how the evaluation might be facilitated. For mobile AR,
the subject is a collaborative analysis of a simulation of plants in an online shop;
for head-mounted displays, a procedural task for mixing radioactive substances
with a 3D model; and finally for spatial augmented reality, an interactive instal-
lation combined with physical books in the context of museums.
(a) Simulation of plants in physical (b) Collaboration with expert through Mo-
room with Mobile AR bile AR
Head-mounted displays (HMD) are suitable for scenarios where both hands are
required to perform actions, without restricting the dexterity of the user which
can be useful for guiding users through sensitive procedural tasks [2]. Such an
application represents Arigo, a non-overlayed AR guidance using a 3D model in
radiopharmacy (Fig. 2) [43]. This project aims to substitute paper instructions
for the creation of radioactive mixtures with AR via a Microsoft Hololens by
showing step-by-step instructions on a 3D-model.
(a) Non-Overlayed AR User Guidance (b) Creating a mixture with the step-by-
with 3D-Model [43] step guidance through Microsoft Hololens
As the field of view is limited of the HMD, the user needs support in ori-
entation and navigation in the scene [49] [33]. However, the awareness of the
surrounding should not be diminished as reduced situational awareness, known
as information tunneling, can lead to a higher risk of accidents and distraction
[33]. It is therefore important to blend the digital content with the real envi-
ronment to reduce the dominant perception of the digital content [52]. A higher
level of blending could also lead to a higher sense of presence, which is defined
as being consciously engaged in the augmented world [42]. To achieve this state,
the spatial connection of the digital content should also be considered in order
to anchor the elements appropriately in the real environment [33] and not to dis-
turb the spatial mental model of the users [50]. There are different possibilities
of spatial connections, which are also crucial as spatial references from objects
are used for providing natural language guidance [39], such as “to the left” or
“on top,” [50]. The attention of a user can also be guided through visual cues
[44]. Visual cues can also disrupt presence if they are not properly integrated. It
is important to consider how they are integrated, either as part of the scene or
outside of immersion, and whether they are communicated explicitly or implic-
itly [44].
Spatial Computing Through an HCI Lens 107
(a) Physical books overlayed with dig- (b) Interactive books with several
ital content allowing for interaction [4] users, either active or bystanders
The books are placed on special stands allowing for tactile interaction by track-
ing the user’s touch gestures on the pages [5]. The projector is installed in the
ceiling and projects digital content onto the physical books, facilitating object
recognition without markers as recognition is based on shape and depth [48]. It
further allows haptic interaction to explore new content by turning the page of
the book [5] which is a familiar way of interaction and does not require much
explanation. This in turn is supportive to maintain the user engaged as the dif-
ficulty of interaction is not too high [23]. To increase the probability of extended
interaction the immersion should be high [23], which can also be beneficial for
spatial and social presence to support creating empathy [25]. It is shown that
a higher level of spatial presence can be achieved with SAR, which influences
attitudes and possible changes in behaviour [25].
Possible Evaluation Methods and Findings
As SAR installations are placed in the environment, the space, community
and interaction require further consideration. SAR also allows for social inter-
actions and learning to take place through the installations, provided that the
space allows for these interactions [13]. This can be evaluated through contex-
tual enquiries to analyse the installation in a public space and whether social
learning and encounters are possible and how they are formed [13,53]. Unlike
other AR technologies, SAR not only allows interaction as an active user, but
passive bystanders can also be considered users in SAR [53]. They can observe
active users and learn one in the next phase which increases attention, thus also
the probability for interaction [23]. Once the user’s attention is captured, it can
be maintained through high levels of engagement and immersion which can be
assessed with the Augmented Reality Immersion (ARI) questionnaire [14] as it
takes into account the user’s engagement, involvement and immersion in AR.
The interaction modalities can also differ from traditional technologies, as
users can interact not only with touch gestures, but also with haptic interaction.
In order to evaluate the usefulness and the usability of the interaction method,
the first subscale of the questionnaire Modular Evaluation of key Components of
User Experience (meCUE) can be used [47].
Spatial Computing Through an HCI Lens 109
SAR is a versatile technology that breaks out of the traditional screen and
can be used in a variety of contexts to convey information that is not possible
with other technologies [6]. For this reason, it can also be particularly useful for
evoking feelings of empathy, which can be stronger with greater social and spatial
presence [25]. To evaluate sympathy and empathy induced through media the Ad
Response Sympathy (ARS) and Ad Response Empathy (ARE) questionnaire [11]
can be used and adapted as in [16]. To avoid disrupting the immersion provided
by SAR, the object detection needs to be facilitated accordingly. Either with
appropriate markers that blend into the physical space, or without markers,
which presents other difficulties in detection. The User Experience Questionnaire
(UEQ) is one way of assessing how object detection and projection mapping are
perceived, as it assesses efficiency, perspicuity and dependability [26].
3 Discussion
We associate different norms and values with spaces, depending on the context.
Not only does the space influence how we perceive a place, but the community
inhabiting the space and their interaction with it shapes our experience, and
our interaction with AR shapes their experience of the space. Relevant aspects
for spatial computing have different characteristics depending on the technology,
context and scenario. This requires an in-depth analysis of the context and its
aspects that break down to the definition of situatedness: space, place, activity,
community and time. Space encompasses the physical environment and its dig-
ital content, Place the meaning of a space, Community refers to individuals in
relation to a particular place, Activity to the relationship between a person and
the goals and Time to the relationship of data collection or temporal relevance.
The analysis shows that in order to realise its full potential, spatial computing
needs a multidisciplinary approach, as is common in HCI. This is because there
are many aspects from different fields of research that influence the experience of
spatial computing. It also shows that in order to evaluate the novel interaction, it
is necessary to make use of evaluation tools from other fields as well, whether all
tools are applicable is however questionable. In the current state of the art there
are still a lot of open questions about the user experience and how to evaluate
it. This also reflects the fact that the field is less mature than virtual reality or
traditional web/mobile development.
This paper analyses how the user experience in spatial computing could be eval-
uated, based on three different example applications. It highlights a number of
different aspects that need to be considered, but when placed in a broader con-
text, it is apparent that these aspects can be grouped into five issues: space,
place, activity, community and time, which are the categories of situatedness.
It states that the human mind is influenced by its natural, social and cultural
110 K. Pott and D. Agotai
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Exploring the Impact of Virtual Reality
on Viewer Experience: A Cognitive
and Emotional Response Analysis
1 Introduction
Virtual Reality (VR) films represent a groundbreaking shift in cinematic experiences,
drawing on cognitive response and embodiment theories to immerse viewers in unparal-
leled ways. Cognitive response theory suggests that viewers actively construct meaning
from content, intensified in VR films due to their immersive nature. Embodiment theory
emphasizes the sense of physical presence and agency within the virtual environment.
This paper explores how these theories manifest in VR movies, analyzing features like
field of view and social interaction, which deepen viewer engagement. By unraveling
these complexities, we aim to understand how VR films redefine cinematic experience,
offering a more profound and emotionally resonant engagement with audiences, thereby
revolutionizing storytelling in the film industry.
Our analysis sampled 30 VR films based on their availability and popularity across
various platforms. These films were selected for their diverse representation of the current
VR film landscape and their accessibility to a broad audience. A significant observation
is the genre distribution within these films. Most of the VR films in our sample fall
into the animation or horror/thriller categories. This trend is not coincidental but reflects
specific attributes of VR filmmaking:
Animation in VR: The prevalence of animated films in VR can be attributed to the
relative ease of creating virtual worlds and characters in animation compared to live-
action. Animation in VR allows for more control over the environment and a smoother
integration of interactive elements, making it a popular choice for VR filmmakers.
116 S.-M. Seo and J. Y. Lim
Horror/Thriller Genres: The horror and thriller genres have found a natural fit in VR
due to the medium’s immersive nature. These genres effectively leverage VR’s capabil-
ities to create intense, engaging experiences. The immersive aspect of VR heightens the
suspense and emotional impact of horror and thriller narratives, making them particularly
compelling for VR audiences.
The length of the films in our sample varied considerably, ranging from brief expe-
riences of 1 min to more extended narratives of up to 20 min. This variation in length
reflects the filmmakers’ intentions and the narrative requirements of each story. It also
indicates the evolving nature of VR filmmaking, where the duration is adapted to suit the
immersive qualities of the medium rather than conforming to traditional film lengths.
The selection of VR films for this analysis provides a window into the current state
of VR cinema. By examining these films, we gain valuable insights into how specific
genres and narrative lengths align with the unique capabilities of VR. This analysis not
only sheds light on current trends but also offers guidance for future VR film projects,
emphasizing the importance of genre selection and narrative duration in enhancing the
immersive experience for viewers.
3 Related Works
Recent advancements in immersive film formats, including Augmented Reality (AR),
Virtual Reality (VR), and Extended Reality (XR), challenge traditional cinematic con-
cepts like Point Of View (POV). While POV, film speed, and camera angles remain
Exploring the Impact of Virtual Reality on Viewer Experience 117
relevant, VR films introduce new dimensions critical for immersion, moving beyond
traditional techniques (Kang, 2020). Unlike conventional movies and games, VR films
demand a first-person perspective to immerse viewers fully (Chen et al., 2020). This
study expands on these elements, focusing on the Field of View (FOV), direct eye con-
tact with characters, interaction with the viewer, visible body parts of the viewer’s avatar,
and the significance of out-of-view characters or events.
In traditional cinema, the audience is presented with a flat, front-facing 180-degree
FOV. VR films, however, provide a spherical 360-degree FOV, requiring viewers to
turn their heads or bodies for full engagement, particularly in genres like horror where
unpredictability enhances immersion. The story unfolds mainly in the front view, but VR
films use the entire 360-degree space, compelling physical interaction and differentiation
from traditional media.
Interaction with out-of-view characters introduces a dynamic element to character
interaction. Viewers are aware of characters out of view, heightening presence and real-
ism. Out-of-view characters engage the audience’s attention and encourage physical
movement, fostering stronger emotional responses compared to virtual objects or envi-
ronments. This study explores how VR movies utilize out-of-view characters to enhance
audience engagement.
Breaking the fourth wall in VR involves direct eye contact and addressing the audi-
ence directly, creating profound connection and immersion. When characters make eye
contact or speak to the viewer, it engulfs them into the narrative, dissolving traditional
boundaries and fostering a sense of presence and telepresence. This technique trans-
forms storytelling and audience engagement in VR films, offering a more intimate and
engaging experience than traditional formats.
Direct interaction in VR films, such as direct eye contact and calling out to the audi-
ence, enhances intimacy and involvement. This dynamic element alters the viewer’s role
from passive observer to active participant, elevating the VR film experience. Breaking
down conventional barriers, VR films offer a more immersive, intimate, and interactive
narrative experience, redefining storytelling in cinema.
Embodiment in VR films enhances immersion by depicting the viewer’s body within
the virtual environment, creating a profound sense of presence. Seeing their virtual limbs
respond to movements blurs the line between physical reality and the film world, making
the experience more visceral and impactful. This heightened embodiment provides a
deeper connection between the audience and characters, offering a unique means of
experiencing narrative and setting a new standard for immersive cinema.
This study explores the portrayal of characters in VR films who directly address
the audience, enhancing engagement with fiction. It discusses the implications of direct
address within film theory and investigates the concept of trans-diegetic music and its
impact on narrative functions. By examining these elements, the study aims to understand
how VR films redefine storytelling and audience engagement, paving the way for new
possibilities in cinematic experiences.
Acknowledgement. This research was supported by the MSIT (Ministry of Science and ICT),
Korea, under the graduate school of Metaverse Convergence support program (IITP_2023-RS-
2022- 00156318) Supervised by the ITTP (Insitute for Information & Communication Technology
Planning and Evaluation).
118 S.-M. Seo and J. Y. Lim
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Research on Interactive Design of AR Books
1 Introduction
In recent years, augmented reality technology has developed rapidly and widely used in
many industries, such as education, military, industry, medical treatment, and publish-
ing. Although the reading experience of traditional paper books is one-way, static, flat,
and linear, it has the characteristics of slow reading, deep reading, and high user recog-
nition. AR (Augmented reality) technology skillfully integrates virtual information after
simulation with the real world, and the two kinds of information complement each other
to realize the “enhancement” of the real world. It has three characteristics: virtual-real
combination, real-time interaction, and three-dimensional registration [1]. The combi-
nation of augmented reality technology and paper books can not only retain the habit of
slow reading and deep reading but also allow users to enjoy the beautiful text and the
pleasing narrative and presentation mode of paper books, also allow users to experience
the dynamic sense, fun, immersion, and interactive experience brought by augmented
reality technology. Effectively change the flat, one-way, and static reading experience of
paper books, realize the real interaction between users and books, perceive the interest,
and enhance the exploration of book knowledge and the extension of book content. At
present, in the field of publishing, many books such as popular science books, children’s
books, medical, physics and other professional books have been combined with aug-
mented reality technology to enhance the interactive reading experience of users. AR
books are composed of virtual and real space, and users need to face the dual information
of real books and virtual space. How to effectively design the interaction of AR books
and let users interact with AR books naturally is a crucial factor in AR books design and
is also the focus of this paper.
Augmented reality books are based on traditional paper books, taking the current book
pages or the reader’s reading environment as the real environment, superimposing, and
displaying the produced virtual digital objects (images, videos, audio, three-dimensional
models, three-dimensional animations, etc.). They can interact in real-time, to enhance
the reader’s perception and understanding of the reading content. [2] Interaction design
is “human-centered”, focusing on connecting the digital virtual world with the human
objective world. With the development of VR and AR technology, AR interaction design
needs to let users naturally and efficiently integrate into the AR environment, and natural
and efficient interaction is the goal and development trend of AR interaction design.
Fig. 1. AR interactive picture book “Science Runs Out Series Dinosaurs Run Out”
In the design of AR books, interactive design is a crucial factor. Interactive design can
provide a platform to interact with readers, so that readers can be more deeply involved
in the book’s content, and it provides readers with a richer reading experience.
Interactive design is important in AR books because it captures the reader’s atten-
tion and increases their interest. In traditional book reading, readers are usually passive
receivers of information. Through interactive design, readers can actively participate in
the book’s content, interact with the book by operating the book interface, touching,
rotating, or clicking AR elements, etc., thus making the book more attractive and partic-
ipatory. Interactive design can make the book’s content easier to understand and digest
and give readers with a richer and more personalized reading experience.
integrated into the reading experience. Designers can design corresponding AR inter-
action functions according to different book contents, such as displaying dioramas in
books through AR technology, interacting with readers, or providing virtual experiences
related to book themes.
Finally, the interactive design of AR books should continue to innovate and improve.
As technology evolves, new AR interaction methods and features continue to emerge.
Designers should pay close attention to the latest technological developments and con-
stantly explore and apply new interaction design principles and techniques to enhance
the reading experience and attractiveness of AR books.
when idioms have allusion analysis, AR interactive dynamic game picture is introduced
when the paper static picture is difficult to explain the connotation of idioms, and AR
interactive three-dimensional game characters are introduced in character design, which
integrates story picture books, situational education, idiom learning and AR interaction.
The interactive experience between paper culture and virtual world can be realized, so
that children can feel tangible and perceptible cognitive embodiment, experience the
connotation of idiom culture in an interesting way, and stimulate children’s interest in
independent learning [3].
life, which guards the balance of the “Land of Time”, has been lost. As a result, the “Land
of Time” which was originally full of vitality appeared in chaos and became so desolate.
So Xiaoyu followed the mouse on the road to find the lost hour hand. In the process of
searching, Xiaoyu experienced many interesting adventures, met many lovely friends,
and gradually realized that the loss of the clock of life in the “Land of Time” guarded
by the zodiac is inextricably linked to his serious “procrastination”, and understood the
importance of cherishing time. As shown in Fig. 3, Xiaoyu unexpectedly came to the
“Land of Time” because of the delay, and everything around her made her feel strange
and afraid. Combined with AR technology, the picture moves to an interactive display of
the digital content of the idiom “at a loss”, showing Xiaoyu’s panic and confused mood
toward the unfamiliar environment so that readers can have emotional connection while
understanding the meaning of the idiom, and be conveyed the theme that they should
cherish time.
[6] As shown in Fig. 4, to reflect the “rich in learning” of the ox, the zodiac ox image is
designed to wear a doctoral cap and glasses, reflecting the image of the scholar, making
the image of Dr. Ox more vivid, guiding readers to find the “hidden content” quickly,
and combining AR technology with the three-dimensional image of Dr. Ox, vividly
explaining the meaning of “rich in learning and five cars” to the user, and metaphori-
cally representing the theme of cherishing time. The use of 3D characters, video, audio,
and other diversified and comfortable AR elements overlay to bring users a richer read-
ing experience, further improve the readability of books, and enhance the immersive
experience.
5 Conclusion
AR books are the product of integrating traditional books and AR technology. Their
advantage is that they can integrate virtual information and real scenes to provide a more
vivid reading experience. The purpose of this paper is to explore the interactive design
of AR books to meet the individual needs of users and improve the reading experience
of users. Based on the analysis of the interactive design principle of AR books, the appli-
cation research of the interactive design of AR books “Lost Time” is carried out. In the
process of design and research practice, “empathy” is constantly used to simulate the
user’s experience and feelings, and the interactive design of this series of books is mainly
studied from the aspects of emotion, narrative, and functionality. The interactive design
of AR books based on emotion needs to integrate the user’s emotions and experience
into the interactive design of AR books to create a more interesting and inspiring reading
experience. The interactive design of AR books based on narrative requires the com-
prehensive use of various technologies and methods to integrate the information added
through AR technology with the central axis or theme of the story. In the interactive
design of AR books based on functionality, the interaction scene must be determined,
and the appropriate functional interaction and display means must be selected according
to the scene’s characteristics. The interactive design of AR books needs to pay atten-
tion to user experience, make full use of the attributes of augmented reality technology,
complement each other with the book content, and continue to innovate and improve.
This research allows users to interact with AR books naturally and functionally from the
emotional and narrative aspects, provides users with pleasant communication methods
close to human beings and the physical world, makes the interactive experience between
users and AR books natural and efficient, and makes users feel the benefits brought by
interaction in the reading experience.
Acknowledgments. This study was funded by the project “Practice Teaching and Innovation of
Redesigning Traditional Culture under New Media Environment” (Project No: JG-2215).
Research on Interactive Design of AR Books 127
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Research on Human-Computer Re-Interaction
in AR Books
1 Introduction
With the maturity and widespread adoption of Augmented Reality (AR) technology,
its application in the field of book reading has gradually become a research hotspot.
In comparison to the singular, static, and linear reading approach of traditional books,
AR technology introduces a dynamic, interactive, and non-linear reading experience.
This transformation not only challenges traditional reading methods but also offers
a new perspective for real-time, interactive content display, showcasing tremendous
developmental potential. On the design level, the theory of “Developmentally Situated
Design” proposed by scholars [1] provides guidance and suggestions for various aspects
of reading behavior, including body, recognition, emotion, and social aspects. Building
upon this foundation, AR books exhibit several notable characteristics over time.
Firstly, they can provide specific content that aligns with particular times and loca-
tions, allowing readers to access information matching their environment at any given
moment. Secondly, AR books can guide reading interests and behavioral motivations,
sparking readers’ curiosity for exploration. Lastly, they emphasize the experiential enjoy-
ment and diversity of reading, providing readers with an immersive reading experience.
Currently, the design of AR books is mainly focused on the development of dynami-
cally displayed content. However, the design of interactive methods remains in its early
stages, primarily involving the presentation of virtual content combined with the real
scene through scanning. After presenting virtual content, how to further achieve mul-
tiple interactions with AR books, thereby increasing the dimensions of reading in the
post-presentation phase, remains a subject requiring in-depth exploration.
Therefore, this paper will primarily explore how to engage in multiple interactions
with the virtual content of AR, aiming to further enhance the dimensions of reading.
Through a thorough analysis of the current application status and development trends of
AR technology in the field of book reading, the intention is to provide valuable references
and insights for future research and practice.
In traditional book reading, paper serves as the primary medium of information, offering
readers a static, two-dimensional reading experience. However, with the development of
Augmented Reality (AR) technology, the interaction methods of books are undergoing
profound changes. By integrating AR technology with traditional books, people can
overlay and present pre-made virtual content in a real environment, providing readers
with a more intuitive and multidimensional reading experience. The interaction design of
AR books typically builds upon the content of traditional paper-based books. It involves
scanning specific objects through a camera, thereby displaying various virtual elements
such as images, audio, animations, and videos in the real environment. These diverse
forms of content not only enhance the intuitiveness of book content but also offer readers
a richer reading experience. Claire Spillane’s work “Dinosaurs Run Out” (as shown in
Fig. 1) serves as a typical example. In this book, readers can scan specific content to see
corresponding virtual dinosaur animations on the screen. Simultaneously, these virtual
elements are combined with the actual hand scenes captured by the camera, presenting
readers with an augmented reality scene that merges the virtual and the real. This design
makes the book content more vivid and three-dimensional, further boosting readers’
interest and engagement. Through this approach, AR books provide readers with an
entirely new reading experience, making book content more diverse and enjoyable.
In the future, as technology continues to advance, AR books can further expand their
interaction methods and content forms, delivering an even more immersive reading
pleasure to readers.
130 K. Wang et al.
Understanding gestures for machine devices is challenging [2]. The key to achieving
such relatively complex re-interaction processes lies in addressing the recognition issue
of actions captured by the camera.
Gesture recognition can leverage human skin color [3] as a reference, comparing the
captured image based on skin color. To achieve this, the image needs to be converted from
the RGB mode to the YCb Cr encoding mode [4]. This approach separates the luminance
information from the chrominance information in a color image, thereby enhancing the
efficiency and effectiveness of image processing. The encoding conversion formula is
as follows:
120. The image color content is then compared with the specified ranges, and according
to Formula 4, the threshold is set according to the skin color range:
255(100 ≤ Cb ≤ 120, 140 ≤ Cr ≤ 175)
dst(x,y) = (4)
0 (non-skin color)
In the above equation, dst constructs a target array, where x and y represent the
indices of specific elements in the array. After the computer reads the image, the pixel
values in the image are compared with the skin color range according to the formula.
Pixels that meet the skin color conditions are set to 255 (white), and pixels that do not
meet the conditions are set to 0 (black), thus generating a binary image corresponding
to the original gesture. This achieves the goal of recognizing and extracting actions
corresponding to the respective skin color parts, as shown in Figs. 5, 6, 7.
Fig. 5. Waving Binary Image Fig. 6. Stop Binary Image Fig. 7. Finger
Binary Image
incorporating the actions they capture into a second interaction, the initially mechanical
content playback transforms into a purposeful and controlled presentation, resulting in
a much more engaging experience.
User’s facial expressions can also be utilized for redesigning the interaction between
virtual elements in AR books. By capturing facial expressions, the behavior of virtual
characters can be controlled, achieving synchronous or asynchronous interactive effects.
Building on the skin color detection discussed earlier, the analysis of facial features such
as lips and eyes involves monitoring color changes to accurately identify distinct facial
expressions. The program can preset several common expression types, swiftly invok-
ing corresponding virtual elements once recognition is complete. For example, when the
user expresses a “smile,” the virtual character will display a joyful expression (as shown
134 K. Wang et al.
in Fig. 12); when the user exhibits a “cry,” the virtual character will portray an exag-
gerated weeping appearance. However, the requirements for facial interaction should
be customized and refined based on the specific content of the AR book, recognizing
that virtual expressions may not always align with real expressions. For instance, upon
recognizing a “smile,” the virtual character might present a celebratory “cheering” or
“jumping” state; detecting a “rolling eyes” expression could prompt the virtual character
to showcase a thoughtful “pondering” state; identifying a “cry” expression might lead
the virtual character to adopt a comforting posture. The technical core lies in the precise
recognition of collected facial expressions, enabling subsequent re-interaction design.
This approach adds more fun and interactivity to AR books.
(using the hand as an example) enters the camera’s capture range and aligns with the
virtual character, determining the spatial relationship between the two becomes a crucial
factor in deciding whether further interaction is possible.
For the virtual character, the coordinate position can determine its contour edges.
However, the user’s “hand” appearing within the camera range is not a pre-designed
virtual element, making it impossible to directly obtain its coordinate position. Never-
theless, utilizing skin color recognition methods, once the color of the “hand” is identi-
fied, it becomes feasible to calculate the color’s position information within the camera
frame. Comparing this position with the virtual character’s position can unlock addi-
tional interactive possibilities. When the two positions coincide (as shown in Fig. 13),
the virtual character can be moved in the opposite direction to the hand. If the positions
gradually move apart, within a certain distance threshold, the virtual character can be
shifted towards the direction of the user’s hand, once beyond this distance threshold, the
virtual character ceases interaction with the user’s hand and resumes its predetermined
display. To further enhance interaction complexity and user experience, combining skin
color recognition with motion detection technology allows the design of various inter-
active processes between the user and the virtual character, such as petting, repelling,
pressing, and fighting. These interactive processes provide users with a richer experience,
significantly boosting engagement and satisfaction in the augmented reality environment.
6 Conclusion
In summary, against the backdrop of rapid advances in computer technology, the appli-
cation of AR technology in the field of books has brought about a revolutionary trans-
formation in traditional reading. The field of books is undergoing a shift from traditional
paper-based reading to digital reading, and augmented reality technology injects new
vitality into this transformation. With the technical support of computer graphics, AR’s
content-based interactive design holds tremendous potential in enriching the ways books
are read. Through the human-computer interaction process, it activates relevant visual
elements of virtual reality, contributing to improved readability, interest, and compre-
hensibility of books. This not only enhances the reader’s reading experience but also
136 K. Wang et al.
establishes a more intuitive and natural connection between the book’s content and the
reader, offering new directions and perspectives for the future development of books.
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edge accessible to designers of children’s technology. In: Proceedings of the 2011 Annual
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A Comparative Analysis of Spectator
Placement Methods in Virtual Reality
Environments
1 Introduction
This paper presents a comparison of three different methods for placing spec-
tators in a virtual reality (VR) environment to optimize their positioning for
an immersive and captivating presentation. With the growing popularity of VR
technology, it is crucial to explore techniques that enhance the viewing experi-
ence for individuals observing VR content (Fig. 1).
2 Related Work
Navigation methods in VR are crucial for allowing users to move freely and
intuitively in virtual environments. There are several navigation approaches,
c The Author(s), under exclusive license to Springer Nature Switzerland AG 2024
C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 137–146, 2024.
https://doi.org/10.1007/978-3-031-61950-2_16
138 O. Wang et al.
3 Methods
3.1 Formations
In the Personal Perspective method [4], the navigator enters a 3D mode and
aligns themselves with a specific point of interest. The position and viewing
direction are saved and transmitted to all participants, who are subsequently
teleported to the same position with the same viewing direction. Avatars are
hidden to prevent clipping issues.
4 Evaluation
Fig. 2. Possible view on the target building during trial. Blue and red markings are
visible. (Color figure online)
142 O. Wang et al.
The user study consists of three sets of assignments, each representing a dif-
ferent method that were mentioned in the previous chapter. A training set is
run before the real cases start to let the users familiarize with the VR environ-
ment and the controls. Before the teleportation happens, the participant will be
prompted to agree to it in order to reduce the feeling of loss of control. If they
decline, teleportation will not happen. After agreeing, a fade in/out transition is
played during teleportation to minimize the risk of motion sickness. Afterwards,
the user is placed into the trial environment.
The task will be to count coloured markers on a target building as accurately
as possible. Each side of the building will have markers in a different colour
respectively. This means participants will have to give back the correct number
of markings and their colours, which will provide insight on how well they were
able to spot markers depending on their positions. A task counts as completed
when the participants themselves confirm that they are done and could not
find any more markings. Additionally, the constellation and number of markers
will be different for each set to avoid bias by memorization. Dummy avatars
will be placed in the environment along with the user to represent a group of
participants. The user is able to switch their position with a dummy to obtain its
view. A total of 5 positions and dummy avatars are available during Formation
and Dynamic testing, while the Personal Perspective method will only have
one view and no avatars. For the Formation method, the group is configured
in a semicircle position around the trial object while the Personal Perspective
method will have static coordinates, ensuring that each trial and participant will
not have deviating conditions. The Formation and Personal Perspective positions
were placed in a way that a clear view without obstacles was given to mimic the
behaviour of a navigator placing the group optimally.
Only in the Dynamic method the positions of the users and dummy avatars
will be different each time since they will be dynamically generated. After each
set, the participants will answer a few questions regarding visibility of the mark-
ings and usefulness of the available positions to find them. When completing
all sets, they will be asked to rank all three methods based on their personal
preference and also give their reason.
5 Results
The participants were people aged from 21 to 55 (5 male and 4 female) and with
mixed fields of professions that range from logical/analytical to creative thinking
such as IT administrator, software architect, interface design or firefighter oper-
ations manager. Of the 9 participants examined, 5 had beginner to intermediate
level of VR experience (5 < on a scale up to 10) while 4 were considered advanced
users or experts (5 > on a scale up to 10). The results indicate that the Formation
method seemed to be best suited for this case and had the highest rating score
of 95.1% markings found (see Fig. 3). It is followed by the Dynamic method and
then Personal Perspective (Blue bars). However, it must be considered that for
the Personal Perspective, only one view is given and thus a considerable number
A Comparative Analysis of Spectator Placement Methods 143
Fig. 3. The rate of target markings found represented in percentage. Blue shows the
rating with all markings included, and orange shows the rating without counting green
markings that were hidden from Personal Perspective. (Color figure online)
Fig. 4. Average user rating for visibility of markings in the different methods. Up to
10 points could be given.
Fig. 5. Bad perspective during a dynamic method trial. The participant is too far away
from the target and the view is obstructed by obstacles and an avatar.
26.8 s in Personal Perspective. They required slightly more time to complete the
Dynamic assignment compared to the Formation method. The considerable dis-
crepancy between Personal Perspective and the other two methods is due to the
fact that participants only had one view available, and thus were only able to
count the immediately visible markings. Questionnaires regarding the visibility
and usefulness seem to support the notion that the Dynamic method performed
worse than the others. One interesting thing to note is that although Personal
Perspective had a lower rate of success, it scored almost equally to the For-
mation method regarding user opinion on visibility and usefulness (see Fig. 4).
Every participant agreed that more perspectives are beneficial to finding mark-
ings, compared to a singular view. However, about half of them also said the
Personal Perspective was still ’quite helpful’ and ’felt good’ as it showed many
markings at once and had no obstacles in its view. The Dynamic method was
most critiqued for having positions of varying distances to the target building, as
they made it confusing and harder to find markings. It was also mentioned that
some obstacles happened to be in the way, including dummy avatars (see Fig.
5). These results also align with the user-based ranking of the different methods
(see Fig. 6).
A Comparative Analysis of Spectator Placement Methods 145
Considering the collected data, we can conclude that static positions placed by
a navigator seem to outperform a dynamically generated approach in both effi-
ciency of viewing-based tasks and overall user experience. During the study, we
were able to observe that often than not, the Dynamic method placed partici-
pants too far away or too close to the target building. In some cases, it was still
possible for the view to be obstructed by objects and dummy avatars, meaning
the algorithm needs to be more precise and detailed regarding placement cal-
culation. The obstruction by objects and other participants (dummy avatars) is
not only perceived to be annoying by the user but also negatively affects the effi-
ciency of tasks, as expected. Data from Personal Perspective suggests that a high
quality singular view with no obstacles is also viable but will be outperformed
by more perspectives if not obstructed. This could be improved by allowing the
navigator to place multiple Personal Perspectives, for instance.
It should be mentioned that this study only depicted a limited use case in
a contained experiment. It is important to conduct further research and to test
with more participants, environments, and use cases. The potential for improve-
ment and optimization on any of the three showcased methods is still vastly
unreached. The results of the study should give an estimation on what aspects
of spectator placement should be thought about when implementing such a sys-
tem. It reveals problems and also highlights some information about what users
perceive as essential for a good user experience. For future research, one could
also think about utilizing AI technology to enhance decision-making about place-
ment or create a system that places spectators automatically. All in all, it is clear
that further research into these topics should be conducted.
146 O. Wang et al.
References
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gain & without motion sickness. In: Abdennadher, S., Alt, F. (eds.) Proceedings of
the 17th International Conference on Mobile and Ubiquitous Multimedia, pp. 19–24.
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2. Bozgeyikli, E., Raij, A., Katkoori, S., Dubey, R.V.: Point & teleport locomotion
technique for virtual reality. In: Cox, A., et al. (eds.) Proceedings of the 2016 Annual
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NY, USA (2016). https://doi.org/10.1145/2967934.2968105
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ified world views to overcome real-life limitations in virtual reality. In: 2018 IEEE
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dissertation-group-navigation.pdf
Exploring the Relationship Between
the Interactive Range of Objects
and the Performance of Freehand Grasping
Interaction in Glasses-Free 3D Scenes
1 Introduction
Glasses-free 3D technology is regarded as the next-generation display technol-
ogy [1]. It can naturally display three-dimensional objects, allowing users to
c The Author(s), under exclusive license to Springer Nature Switzerland AG 2024
C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 147–158, 2024.
https://doi.org/10.1007/978-3-031-61950-2_17
148 H. Wang et al.
2 Related Work
There are few studies on the influencing factors of grasping performance from
the perspective of human behavior, and many factors derived from human grasp-
ing interaction behavior that may affect grasping interaction performance have
yet to be studied. Some studies have compared the differences between grasp-
ing interactions in natural and virtual scenes and believe that when interacting
with natural objects, the shape evolution of the hand gradually conforms to the
object’s outline [16] while interacting with virtual objects lacks sensory feed-
back. Users often interact using the distance between thumbs and fingertips [9].
Therefore, using the distance between the index finger and thumb for grasping
operations is more suitable for grasping interaction of virtual objects. This tech-
nology is also a common method of grasping virtual objects. Al-Kalbani et al.
studied the changes in gestures in the transition stage from making a grasping
gesture to grasping an object. The results showed that when interacting with vir-
tual objects, the distance between the thumb and index finger will change when
the hand moves to the interaction target. It becomes smaller and is unaffected by
task categories and interactive object attributes [10]. This phenomenon is easily
confused with whether the finger can penetrate the object in the visual feedback
150 H. Wang et al.
of the grasp interaction. For example, Blaga et al. studied the impact of the
positional relationship between virtual hands and objects on the performance of
freehand interaction from the perspective of interactive feedback. They believed
that virtual hands penetrating interactive objects could provide better perfor-
mance [9,11]. However, few studies explore the impact of this phenomenon on
interactive performance from the perspective of human grasping behavior, which
is the direction of our research.
3 Experiment Design
3.1 Device Setup
This experiment uses the Unity3D engine to build the experimental scene. It uses
the Leap Motion gesture sensor running in desktop mode as the input device to
collect the position information of the hand nodes in space as well as the direction
and position information of the hand. The display device used in the experiment
is the Sony ELF-SR2 glasses-free 3D 3D display. The screen size is 27 in., and
the resolution is 3840*2160. It can sense the pupil position and render spatial
images for both eyes in real-time, allowing users to see three-dimensional images
using only the naked eye.
within the Leap Motion gesture interaction range and adjusted appropriately to
avoid mutual occlusion. The three layouts are shown in Fig. 1.
The interactive range of virtual objects refers to the range within which the
target object can successfully achieve the grasping operation when the grasping
operation occurs. In this experiment, three interactive ranges of different sizes
were set, represented by bounding boxes of 80%, 100%, and 120% of the cube vol-
ume(see Fig. 2). When grasping occurs within the bounding box, an interaction
is triggered.
4 User Study
4.1 Participants
4.2 Measure
Interaction Performance. Measure the time required for each task based on
the performance of this group of experiments. After the broadcast is completed,
the task start time is recorded as tstart until the user successfully grabs any
object, the task end time is recorded as tend , and the time difference is time =
tend − tstart , which is the time it takes the user to complete the task.
Interaction Task Load. This experiment uses the NASA-LTX Task Load
Index Questionnaire [17] to evaluate task load. The task load index questionnaire
includes a comprehensive task load and sub-items such as mental, physical, and
performance loads.
The participant’s task is to select the target object according to the voice
command. There are three layouts * 3 interactive ranges * 2 types with or with-
out feedback = 18 repeated measurement experiments. The system randomly
selects eight letters in each experiment and broadcasts them in sequence. The
participant grasps the cubes marked with the corresponding letters until eight
corresponding random objects are selected. The number of errors in the eight
grasps is recorded to calculate the error rate, and the average time is recorded
to reflect the grasping performance. In order to avoid inaccurate identification
caused by pronunciation problems, the experiment removed letters such as B,
D, G, and J. Before the experiment, Leap Motion and the Sony ELF-SR2 spa-
tial reality display were adjusted to ensure that participants’ gesture movements
could be recognized and scene information displayed correctly. A simple demon-
stration program provides participants with detailed instructions for gesture-
grasping interaction and display usage. After completing each interactivity range
Exploring the Relationship Between Interactive Range and Performance 153
5 Result
5.2 Error
Fig. 5. Error
6 Discussion
range will reduce the time consumed by the task, making the user feel that the
time requirement is lower. At the same time, users must operate more carefully
to avoid accidental touches, resulting in more effort on the user’s part, which
will bring concerns about performance and frustration to participants.
To sum up, when designing interactive applications related to virtual object
grabbing, it is necessary to consider the impact of the interactive range of objects
on interactive performance. In general, it follows the rule that a smaller interac-
tive range can improve the accuracy but also increase the time spent on the task,
and a more extensive interactive range can reduce the time spent on the task but
reduce the accuracy. Changes in the interactive range have no impact on task
load. The designer needs to weigh the interactive range based on the attributes
of the interactive application. Consider appropriately reducing the interactive
range for applications with high interaction accuracy. Consider appropriately
increasing the interactive range for applications with higher interaction time
requirements.
7 Conclusion
In this work, we proposed the interactive range as a potential factor affecting
the efficiency of grasping interaction from the perspective of human grasping
behavior. We evaluated the effect of the interactive range on grasping perfor-
mance under different interactive object spatial layouts. In general, the interac-
tive range significantly impacts grasping interaction performance and accuracy.
The impact of changes in the interactive range in different layouts is roughly the
same and has no significant impact on task load. Therefore, we recommend that
designers consider the impact of interactive range on task interaction efficiency
and accuracy during the design process of 3D interactive applications. Designers
should choose an appropriate interactive range based on the importance of inter-
action efficiency or accuracy in actual tasks without worrying about the impact
of changes in interactive range on task load.
8 Future Work
In this study, we preliminarily verified the impact of interactive range on grasp-
ing interaction efficiency. However, due to the limitation of experimental time,
the number of interactive range divisions in the experiment is limited, and the
granularity of the interactive range changes could be more precise. Therefore,
it is impossible to precisely determine the trend of grasping efficiency as the
interactive range changes. In subsequent work, we will refine the granularity of
changes in the interactive range and more accurately study the impact of the
interactive range on interaction efficiency. It also focuses on studying the optimal
threshold for changes in the interactive range to provide more precise guidance
and suggestions for interaction design.
Exploring the Relationship Between Interactive Range and Performance 157
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Virtual Reality: A Window into the Future
of Journalism
1 Introduction
With the continuous development of modern science and technology, the field of news
reporting is undergoing profound changes. The traditional approach to news reporting
is gradually revealing several limitations, including restricted immersive experiences,
limited audience participation, and insufficient depth of coverage. These challenges
impede the effective dissemination of news. Against this backdrop, this study aims to
explore the application of virtual reality technology in news reporting, with the objective
of unveiling its potential advantages and significant possibilities.
Reflecting on the traditional approach to news reporting, one can observe numerous
limitations, particularly in terms of depth of coverage and audience interaction. View-
ers often face constraints in understanding reporting due to limited immersive experi-
ences and remote participation. Additionally, the conventional model of news narratives
restricts the depth of reporting. These challenges compel us to seek innovative solutions
as a means to advance journalism.
The development of virtual reality technology opens up new possibilities for news
reporting. This study delves into the specific application of virtual reality in journalism,
elucidating how it addresses the limitations of traditional news reporting methods. Tech-
nological tools like 360-degree videos and panoramic photos enhance the immersive and
interactive aspects of news reporting, allowing viewers to gain a profound understanding
of the reported content.
Overall, the application of virtual reality technology marks a revolution in the field
of news reporting. This technology not only delivers a more realistic and comprehensive
reporting experience but also transcends geographical limitations, enhancing the audi-
ence’s sense of participation. This innovative approach opens up new possibilities for
news creators and foreshadows a more vivid future in news reporting.
Traditional news coverage faces challenges in engaging viewers remotely during real-
time events, potentially resulting in coverage that appears limited, one-sided, and lacking
in comprehensiveness. Simultaneously, the absence of remote participation can also
diminish viewers’ depth of understanding regarding complex events.
Virtual Reality: A Window into the Future of Journalism 161
thus deepening the perception of the authenticity of the report. Panoramic photographs
excel in restoring the scenes of reported events, and through a high degree of restoration,
viewers are able to understand the background of the news story in a more comprehensive
and in-depth manner. Its interactive feature provides viewers with the opportunity to
adjust their perspective independently, enabling them to dig deeper into the details and
environment of the reported event, further enhancing their sense of participation in the
report. In addition, panoramic photos offer the possibility of expanding the geographical
coverage of the report, allowing viewers to experience the news scene remotely. In terms
of narrative, through the skillful integration of information points, text description and
other elements, panoramic photos bring more innovative and vivid narrative means for
news reporting, presenting a more layered form of reporting.
report, but also provided an interactive media environment with a strong sense of audi-
ence participation. The audience felt as if they were there, and felt the heroic struggle
of the officers and soldiers in the emergency rescue mission. The dike construction and
rescue section utilizes VR video form to vividly present the process of rescue work
carried out by officers and soldiers in the rain. Through the technical means of virtual
reality, the report successfully introduced the audience to the perspective of the officers
and soldiers, making them understand more intuitively the various complex situations in
the rescue process. This kind of situation reproduction adds a lot of color to the report,
showing the unique expressive power of VR technology in news reporting.
CCTV’s VR immersive news brings viewers into the heart of news events through 360-
degree video and panoramic photo technology, providing a more comprehensive and
in-depth reporting experience. This immersive reporting method not only enhances the
news dissemination effect, but also brings a richer sensory experience to the audience,
provides a deep interactive experience, injects a brand new era into the field of news
reporting, and at the same time promotes the innovation of news reporting methods.
In live interviews, the presentation of virtual reality images requires real-time transmis-
sion of the content of the screen, so as to ensure that the audience can participate in a
timely manner, which puts high demands on the quality and stability of the network,
and if the quality of the network fails to meet the requirements, it may lead to problems
such as transmission delays and delays in the quality of the picture [8].
Interviewers and viewers are required to wear appropriate virtual reality equipment,
the current market, no matter which type of virtual reality equipment, the price is not
expensive, for news organizations and viewers are a lot of money, and nowadays the
technology is not perfect enough, the mainstream equipment of virtual reality equipment
is still dominated by the VR helmet, but are generally present in the weight of the large,
short duration, low permeability, wear too long will lead to Dizziness and other problems.
The lack of virtual reality talent in news organizations and the lack of maturity of the
technology.
164 W. Wu and L. Ling
At present, the steps of using virtual reality equipment are still cumbersome and set
a certain threshold for the audience, which requires the technology sector to simplify
the steps of using the equipment as a way to improve the universality of virtual reality
equipment [9].
The key to the future development of virtual reality technology is still continuous tech-
nological innovation, including higher resolution, lower latency, and lighter devices,
as a way to enhance the user experience. Developing interactive virtual reality news
applications allows viewers to participate in reporting in their own way, e.g., viewers
can select specific events they are interested in and interact with elements in the vir-
tual scene to enhance the user’s personalized experience [10]. On the other hand, future
research should also focus on the sustainable development and popularization of virtual
reality technology [11]. The cost of the technology, the acceptance of the audience, and
the application experience of news practitioners are all aspects that need to be studied in
depth. Research in this area can help expand the practical application of virtual reality
technology in the field of journalism and promote its wider and more effective integration
into media business.
6 Experiment Investigation
The respondents of the questionnaire were mainly journalists, such as reporters, editors,
photographers and other professionals, technicians with extensive experience in the field
of virtual reality technology, and general audience covering all age groups, professions
and geographic locations.
Analysis of the Audience Situation. As can be seen from Table 1, most of the industry
insiders have a high level of understanding of the application of virtual reality technology
in news reporting, while the general audience has a low level of understanding of virtual
reality technology, so it seems that there is a need to publicize and promote the virtual
reality technology, so that the general audience also has a certain understanding of virtual
reality technology.
From Table 2, we can learn that most news practitioners have a supportive attitude
towards the application of virtual reality technology in news reporting, with a relatively
high percentage of strong support and stronger support. Among technologists, support-
ive attitudes toward virtual reality technology are relatively balanced, including strong
support, stronger support, and neutrality. Among the general audience, views on virtual
reality technology are relatively scattered, including a variety of attitudes such as neutral,
less supportive, and not supportive at all. Overall, supportive attitudes are dominant in
response to the use of virtual reality technology in news reporting, especially among
news practitioners with relatively high levels of support.
166 W. Wu and L. Ling
From Table 3, it can be learned that the cost of equipment, network quality, and
comfort of use are the common core concerns of the interviewees of virtual reality
technology in news reporting. Technologists focused more on technical challenges, while
news professionals and general audience were more concerned with the actual experience
of using it. Security issues raised high concerns among the general audience, while
journalists and technologists were relatively less concerned.
Result. The results of the questionnaire survey can be learned that, in terms of immer-
sive experience, most of the industry insiders said that virtual reality technology really
enhances the audience’s immersive experience of news reporting, while the general audi-
ence’s views are more diverse, part of the audience believes that it really improves the
audience’s sense of participation, while the other part believes that there are many limi-
tations in the use of virtual reality technology, for example, the cost of acquiring virtual
reality equipment limits some of the audience’s participation [12]. Audience’s partic-
ipation; there is a certain threshold for getting started with virtual reality equipment,
which becomes an obstacle to participation for some audience members; some audience
members are still skeptical about the comfort and safety of virtual reality equipment, and
feel that there are still more considerations about whether the prolonged use of virtual
reality equipment will have an impact on health and whether virtual reality equipment
Virtual Reality: A Window into the Future of Journalism 167
is able to guarantee the user’s privacy and information security; at present, the network
requirements of most virtual reality equipment are relatively high, and some audience
members believe that virtual reality technology has many limitations. At present, the
network requirements of most of the virtual reality devices are relatively high, which
poses a limitation to the areas where the network conditions are not good enough.
Overall most of the respondents are looking forward to the future development of
virtual reality technology in the field of news reporting, the industry focuses mainly on
the hope that the technology can be widely used in the practice of reporting, especially
in complex and dangerous environments, which can greatly reduce the investment in
manpower, and the audience cares about the point to focus on improving the universality
of virtual reality equipment, lowering the threshold of learning virtual reality technology,
so that households can enjoy the news immersion brought by virtual reality technology
without any hindrance.
Acknowledgments. This work was funded by Social Science Foundation of Fujian Province,
China (Funding Number: FJ2022C071). And funded by Xiamen Education Scientific Planning
Project: Application of VR in art design courses in the post-epidemic era Innovative Teaching
Reform Study (Funding Number:22002). And funded by High-level Talent Research Project of
Xiamen University of Technology (Funding Number: YSK22018R).
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Does the Metaverse Conflict with Social
Goods? Challenges at the Intersection
of the Metaverse and SDGs
Arisa Yasuda(B)
1 Introduction
From 2016 we are in the Web 3.0 era [1], when various technologies such as
blockchain, big data, mobile, and VR/AR have been introduced and are active
in various fields. One of the notable technologies today is the metaverse, i.e., an
immersive virtual meta-world. The metaverse today is more than just a technol-
ogy. It is also being recognized as a platform for the next generation of social
connections and networking [2,3]. It is also used as a way to solve social issues
and contribute to the social good [4–6].
In this paper we adopt the concept of Sustainable Development Goals (SDGs)
to evaluate the metaverse’s impact on social good. SDGs are a set of 17 goals and
169 targets by the United Nations General Assembly [7], aimed at addressing
the most pressing global challenges and promoting sustainable development. The
metaverse has the potential to both support and hinder progress toward the
SDGs. This paper sheds light not only on the opportunities of the metaverse to
positively contribute to the SDGs but also on the challenges of the metaverse
negatively impacting the SDGs. We also briefly discuss ethical design principles
to address the challenges that arise at the intersection of the metaverse and the
SDGs.
In this section we detail how the metaverse conflicts with the SDGs.
The metaverse can cause and widen disparities. One reason is that there are high
hurdles to accessing the metaverse. We require not only minimal infrastructure
to access the Internet but also expensive VR goggles and other gadgets to make
themselves an immersive environment. For instance, the popular VR Google,
Meta Quest 3.0 starts at US$499.99 [8] and PlayStation VR2 at US$549.99 [9]).
This would be a heavy burden for those with financial hardship. Once the initial
hurdles are overcome, we can enter a positive cycle of platform opportunities,
Does the Metaverse Conflict with Social Goods? 171
(continued)
172 A. Yasuda
Table 1. (continued)
(continued)
Does the Metaverse Conflict with Social Goods? 173
Table 1. (continued)
174 A. Yasuda
access resources including educational content, acquire the necessary skills, lever-
age those skills in the metaverse market, and finally make money. Conversely,
those who do not are left behind (No.10). The metaverse can provide people with
high-quality, customized educational content, however, it becomes meaningless
for those who do not have access to it. Inequality of initial access may even
increase other equalities such as educational inequality (No.4). Another reason
is that some people may be adversely affected by the transition of some activities
to metaverse activities. For example, if certain jobs transition to the metaverse
or technologies and know-how are shared within the metaverse, those who have
maintained the traditional way in the real world may experience temporary loss
of jobs and income, possibly leading to poverty (No.1).
The metaverse currently does not have adequate governance. Its governance,
including economic governance, political governance, social governance, and so
on is dependent on specific platforms. However, users come from diverse back-
grounds, and there is a need to establish a legal framework that can be uni-
versally applied across countries (No.17). Regarding social governance, there is
still a lack of fair rules regarding gender within the metaverse, and regulations
must be implemented to eradicate sexist practices in the real world. For exam-
ple, there is a need to ensure equal access to asset ownership, access to financial
services, and inheritance regardless of gender (No.5). In terms of economic and
political governance, there are no uniform rules for doing business in the meta-
verse, including the protection of intellectual property rights. This may increase
the risk of rampant theft of knowledge and ideas (No.9). Furthermore, the meta-
verse has its own economy, an example of which is virtual currency. However,
these virtual currencies give value to things that do not physically exist, and
because of their fluctuations in value, the lack of stability can lead to a loss
of confidence in the market as a whole and finally affect social safety (No.11
and No.16). Finally, we do not have appropriate governing bodies and develop
judicial procedures and penalties for misconduct in the metaverse (No.16).
176 A. Yasuda
technological measures [18]. The metaverse can indeed play a role in reducing
the amount of emission of transportation, manufacturing, and energy generation
[19]. For example, the metaverse curbs emissions through activities such as hold-
ing virtual meetings instead of in-person meetings. For example, according to a
recent study, shifting physical meetings to virtual meetings can reduce carbon
emissions by as much as 94% [20]. At the same time, however, the metaverse uti-
lizes advanced graphics and processing power, causing carbon dioxide emissions
through activities such as streaming and transactions, which potentially affect
global warming (No.13) [21]. Thus, there is a trade-off between the amount of
CO2 emitted by the metaverse and the amount of CO2 that can be reduced by
using the metaverse.
While it is possible to reduce the amount of carbon dioxide emission, it is
impossible to eliminate it. One of the solutions to reduce carbon dioxide emis-
sions from the metaverse is the introduction of renewable energy, and we can
cover energy consumption with renewable energy. Thus, investing the sustainable
energy solutions and effective energy management is important. Clean solutions
to energy and water consumption are required because currently there is a lack
of renewable energy and energy conservation technologies installed in the infras-
tructure operating metaverse (No.7).
Finally, E-waste/WEEE (Waste Electrical and Electronic Equipment) has
increased so far and poses a serious challenge in disposal and recycling for both
developed and developing countries [22]. The more widespread the metaverse
becomes, the more e-waste such as VR goggles will be generated in the future,
requiring proper waste management (No.12). Failure to manage them could lead
to health problems due to the hazardous substances they contain (No.3). There
are problems not only in hardware waste problems but also in software. For
example, data accumulation in the metaverse leads to increased costs associated
with increased data storage and the presence of unnecessary data can degrade
overall system preferences.
the gap between rich and poor does not widen. In the area of law, we examine
the basic principles that guide the formulation of regulations in the metaverse.
For example, it is imperative to avoid implementing discriminatory laws that
reflect real-world inequalities. Legal considerations are approached through the
lens of various industries. With regard to economic facets, the prioritization
of intellectual property rights emerges as an immediate necessity. Finally, the
establishment of an appropriate governance structure is an urgent issue in the
operation of the metaverse. for the governance structure, equal distribution of
power and transparency are essential. It is also essential to take proactive mea-
sures and coordinate with the appropriate agencies to prepare for unforeseen
events.
5 Conclusion
We have so far discussed metaverse contribution to the social good, while refer-
ring to the ethical issues that would arise in the metaverse and may lead to
potential threats to the SDGs. This study brings attention to the significance
of the metaverse in contributing to the achievements of SDGs. We have finally
referred to ethical design principles for the sustainable metaverse, the proposals
provide guidelines to ensure that the development of the metaverse is socially
sound. The detailed solution for each SDGs and how to implement the ethical
design principles realistically through the coordination of various stakeholders
and relevant policies would need to be explored further and thus be our future
work.
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Interacting with Cultural Heritage, Art
and Creativity
Exploring Relationships Between Personality
and Creativity
1 Introduction
Creativity in nature is a unique human trait. Scholars argue that it is creativity that
allows for the visualization, imagination, and reconstruction of certain events regardless
of past, present, or future. While the literature is ambiguous on the definition of creativity,
Guilford [11] defines creativity in terms of two criteria: novelty and adaptability. The
creative person must be novel in their approach as well as adaptable to various situations.
It is important to note that other scholars have identified other criteria that coincides with
the definition of creativity. For example, Madjar et al. [9] argue that creativity refers to
the production of new and useful ideas by an individual or group of individuals working
together. Past research conducted does not provide a clear overview on which specific
personality traits can contribute to creativity. For example, Feist [9] alludes to the fact that
creative individuals are high in autonomy, more ambitious, hostile, dominant, impulsive,
confident, extraverted, and open to new experiences. McCrae et al. [21] indicate that
creative individuals are those that are open to new experiences. Leith [15] concludes
that those that exhibit high extroversion and low neuroticism proved to be more creative
in comparison to others.
Scholars in the field have been unable to coherently list the personality traits that
contribute to creativity. In addition, past research focused on the use of subjective data
collected in an artificial environment. This data collection process was also administered
during a short period of time. For example, Heinen et al. [12] conducted two experiments.
These experiments were conducted over a short duration of time and the results indicate
that the offering of guidance on how to be more creative resulted in creative responses
that were more semantically distant in comparison to uncreative responses. These exper-
iments focus on the use of subjective data collected in an artificial environment within
a short period of time.
The purpose of this research is twofold. First, the researchers will try and explore
the different relationships between personality traits and different creativities. First,
the researchers will attempt to explore the relationship between various personality
traits and different creativities. Second, the researchers will explore different types of
creativity. This paper is organized to present the readers with a literature review. Within
this literature review, the subsections of creativity, personality and creativity, and other
factors that influence personality and creativity are discussed. The subsequent sections
consist of the research framework, the research methodology, and the conclusion as well
as the next steps.
2 Literature Review
2.1 Creativity
Creativity has previously been defined as a process that results in a novel work that is
accepted as tenable or useful or satisfying to a group at some point in time [30]. How-
ever, there are additional definitions of creativity. Simpson [29] defines creativity as the
intuition which one manifests by their power to break away from the usual thought rou-
tine and into an altogether different pattern of thought. Wertheimer [33] proposes that
creative thinking is the successful transposition of a member from one configuration to
another. Drevdahl [6] maintains that the primary method of creative thought is the deduc-
ing of correlates, the transplanting of an old relation, and in consequence, the generation
of a new correlate. Ribot [27] attributes creativity to the motor activities produced by
appetites, tendencies, and desires as well as the possibilities of spontaneous revival of
images that become grouped in new combinations. Klavir et al. [14] define creativity as
a product or behavior that satisfies criteria of originality and appropriateness. Tyler [32]
argues that creativity is best defined as the recognition of possibilities. MacKinnon [18]
considers creativity as an attribute of personality or a particular kind of response style.
The differences in these definitions lie wherein each scholar offers different charac-
teristics of what comprise creativity. While the definitions mentioned in this subsection
have been used in previous literature, the most common definition used revolves around
creativity being defined as an idea that is novel and adaptable. It is these definitions that
have enabled a productive discussion as to what creativity is. It is important to note that
there is not an all-purpose definition of creativity. The definition of creativity has the
potential to be one that is subjective depending on the context in which it is used. In
addition to the definitions provided, scholars have also alluded to frameworks to further
describe creativity. Lin [16] alludes to the notion that creative pedagogy is dependent on
teaching for creativity, creative learning, and creative teaching (Fig. 1).
Nijstad et al. [24] conclude that creative ideas are dependent on attention controlled,
outside factors, and flexible/persistence pathways. These pathways have a subset of
different factors (Fig. 2).
Exploring Relationships Between Personality and Creativity 185
While the frameworks included do provide some context around creativity and what
comprises creativity, the frameworks do not coherently illustrate the personality factors
that comprise of creativity.
186 D. Badro et al.
3 Research Framework
The researchers will build upon the framework proposed by Amabile [1]. Thomson et al.
[31] describe Amabile’s framework as a framework that included three dominant com-
ponents: domain-relevant skills, creativity-relevant skills, and task motivations. Within
each component, specific factors are needed and they are dependent on other factors
to be realized. For example, within the domain-relevant skills, individuals must have
knowledge, technical skills, and special talents within the domain and these variables
are contingent on innate cognitive, motor, and perceptual abilities in the combination
with formal and informal education. Creativity-relevant skills include appropriative cog-
nitive styles (divergent thinking, remembering accurately, perceiving novelty), implicit
Exploring Relationships Between Personality and Creativity 187
or explicit knowledge regarding idea generation, and effective work styles. These skill
sets are dependent on past training and experience in generating new ideas coupled with
personality traits that support creative exploration. Within task motivation, individuals
must perceive that they are initiating the motivation to undertake the task and that the
task is worth pursuing. Task motivation is dependent on intrinsic motivation, extrinsic
constraints and rewards, and an ability to minimize the constraints. West et al. [34] argue
that Amabile’s framework is one that provides a link between the work environment,
individual and team creativity, and organizational innovation. This framework is one
that is suitable for our research as it clearly depicts the most important and influen-
tial personality factors as it pertains to creativity. However, the framework is not too
clear as it pertains to relationships between the specific personality trait and creativity.
The researchers will need to do additional research to determine the exact relationship
between each specific personality trait and creativity (Fig. 4).
4 Research Methodology
This paper poses an observational study to investigate how personality traits are related
to creativity and to further explore different types of creativity. Due to the fact that the
data will be collected in a natural environment rather than an artificial one, the results
will provide a unique perspective and new insights on individual creativity.
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Study on the Vivification Pathway of Lingnan
Cantonese Opera in the Virtual Reality
Interaction: A Case Study of Cantonese Opera
“Di Nv Hua (The Emperor’s Daughter)”
College of Art and Design, Shenzhen University, Shenzhen 518060, People’s Republic of China
[email protected]
1 Introduction
Cantonese opera, a gem among Chinese traditional dramas originating from southern
China, bears profound cultural heritage. The costumes in Cantonese opera, constituting
a vital component, encapsulate distinct regional characteristics and embody elements of
China’s rich traditional culture. Despite this cultural richness, Cantonese opera and its
costume heritage face a dual challenge of insufficient succession and dwindling cultural
relevance. The pressing issue is how to protect existing Cantonese opera and costume
culture and engage the younger generation in its preservation. The Chinese government
actively promotes the digitization of intangible cultural heritage, outlining a path for
utilizing technology to revitalize cultural heritage digitally.
The article takes the real-time space interaction as its core. The CLO 3D completes
three-dimensional virtual reconstruction such as the character, clothing, C4D headdress,
and UE5 Cantonese theater of the Cantonese opera “DI NV HUA”. The innovative
practice module is based on the digital collection mode under the BigVerse NFT China
Blockchain and the two paths of the 3D printed and creative IP built by C4D. The main
line of the Guanshanyue Art Museum and the Douyin Short Video Platform launched
an innovative promotion module as the main line. It is committed to inheriting and pro-
tecting traditional culture in the virtual environment, injecting new vitality into Lingnan
Cantonese opera, alleviating Lingnan The problem of the fault and value of the Cantonese
opera culture.
for Cantonese opera culture tends to be skewed towards an older demographic. The
phenomenon of talent fragmentation has become one of the core issues threatening the
inheritance of Cantonese opera.
Lack of Value Transformation. Cantonese opera faces significant challenges in value
transformation. In modern society, audiences seek diversified forms of entertainment, and
although traditional Cantonese opera performances are rich in cultural content, they may
appear too old-fashioned and outdated for contemporary viewers. Analyzing survey data,
it is evident that Cantonese opera actors face challenges with low professional income
and weak value transformation, becoming a major factor hindering the development
of Cantonese opera and its costume culture. Consequently, to survive, a majority of
Cantonese opera actors are compelled to opt for professions that offer higher and quicker
returns (see Fig. 1).
Through a detailed analysis of survey data, it is observed that current users pre-
dominantly acquire knowledge about Cantonese opera and its costume culture through
online channels such as the internet and television. This indicates a shift in the way users
access cultural information from traditional physical venues to digital platforms with
the development of technology. Online media, particularly the internet, has become the
primary medium for information dissemination, offering users a more convenient and
extensive means of understanding Cantonese opera culture (see Fig. 1).
costumes, headpieces, and scenes, using computer technology. Utilizing Leap Motion
technology allows users to perform mid-air gestures in the real environment, steering
virtual visuals and creating a more intuitive interactive experience, allowing users to
appreciate the artistic charm of Cantonese opera in the virtual environment. At the
technological level, enriches the means of heritage for Cantonese opera and provides
users with a more immersive and engaging experience in terms of human-computer
interaction [2].
This study focuses on Cantonese opera “Di Nv Hua” and selects the prototype foundation
of two acts, “Di Nv Hua-Ying Feng” and “Di Nv Hua-Xiang Yao.” It completes the
digital models of the core characters, namely the positive female role Chang Ping, the
secondary female role Zhou Ruiran, the martial male role Zhou Shixian, and the martial
male role Zhou Zhong. The research is divided into three modules: three-dimensional
virtual reconstruction, design practices, and innovative promotion.
into C4D. Analyzing the headpiece features based on images saved from film and tele-
vision, along with traditional elements of Cantonese opera culture, detailed sculpting is
performed using C4D’s sculpting tools (see Fig. 3). Appropriate material textures and
texture maps are applied to ensure harmony between the textures and overall costume
and stage design.
Scene Construction and Digital Character Debugging for “Di Nv Hua” Using
UE5 and Motion Capture Devices
➀ UE5 Construction of Cantonese Opera “Di Nv Hua” Scene. In accordance with
the plot and scene requirements of “Di Nv Hua”, design the overall layout and structure
of the scenes, determining the placement of the stage, background, and props, taking into
consideration the visual effects and audience experience. For the “Ying Feng” act, the
scene is set at Zhou Zhong’s residence, with the main storyline involving Zhou Shixian
meeting Princess Changping. Accordingly, it is necessary to arrange the placement of
items in the indoor scene. The “Xiang Yao” act is an outdoor scene, requiring a focus on
arranging outdoor plants, bridges, and the relationship between characters, along with
adjustments to the rendering effects of nighttime lighting.
➁ Motion Capture and Digital Character Debugging. Before conducting motion
capture tests, it is necessary to prepare devices such as sensors and cameras and cali-
brate the equipment to ensure synchronization between the sensors, obtaining accurate
three-dimensional motion data. Subsequently, Cantonese opera actors are equipped with
motion capture devices to perform Cantonese opera movements. The capture includes
Study on the Vivification Pathway of Lingnan Cantonese Opera 195
Fig. 3. C4D as the core of the virtual Cantonese opera headwear modeling proces
hand movements and the recording of facial expressions. In the motion capture area, a
radar sensing range is established to allow the system to accurately track the position and
posture of the motion capture performer, ensuring the fit and comfort of the equipment
without affecting the actor’s normal performance (see Fig. 4).
Touch Designer Virtual Space Interaction. The virtual space interaction phase pri-
marily utilizes TD to generate particles from the Cantonese opera “Di Nv Hua” OBJ
Models, PNG rendering effects, or animated videos. Combined with leap motion ges-
tures, the screen is manipulated to break the one-way information transmission issue
during the exhibition, enhance interaction between users and the artwork, and increase
interest in cantonese opera (See Fig. 5).
Taking the virtual space interaction with a video clip from the Cantonese opera “Di
Nv Hua: Fragrant and Bewitching” as an example, first, import the video into Touch
Designer. You can use the Movie File In TOP by dragging it into the network editor,
selecting the desired video file in the parameter panel. Next, connect the Trace SOP to
the Movie File In TOP, adjusting parameters such as Threshold to control the contour
generation of the image. The Sprinkle SOP generates randomly distributed points or
geometry on the image, often used for creating particle effects. Connect Sprinkle SOP
to the output of Trace SOP and input Particle SOP to Sprinkle SOP’s output. If the
particle effect appears too flat, the Extrude SOP can stretch the geometry along the
normal direction, creating a geometric shape with thickness. Therefore, add the Extrude
SOP between Sprinkle SOP and Trace SOP to adjust the thickness and shape of the
geometry, then combine TD rendering components such as Geometry COMP, Camera
COMP, Light COMP, Constant CHOP, and Render TOP for rendering.
To further enhance interaction, MouseIn CHOP and Leap Motion devices can be
integrated into TD. The MouseIn CHOP is a type of CHOP used for capturing mouse
inputs, generating channels containing mouse position information for interactive design
within a project. The MouseIn CHOP can be combined with Metaball SOP and Force
SOP, where Force SOP simulates external forces affecting particle systems, such as
gravity and wind. Observing the Metaball effect in real-time preview mode, parameters
can be adjusted to achieve dynamic mouse interaction effects.
The Leap Motion device captures the user’s hand movements through an infrared
camera, utilizing infrared light to create a three-dimensional hand model. It can recog-
nize key points on the hand, finger positions, gestures, and other information. To use
Leap Motion effectively, there needs to be sufficient space in front of the device for
accurate hand motion capture. By inputting Leap Motion CHOP into TD, it retrieves
user hand information from the Leap Motion device, converting this data into channel
information for real-time data processing and visualization in TD, thereby achieving
real-time interactive effects.
digital artworks. This not only offers creators new means of digital copyright protection
but also enhances the unique value of Cantonese opera digital cultural and creative
products.
3D Printing of “Di Nv Hua” Character Cultural and Creative IP
Products. Leveraging C4D technology, the modeling of cultural and creative IP
products for the characters of “Di Nv Hua”, including the lead heroine, supporting
heroines, martial arts character, and warrior character, is completed. Collaborating
with future factories for product creation, this module aims to implement the practical
application of 3D printing.
Fig. 6. Data of virtual Cantonese opera headwear effect of Princess Changping and Zhou Ruilan
4 Conclusion
Through in-depth empirical research and practical exploration, this study draws the fol-
lowing conclusions: within the context of virtual space interaction, the dynamic inher-
itance path based on three-dimensional virtual reconstruction, design practices, and
Study on the Vivification Pathway of Lingnan Cantonese Opera 199
Acknowledgements. The authors acknowledge the funding support by the “High-Level Achieve-
ment Cultivation Project” of Shenzhen University’s Phase III Construction of High-Level
Universities (Project No: 24GSPCG18).
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1. Li, L., Hu, Y.: Connotation, architecture, and promotion path of digital twin campus. Digital
Educ. 9(6), 22–29 (2023)
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Commercial Press, Reader (2020)
“Landscape-Drama”: Innovative Applications
of Digital Projection Art in the Renewal
of Chinese Old City Communities
Abstract. Amidst the backdrop of China’s urban renewal entering a new phase,
digital projection art has garnered significant attention as an effective, communica-
tive, interactive, and experiential art form with the potential to inject innovation
and sustainability into the renovation of old urban communities. However, current
research on domestic digital projection predominantly revolves around technical
aspects, resulting in relatively uniformity in content and visual representation.
Therefore, against this backdrop, this study innovatively introduces theatrical arts
into the projection mapping of old urban community building facades to achieve
deep interaction between dramatic content and community environments. Using
the example of the digital projection artwork “The Magic Flute” at the Chongqing
International Light and Shadow Art Festival in the Huangjueping community,
the study primarily analyzes spatial forms, visual characteristics, digital inter-
actions, and related interviews. This research contends that “The Magic Flute”
transcends the realm of digital technology by establishing a unique binary struc-
ture of “landscape-drama” that deeply integrates landscape forms with dramatic
content in the community, enriching the cultural content and narrative structure of
digital projection works in old urban areas. Additionally, it proposes experimental
methods led by theatrical arts, creates more delicate immersive experiences in
community theaters, and uncovers the media art creation process closely aligned
with the reality of old urban areas, thereby offering valuable insights to support
the sustainable revitalization of old urban communities in China.
Keywords: Old Urban Communities · Digital Projection Art · The Magic Flute ·
Landscape-Drama
1 Introduction
In the current context, the Chinese government is actively seeking more flexible and
adaptable approaches to promote the revitalization of old urban communities. Digi-
tal projection art, utilizing augmented reality technology to create dynamic immersive
audio-visual performances, has garnered significant attention due to its effectiveness,
communicability, interactivity, and experiential nature. It is poised to inject innovation
and sustainability into the revitalization of old urban communities, aligning with the
contemporary demands of urban renewal. However, with the widespread adoption of
digital projection techniques in urban spaces, it has become apparent that the discourse
in this field tends to be predominantly focused on the technological aspects, leading to a
proliferation of similar artistic expressions across various cities. Whether it’s standalone
3D Mapping projections on individual building facades or large-scale light art festivals,
the artistic expressions on urban facades appear strikingly similar, regardless of the scale
of the works. Therefore, in future applications of digital projection art, it is crucial to
delve deeper into the content and essence of digital image artworks, fostering deeper
connections and collaborations between the essence of digital projection art and the
everyday life of old urban communities. This endeavor will contribute to the exploration
of the depth and quality of digital projection art content, diversify residents’ experi-
ences, and establish genuine symbiotic relationships between old urban communities
and digital imaging media.
2 Literature Review
With the continuous development and innovation of digital technology, the forms of
expression of digital projection art in the revitalization of old cities are also constantly
enriched and expanded. From static digital images to dynamic interactive experiences,
from singular projection forms to the complex integration of multimedia presentations,
the rapid iteration of digital technology has provided artists with a broader and more
diverse creative space and richer means of expression. “New media” has become a ubiq-
uitous element in shaping contemporary urban public spaces (Chen 2020), including the
application of technologies such as holographic projection and stereoscopic projection,
as well as the integration with augmented reality (AR) and virtual reality (VR) tech-
nologies. Moreover, the widespread use of increasingly complex intelligent algorithms,
digital life, synthetic models, software editing, and multimedia integration tools has led
to the evolution of a new creative direction in digital projection, centered around the
essence of “technological culture.”
The diverse technological interventions undoubtedly lead to a richer variety of forms
and experiences in digital projection works in today’s old city communities. Residents
and audiences often have more opportunities and ways to perceive, experience, and par-
ticipate in the digital projection art created, enhancing their daily lives. Therefore, explor-
ing how digital projection art can leverage interactive technology and virtual reality to
achieve audience perception and experience has become a major focus of research. Rush
(2002) argues that the development of new urban digital media supports the widespread
transformation of “technological forms of life,” where the meaning of social life grad-
ually becomes a matter of technical systems. Consequently, driven by this trend, the
creative development of digital projection art will increasingly focus on innovative tech-
nological approaches, seeking to diversify exploration in digital projection creation to
further enrich people’s sensory experiences in digital interpretation.
Therefore, the significant technological exploration leads to the influence and control
over digital projection works, encompassing the embedded social significance within the
projection works, the involvement of public participation, and the expression of regional
202 X. Chen et al.
cultural inheritance and innovation. However, in this process, they are all subjected to
a restrained and restricted state, where the prevalence of certain (technological) appli-
cations becomes commonplace, while the development of other applications gradually
becomes isolated, resulting in the existing communities becoming generalized into what
is termed as media cities (McQuire 2008). Even if the artistic concepts behind the creation
of works differ, they often appear to share significant similarities in form. Consequently,
digital projection art deployed in various urban communities and on a larger urban scale
exhibits homogenized formal characteristics, with considerable similarities observed in
production methods, visual techniques, presentation methods, and sound effect selec-
tion, thus losing the genuine connection between community public spaces and digital
projection works.
Mumford (1967) argues that technology has always been life-centered since its incep-
tion. Throughout human evolution, technology has merely served as an auxiliary tool
for human development, rather than being the primary force or intrinsic driver of human
progress. Instead, there has been a greater emphasis on the creation of human culture
and the enrichment of spiritual life (Sun 2019). Similarly, Mitcham (1999) shares this
perspective, asserting that technology is generally oriented towards life development
rather than being centered around work or power. Zielinski (2006) suggests that all anal-
yses of technological media are inherently interdisciplinary and diverse. Therefore, in
the context of old urban communities, considering the complex relational elements and
cultural spaces, how to achieve high-quality creation of the intrinsic content of digital
projection remains a challenging question. What genuine breakthroughs can be made in
enriching the spiritual connotations expressed through innovative forms of artwork, thus
breaking free from the limitations imposed by technology? How can we truly establish
a deep integration between old urban communities and visual media, thereby fostering
genuine public engagement through digital projection works to promote the symbiotic
development of both?
3 Method
The proposed methodology of this study involves a shift from technological focus to a
focus on the creative spirit, with a particular emphasis on in-depth discussions surround-
ing the essence of digital projection creation within old urban communities. Through
this, the aim is to explore new possibilities for the development of this field beyond tech-
nological constraints, thereby expanding the expressive forms and connotations of digital
projection art. Building upon this foundation, the research will focus on the construction
strategies and design logic inherent in the content of digital projection artworks within
old urban communities, aiming to investigate more diverse, varied, and profound modes
of expression. It is hoped that through these efforts, a new form of digital projection art
can be reshaped within old urban communities, thereby redefining its relationship with
the environment, culture, technology, and audience.
architectural digital projection section of the Light and Shadow Art Festival for research,
and select the main exhibition building for digital projection, the facade area of the 5-
story 501 Warehouse located in the core area of the community, as the target area (Fig. 1).
This building once played an important role as a local defense logistics warehouse from
the 1960s to the 1990s, but was later abandoned. With an area exceeding 5,000 m2 , it
was once the spiritual landmark of the old community, surrounded by residential areas
witnessing the lives and work of local residents, representing the spiritual essence of the
Huangjueping community.
artists in better understanding the development changes and cultural connotations of the
community. Through the collection and analysis of these image textures, the creative
team utilized it as textures for the environmental space, set materials, and costumes for
various characters in the “Magic Flute” production, ultimately constructing the surface
visual features of all scenes.
Digital Modeling and Interaction. The entire production process of the artwork “The
Magic Flute” relies entirely on digital modeling, primarily utilizing software such as
CAD, 3D Max, Unity, Premiere, and TouchDesigner to create three-dimensional models
of scenery, spaces, props, and characters for projection imagery. Initially, during the early
stages of creation, CAD serves as a valuable tool for assisting design, enabling precise
correspondence with architectural facades. Designers translate each scene’s narrative
content into accurately drawn scenarios, with the precise contour shapes of scenes pro-
viding a foundation for subsequent scene modeling (Fig. 5). During the modeling phase,
3D Max predominates, aiming to ensure accurate alignment with the predetermined posi-
tions in CAD. The relationship between spatial structures and individual models must
206 X. Chen et al.
be unified under the same camera perspective, resulting in disparities between model
space and image space alignment. Subsequently, Unity and Premiere are utilized to pro-
duce lighting effects and rendering. By simulating the texture and light characteristics of
real light sources, lighting design is completed around scene narrative, ensuring align-
ment with spatial morphology, plot performance, and visual effects. Additionally, artists
conduct refined spatial modeling and local adjustments based on contour sketches and
the features of the 501 warehouse wall, along with dynamic effects settings, to ensure
compatibility with spatial morphology, plot performance, and visual effects in practical
applications.
Ascott (2012) noted that the most distinctive feature of new media art is its connec-
tivity and interactivity. The interactive use of TouchDesigner for image content creation
establishes strong interactive relationships between partial graphics and architectural
profiles. Particularly, the random variation and transformation of graphics at architec-
tural window locations achieve unpredictable random effects, facilitating the dynamic
integration of theatrical atmosphere with physical architecture, while also integrating
with commonly used techniques in modern mapping projection art. Moreover, creators
considered the audience’s experiential participation and information reading during the
digital exhibition process. Audiences can use their mobile devices to scan QR codes
appearing during the broadcast to access relevant background information about the art-
work, deepening their understanding of the plot and scenes and enhancing their engage-
ment and immersion. This approach aims to satisfy the diverse experiential needs of
users by combining online and offline experiences. However, due to the limited exhibi-
tion period, this aspect was not implemented in practice, and only feedback from related
content audiences was obtained through interviews.
Interview. The study conducted interviews with 15 on-site spectators and 5 new media
artists during the exhibition period (January 5–10,2023). For the general audience,
questions focused on their comprehension of the artwork, viewing experiences, and
the assistance provided by technology in understanding the artwork. As for the artists,
inquiries were centered around their understanding of the artwork, artistic expression,
and proficiency in technical utilization.
Fig. 5. The Scene Design and Narrative Content of “The Magic Flute ”
methods to digital projection art, breaking away from the previous unidimensional model
dominated by “technology” in digital projection art.
Drama as Public Art. In the digital projection activities of light and shadow art in the
Huangjueping old community, the creators transferred the classical drama “The Magic
Flute” from traditional theaters to the public space of the old community, achieving an
organic integration of regional community and theatrical performance. The connection
between artistic works and localities is not necessarily a direct relationship; the creative
team aims to popularize and publicize high art theatrical arts, akin to the modern art
“coming off the shelf,” stepping out of art galleries and museums and entering open
public spaces to form public art. Through various artistic languages and forms, it por-
trays the daily lives and socio-cultural realities of the public while developing close
interactive relationships with public life (Li, 2016), akin to the projection screening of
ordinary movies in everyday public spaces. Therefore, this digital projection creation
aligns closely with the nature of public art, evolving into a post-theatrical concept, and
should be considered as an occurrence of a certain event (Lehmann, 2016).
Through the study of the author’s creative approach, it is found that the design elements
of “The Magic Flute” exhibit many unique compositional and organizational methods.
These forms depart from traditional representational techniques and adopt a mode of
expression similar to that of John Hejduk’s “structuralism,” even featuring a surrealistic
imaginative style. This innovative design expression aims to ingeniously blend the char-
acteristic features of the old community environment with the original elements of “The
Magic Flute” drama, presenting a visual spectacle (Fig. 6). The flexibility in the design
of each element’s aesthetics and the peculiar language of expression in the artwork allow
208 X. Chen et al.
these design elements to manifest open-ended changes and developments, along with
unpredictable characteristics. Moreover, these design elements also integrate various
unrelated forms and structures in the surroundings, intending to establish new associa-
tive relationships. This association is not merely a matter of placing various elements
together but, through the meticulous design layout and clever arrangement of forms, con-
structs a novel dual-layered connotative structure of “landscape-theater,” organizing all
content and elements together through rich and unique formal relationships. This inno-
vative mode of expression opens up new paths for the development of digital projection
art, providing audiences with a fresh artistic experience.
The core of “The Magic Flute” prioritizes dramatization and conceptual expression, yet
the emphasis on creative content does not imply a negation of appropriate technological
application. The more complex the concepts, the greater the need for diverse expressions
at various creative levels to match them. Accordingly, achieving various aspects of
“The Magic Flute” necessitated the utilization of a wider array of technological means
for support. Correspondingly, behind the utilization of multiple technologies, creators
established a systematic and procedural relationship with technological application to
control and coordinate the overall effect of the work. This approach serves to guide
the integration of the work’s essence with the use of technology, fostering a mutually
beneficial interaction between artistic content and technological implementation, rather
than relying solely on flashy displays driven by technology. Thus, technology should be
considered an integral component within the essence of digital projection art.
“Landscape-Drama” 209
5 Conclusion
The innovation of this study lies in proposing an experimental approach to digital pro-
jection creation in old urban communities led by drama cross-boundary exploration.
Through the case analysis of “The Magic Flute” in Chongqing Light and Shadow Art
Festival digital projection work, it establishes a unique binary structure of mutually sup-
portive “landscape-drama” as the foundation. It breaks the traditional visual experience
creation mode of digital projection art, where technology often takes precedence, by
incorporating more aspects of community environment, drama, life, culture, and tempo-
ral memory into the creative framework, providing a more diverse creative perspective.
This creative model enriches the narrative structure of digital projection works, explores
the richer emotional aspects beyond technology in digital projection, creates a more sub-
tle immersive experience in community theaters, and explores more closely the creative
thinking closely tied to the daily reality of old cities. It integrates community daily life,
technological interaction, and dramatic clues, providing a more mixed and diverse devel-
opment direction for digital projection art. Through such diverse explorations in the field
210 X. Chen et al.
of digital projection art, it has provided robust support for the sustainable revitalization
of China’s old urban areas.
References
Chen, Y.Y.: New media art in public spaces. Tongji University Press, Shanghai (2020)
Lash, S.: Critique of information. Sage Publication, London (2002)
McQuire, S.: The Media City: Media, Architecture and Urban Space. Sage Publication, London
(2008)
Mumford, L.: Technics and Human Development. A Harvest HBJ Book (1967)
Sun, H.: Commentson the relationship between “human” and technology-thinking based on the
view of moundfo’s humanistic technology. Sci. Econ. Soc. (01), 6–11 (2019)
Mitcham, C.: Introduction to the Philosophy of Technology. Tianjin Science and Technology
Press, Tianjing (1999)
Zielinski, S.: Achaologie Der Medien. The Commercial Press, Shanghai (2006)
Schechner, R.: Environmental Theatre. China Theatre Press, Beijing (2001)
Ascott, R.: The Future is Now: Art, Technology, and Consciousness. Gold Wall Press, Beijing
(2012)
Li, L.: The development and evolution of public art and its conceptual analysis. Art Res. (02),107–
110 (2016)
Lehmann, H.T.: Postdramatic Theatre. Peking University Press, Beijing (2016)
The Interaction Between Architectural Heritage
and the Public: Augmented Reality
in Preservation Interpretation
Daoxin Chen(B)
Abstract. This paper investigates the role of augment reality (AR) in enhancing
heritage interpretation through digital technologies, specifically focusing on AR
for engaging the public with historical buildings. It examines AR design processes,
the integration of digital information and physical heritage, and AR’s potential to
deepen public understanding of cultural heritage. Drawing on ICOMOS principles
and the PrEDiC framework, the study proposes a framework that merges heritage
interpretation with AR technology. This framework guides the analysis of AR
applications in heritage sites and leads to new design guidelines for AR in cultural
heritage, ensuring alignment with interpretation needs. The application of these
guidelines will be demonstrated through an AR project for Columbia University’s
Low Memorial Library. The paper aims to advance the use of AR in heritage
interpretation, offering insights for both AR developers and heritage professionals.
1 Introduction
architectural heritage, it seeks to unravel current design processes, examine the symbiotic
relationship between digital elements and physical heritage in AR interpretation, and
elucidate how AR can aid the general public in understanding the heritage of historical
buildings.
To address these inquiries, this paper draws upon established interpretation princi-
ples, including ICOMOS Interpretation and Presentation Principles [1] and the PrEDiC
conceptual framework for digital heritage interpretation [2], and knowledge of AR appli-
cation in cultural heritage. By amalgamating preservation interpretation principles with
AR technical expertise, a design framework will be delineated. Subsequently, this frame-
work will be applied to analyze case studies of AR utilization for on-site heritage inter-
pretation, leading to the proposal of new design guidelines for AR designers. These
guidelines aim to align AR product design more closely with the requisites of her-
itage interpretation, ensuring enhanced public engagement and a deeper appreciation
for historical heritage.
5 Case Studies
5.1 Mogao Caves AR Experience
The AR experience at Mogao Caves, a joint project by the Dunhuang Academy, Migu
Animation, and Rokid AR, showcases five historically significant caves using archival
data, animations, and interactive design via Rokid AR glasses linked to a mobile phone
214 D. Chen
for content storage. Before starting, visitors are briefed on system usage by staff, and to
protect the caves, groups are limited to 10 people.
AR Experience Design. The AR experience at Mogao Caves focuses on the narratives
and symbolism of the cave paintings, highlighting stories and meanings related to the
Buddha, religious narratives, and Chinese deities. Using strategic lighting, dynamic
images, animations, and sound, the experience emphasizes specific characters and
scenes. Notably, absent Buddhist statues are outlined with golden lines instead of 3D
models. The unique contours of the cave are accentuated with golden lines, drawing
focus to its architectural peculiarities. In addition to the visual aspects, audio signifi-
cantly enhances the experience. For instance, a wall painting within the cave portrays
an ancient gathering with musicians and dancers. The AR experience brings this scene
to life by playing sounds of the musical instruments, offering visitors a unique auditory
glimpse into the past.
Interaction is straightforward: visitors start animations by pressing a button on their
phone and looking towards the Buddha statue. Additionally, the experience supports
The Interaction Between Architectural Heritage 215
voice commands, which means that users can activate the experience by saying the
number of the desired cave. The interaction primarily involves system control, with no
direct engagement with the digital representations.
Navigation is guided by a deer avatar, which appears when the animation starts,
directing users where to look. Incorrect movements prompt arrows to guide users back
on track, ensuring a focused and immersive exploration (Fig. 1).
Xavi’s Lab, in collaboration with Fundació Catalunya La Pedrera and Laie – Culture
Experience, developed an AR experience for La Pedrera using Microsoft HoloLens 2,
which took six months to develop [6]. It involved crafting a storyline, creating 3D visuals,
and integrating these elements into an AR journey. The experience is situated on the first
floor of La Pedrera, preceding the traditional exhibition. Initially, users are introduced
to the experience through a training session in the corridor before moving to the first
exhibition room.
AR Experience Design. The AR experience at La Pedrera delves into Antoni Gaudí’s
architectural vision, emphasizing storytelling across four themed rooms: the origins
and context of La Pedrera, Gaudí’s design inspirations, the building’s architectural and
technical construction details, and its post-construction history. Historical images, ani-
mations, and 3D models illustrate the narrative, from the Milan family’s commissioning
of Gaudí to the flora and fauna that inspired his designs, offering a deep dive into the
building’s architectural evolution.
User interaction is deeply integrated with the exploration of the building’s design
and construction. Initially, users simulate opening a door by turning a virtual handle,
an immersive entry into the experience. Inside, users can touch the walls to activate
flower patterns which inspire Gaudí’s designs, and trace ceiling patterns with their hands
to highlight architectural details. Participants can also hand a virtual hammer to an
avatar, illustrating the craftsmanship in column construction, and manipulate a chain
to delve into the building’s construction techniques. These interactions, facilitated by
direct hand movements, leverage sensor-based interfaces and hand-tracking technology
for an interactive engagement with Gaudí’s architectural marvel.
Navigation through the exhibition is facilitated by digital avatars—a feather in the
first room and a hoopoe bird in subsequent rooms—guiding exploration and interaction.
This markerless, camera-based tracking system ensures a seamless and intuitive journey
through Gaudí’s architectural masterpiece, enriching the educational and immersive
experience of La Pedrera (Fig. 2).
Evaluation from Interpretation Aspects. For effective presentation, this AR experi-
ence offers an immersive exploration of Gaudí’s architectural philosophy, combining
historical context, design inspirations, and construction details. It employs historical
images, animations, and 3D models to convey the rich narrative and intricate details of
La Pedrera’s architecture. The experience provides a multifaceted view of La Pedrera,
integrating background information, societal context, and architectural insights. This
The Interaction Between Architectural Heritage 217
comprehensive approach enriches the educational aspect and deepens appreciation for
the architectural masterpiece.
For authenticity, utilizing historic images and archives, the AR design reproduces
architectural features, ensuring an authentic representation of Gaudí’s designs, despite
potential color adjustments when it reproduces some flower patterns.
For active participation, users engage directly with digital elements, such as manip-
ulating virtual objects and interacting with architectural features, fostering a hands-on
experience that encourages personal insight and a deeper connection to the content.
However, the lack of a clear feedback mechanism between users and the AR company
hampers improvements to the experience.
For accessibility, information is available in eight languages, broadening accessibil-
ity. Yet, the experience’s reliance on a single mode of interaction may limit accessibility
for users with disabilities. The flying avatar for navigation is frustrating for those finding
the virtual guide is hard to follow.
For cultural learning, hands-on activities highlight Gaudí’s design details, supporting
deep architectural appreciation. However, the focus on personal exploration over shared
discovery and the sometimes challenging navigation system can diminish the educational
potential of the experience.
218 D. Chen
6 Design Guidelines
After analyzing case studies and exploring the role of AR in supporting heritage
interpretation, the following guidelines are proposed:
Information:
1. To enhance the appreciation of heritage, AR should incorporate diverse aspects
of information while focusing on the main values of the heritage using varied
presentation methods.
2. Artistic effects can highlight architectural features, aiding awareness without over-
whelming the limited Field of View (FOV) of AR devices; this approach suggests
concentrating on specific architectural details over large scenes.
3. It is crucial that digital overlays do not obstruct the physical heritage, allowing for
direct observation of heritage.
4. Important digital information should remain visible long enough for thorough
exploration.
Interaction:
1. The AR experience should include collaborative interfaces to support shared
experiences among visitors.
2. Incorporating tangible interactions enriches the multi-sensory experience, provided
it does not harm the heritage.
3. Enhancing hands-on manipulations encourages active participation in the interpretive
process.
4. Offering diverse interaction modes allows users to engage in a manner that suits their
preferences for cultural learning.
5. Users should have significant control over the system, enabling them to choose the
aspects of the AR experience that interest them most.
Navigation:
1. In room-scaled AR experiences, navigation should prioritize the sequence and
relevance of heritage information.
2. For larger, building-scaled experiences, careful consideration of the physical path and
focus is essential.
3. Digital avatars used for storytelling should maintain a natural distance to foster
engagement and empathy.
4. The size and movement speed of virtual guides must be tailored to fit the FOV and
keep pace with users, preventing loss or confusion.
5. In expansive or complex heritage sites, combining various guidance indicators can
aid in orientation, helping visitors navigate efficiently.
7 Conclusion and the Next Step
This paper is an attempt to establish the correlation between AR technology and preser-
vation requirements, proposing ideas to ensure that AR applications meet the criteria
for effective heritage interpretation. The next step involves putting forward design pro-
posal of Low Memorial Library in Columbia University according to the guidelines,
implementing the design proposal and conducting user testing to collect feedback.
The Interaction Between Architectural Heritage 219
Acknowledgments. Thanks for the guidance of my advisor, Halley Ramos, and the resources
provided by GSAPP, Columbia University. I really appreciate the helps of Xavi Tribo and Clara
Titos from Xavi’s Lab, Glassworks, who provide information about the case study of Casa Mila -
La Pedrera. Also, thanks for the support from my boyfriend, Zihao Zhang.
Disclosure of Interests. The authors have no competing interests to declare that are relevant to
the content of this article.
References
1. International Council on Monuments and Sites, The ICOMOS Charter for the Interpretation
and Presentation of Cultural Heritage Sites (4 October 2008)
2. Rahaman, H.: Digital heritage interpretation: a conceptual framework. Digital Creativity 29(2),
208–234 (2018)
3. Bekele, M.K., et. al.: A survey of augmented, virtual, and mixed reality for cultural heritage.
J. Comput. Cult. Herit. 11(2), 1–36 (2018)
4. Hammady, R.: A framework for constructing and evaluating the role of MR as a holographic
virtual guide in museums. Virt. Real. 25, 895–918 (2020)
5. Schemalstieg, D., Hollerer, T.: Augmented Reality: Principles and Practice, 1st edn. Addison-
Wesley Professional, Boston (2016)
6. Fundació Catalunya La Pedrera presents its first Mixed Reality tour in Spain. https://news.mic
rosoft.com/es-es/2022/06/29/fundacio-catalunya-la-pedrera-presents-its-first-mixed-reality-
tour-in-spain/, (Accessed 22 Mar 2024)
Han Opera Interactive Exhibition and App
Design Based on the Theory of Cultural Three
Factors
China University of Geosciences, Wuhan, No. 388, Lumo Road, Hongshan District,
Wuhan, Hubei, China
[email protected]
Abstract. As a colourful part of Chinese local opera, Han opera has made great
contributions to the inheritance of Chinese traditional culture. However, with the
social change and cultural transformation, Han Opera is facing difficulties in its
inheritance and development. Many young people pay little attention to Han Opera
and know less about its cultural content and spiritual connotation. In order to
promote Han Opera as a precious cultural heritage and explore its deep cultural
connotations, this study designs a series of interactive exhibition diagrams of Han
Opera and its corresponding APP experience service based on the theory of three
factors of culture, which condenses Han Opera’s symbols, characteristics, and
cultural contents into three levels according to the material, social organisation,
and spiritual life. The APP contains interactive contents such as AR theatre model,
culture, listening and watching theatre, etc. Users can explore the contents of
interest in the exhibition in depth through the interactive service process of APP.
It provides a novel way to enrich young people’s understanding and immersive
experience of Chinese opera.
1 Introduction
Han Opera, one of the most influential operatic genres in the Hubei region of China,
originated in the mid-Qing Dynasty within the boundaries of Hubei Province. It has had
an impact on the development of other operatic genres such as Xiang Opera, Sichuan
Opera, Gan Opera, Guangxi Opera, and Yunnan Opera. During the Jiaqing and Daoguang
periods of the Qing Dynasty, Han tunes spread to Beijing, where they were incorporated
into performances by Hui Opera troupes and gradually evolved into Peking Opera. In
1912, Yang Duo, a historian of Han Opera, in his work “Collected Discussions on Han
Opera”, first named the popular “Chu Tune” from Hankou, Hubei as “Han Opera” [1]
and it was recognized by his peers.
Although Han Opera once flourished, since the 1960s, many plays and traditional
techniques have faced the risk of being lost, and the overall situation and prospects
of Han Opera are not optimistic. The diversity of products has made it impossible for
theatrical arts to be the sole choice [2]. The contemporary younger generation has a
special preference for learning methods and prioritizes modes of obtaining cultural her-
itage information, tending to learn and acquire cultural heritage content in an engaging
manner.
However, the dissemination of traditional operas, characterized by “oral transmis-
sion” and “live stage performances” is limited by time and space. This traditional mode
of theater is incompatible with the diverse market demands of the present, leading to
a shrinking audience willing to enter theaters to “watch operas.” Young people prefer
to obtain information through digital platforms, social media, and online videos, which
sharply contrasts with the traditional mode of theater dissemination. Han Opera, as an
important genre of traditional Chinese opera, has a vast knowledge system and rich con-
tent, making it a daunting task to understand and learn about it. From the historical origins
of Han Opera, performance techniques, music and dance, to theatrical performances, all
require a considerable amount of time and effort to study.
In response to the new situations and problems facing the survival, protection, inher-
itance, and development of Han Opera, innovative methods of protection and devel-
opment are urgently needed, especially those suitable for the cultural characteristics
and progressive approaches of the times. In this article, we will explore the following
questions:
1. How to categorize the knowledge content of Han Opera to facilitate user understand-
ing?
2. How to make the process of appreciating opera interactive and enjoyable, thus more
readily accepted by young people?
To address the above research questions, this paper selects Han Opera art exhibi-
tions as the research object. Based on the theory of cultural three factors[3], the symbols,
characteristics, and cultural content of Han Opera art are divided into three levels: mate-
rial, social organization, and spiritual life, and presented through the production of Han
Opera information visualization charts [4]. At the same time, combined with digital vir-
tual reality technology and mobile applications [5, 6], a new experiential and immersive
operatic exhibition is created. Through this form of exhibition, cultural traditions are
transformed from passive consumer culture to active participant culture, injecting new
vitality into the inheritance and development of Han Opera art.
2 Related Work
Digital technology is considered appealing to young visitors, and museums are increas-
ingly adopting interactive digital media to complement their exhibits. This includes
multimedia access in the 1990s, multitouch displays around 2010, and more recent
developments such as smartphone/ tablet applications, VR, and AR.
Ren et al. [7] collected data on Arhat costumes from the collection of the Metropoli-
tan Museum of Art in the United States, establishing a database and conducting exam-
inations and analyses. They utilized three-dimensional modeling techniques to create
“digital twin models” of Arhat costumes, facilitating the broad dissemination and cre-
ative transformation of overseas opera relics. Data on the intangible cultural heritage of
222 X. Huang and J. Xu
the Li ethnic group in the Hainan Museum has been recorded through methods such as
3D scanning, photography, 3D modeling, and animation [8]. Interactive software is then
used to access corresponding digital representations of cultural content (virtual scenes,
objects, characters, sounds, etc.), which are superimposed onto existing museum arti-
facts. Surround sound and projection of 3D images allow audiences to experience oceanic
civilization and better explore ancestors’ efforts to conquer the sea. The Street Museum
app [9] was developed by the London Museum in 2009. Through this app, people can
stroll through the city and use AR technology to admire urban landscapes depicted in
engravings, oil paintings, and ancient photographs. Kitamura [10] researched a new tech-
nology for digital exhibitions of Japanese classical texts and paintings. She developed
two AR-based features: displaying Japanese characters corresponding to parts of images
captured by the camera, and providing interesting website links related to Shukuba. The
interactive exhibition at the National Palace Museum in Taiwan effectively integrates 4G
technology into artistic creation, embodying the interdisciplinary, multicultural, diverse,
and interactive characteristics of new media art [11]. Visitors can experience exhibitions
and new technologies in combination, which blend virtual and real-time spaces, engaging
all senses of the audience.
These initiatives often only scratch the surface of cultural heritage, combining new
technologies with content or app design. This article aims to design an information
visualization for effective classification of knowledge about Chinese opera based on the
three-factor theory of culture. Through information visualization, the profound knowl-
edge of Han Opera can be vividly presented in forms such as graphics, charts, and anima-
tions, making it easier for users to understand and absorb. The combination of exhibitions
and applications not only enhances the readability of knowledge but also increases user
participation and interactivity. Through exhibitions, audiences can immerse themselves
in the cultural charm of Han Opera in aspects such as its historical evolution, perfor-
mance forms, and costumes and props, while through applications, they can further
delve into and experience Han Opera knowledge, achieving interactive dissemination of
knowledge.
3 Exhibitions Design
3.1 Visual and Scene Design
Malinowski (1884–1942) was a British social anthropologist and one of the founders
of the functional school of culture. In his masterpiece “On Culture”, he put forward the
famous doctrine of “three factors of culture”, which reveals the structure of culture from
the bottom to the surface, that is to say, culture is composed of three factors: the material
substratum, social organization and spiritual culture (language).
This study adopts Malinowski’s theory of cultural structure from the perspective of
cultural studies to categorize the symbols, characteristics, and cultural content of Han
Opera into three levels: material, social organization, and mental life. The material level
includes cosmetics, costumes, props (weapons), and musical instruments used in Han
Opera performances, which fulfill the entertainment and functional aspects of theatrical
arts. The social organization level encompasses the development of different schools
within Han Opera, such as Fu River, Xiang River, Han River, and Jing River schools,
Han Opera Interactive Exhibition and App Design 223
as well as various renowned troupes. The mental life level refers to the philosophy,
thoughts, and social concepts nurtured throughout the long-term development of Han
Opera, which largely convey sentiments of loyalty, courage, honesty, dedication, and
patriotism. This article divides Han Opera into three levels according to Malinowski’s
cultural three-factor theory and creates visualizations of this information, as shown in
Fig. 1.
explore the “cultural structure” of Han Opera within the space, sequentially experiencing
the historical heritage of Han Opera culture.
The exhibition is divided into two spatial levels, as shown in Fig. 4. Visitors first
encounter the material display of Han Opera on the ground floor, including cosmetics,
costumes, props, and musical instruments used in Han Opera performances. Upon enter-
ing from the entrance, visitors are immediately intrigued by the Han Opera exhibition.
The first thing that catches the eye is the circular array of exhibits, as indicated by the
yellow dashed circle in the figure. On the right side is the first screen of the exhibition
space, where visitors can scan and use their smartphones to explore the cultural connota-
tions of Han Opera through images and videos. Based on visitors’ browsing preferences,
the system accurately guides them towards interactive directions for further engagement.
As visitors reach the blue marked area in the middle of the circular path, they can scan
different display platforms for interaction (the content on the platforms is visualized
Han Opera knowledge charts segmented according to the three cultural factors). Here,
3D models and scene animations are used to showcase cultural heritage in augmented
reality. Visitors not only learn face-to-face with virtual characters but also freely choose
the content that interests them. By layering knowledge, the vast cultural system of Han
Opera is presented in a more accessible and understandable way to visitors. Moving
up to the second level, the content mainly focuses on “recollection”. With its long his-
tory and rich content, Han Opera has experienced stages of development and decline,
from inception, growth, peak, to decline. We have categorized and visualized this part
of the content and set up a circular exhibition, hoping that visitors can further deepen
their interest in Han Opera culture through observation on the second floor, as shown in
Fig. 5.
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doi.org/10.1007/978-3-030-05819-7_13
Realization of Kimono Fashion by Fusing Digital
Art and Digital Textile Printing
Abstract. We have been working to create new art fashion by fusing digital art and
digital textile printing. As a new attempt of this activity, we produced a Kimono, a
traditional Japanese garment, using the same method. The challenge was creating
a Kimono with an extended hem, called "Ohikizuri,” used for weddings and other
ceremonial occasions. The Kimono was designed using the “Sound of Ikebana,”
the digital art created by Naoko Tosa, one of the authors. In the production process,
we learned and obtained much knowledge and advice from the chairman of a
traditional Kimono company in Kyoto. We learned the know-how of Kimono
pattern making and design placement through repeated prototyping of the Kimono
using paper and polyester. We were finally able to create a Kimono using silk fabric,
which was shown at the runway of the New York Fashion Week in September 2023
and was highly evaluated.
Keywords: Digital Textile Printing · Digital Art · Kimono Fashion · New York
Fashion Week
1 Introduction
For a long time in the fashion world, clothes have been produced by analog methods: man-
ual designing, textile printing on fabric, and sewing. In contrast, digital textile printing
technology has recently been introduced to the fashion world [1]. Digital textile print-
ing digitizes the textile printing process and is compatible with high-mix, low-volume
production methods. Furthermore, since it is compatible with the art world based on
one-of-a-kind items, the combination of art and digital textile printing can realize art
fashion, in which one-of-a-kind art is developed into fashion. This will open new possi-
bilities for fashion, and art, which used to be something to be appreciated, will become
worn as fashion.
We started the challenge of creating art fashion within our laboratory environment.
The fashion samples we have developed were shown to the public through exhibitions
and accompanying fashion shows, demonstrating the new possibilities of fashion [2].
The next step is to produce Kimonos through a fusion of art and digital textile
printing. Kimono is a traditional Japanese fashion; almost everything from designing
to sewing has been done by hand. This is the reason why Kimono is recognized as
highly artistic. Therefore, it is a great challenge to incorporate digital art into the Kimono
production process by using digital textile printing technology to print designs on fabric.
The research themes targeted in this paper is the following.
1. To see if digital textile printing technology can be applied to producing Kimono, a
traditional Japanese fashion item.
2. To see if digital art-based design suits Kimono design.
One of the authors, Naoko Tosa, found that by giving sound vibrations to fluids such as
color paints and shooting the phenomenon with a high-speed camera, the jumping-up
fluid makes beautiful forms. Using this environment, Tosa confirmed that various fluid
shapes can be generated by changing the shape of the sound, the frequency of the sound,
the type of fluid, and the viscosity of the fluid [3]. Tosa further edited the resulting video
to match the colors of the Japanese seasons and created a digital artwork called “Sound
of Ikebana” [4]. Figure 1 shows a scene from the work.
The Sound of Ikebana is video art created by filming physical phenomena with a
high-speed camera and is characterized by its organic and abstract shapes. Also, many
overseas art professionals have pointed out that “Tosa’s digital art, which expresses the
beauty hidden in physical phenomena in an abstract form, contains a unique Japanese
consciousness and sensibility.” Therefore, the artwork is suitable for Kimono and other
Japanese fashion designs.
230 M. Jonoo et al.
Fig. 2. Inkjet printer for sublimation transfer (left) and thermal transfer device (right)
We asked Mr. Suzuki to unravel the Ohikizuri shown in Fig. 3 into multiple parts and
then produced a Katagami (paper pattern) for each section. The first step was to use the
paper pattern to prototype the Kimono. Figure 5 shows the design placed on the paper
pattern and printed using a printer. The resulting prototype 1 is shown in Fig. 6.
Mr. Suzuki checked the finished prototype and confirmed that each part of the
Kimono was made correctly and assembled correctly to form the Kimono.
232 M. Jonoo et al.
Fig. 5. Cutting out the necessary parts. Fig. 6. Finished Kimono protype 1.
Based on the knowledge obtained from Mr. Suzuki, the Sound of Ikebana design was
rearranged. In addition, the material was changed from paper to polyester. The production
of the Kimono using polyester was done entirely in-house. The resulting prototype 2 is
shown in Fig. 7.
Prototype 1, made of paper, was challenging to wear and see. However, prototype
2, made of polyester, was easy to wear. Therefore, it became possible for us to study
in detail the appearance of the Kimono as a three-dimensional object when worn by a
person, as well as the design arrangement, such as the appearance of the Kimono when
the person walks or performs other actions.
For prototype 2, we placed designs cut from different parts of the Sound of Ikebana
to suit each part of the Kimono. However, we recognized that the different designs used
in each part of the Kimono were causing the Kimono to lose a sense of unity from an
overall perspective.
Therefore, we decided to place designs from the exact moment of the Sound of
Ikebana. The resulting Prototype 3 is shown in Fig. 7.
Prototype 1, made of paper, was challenging to wear and see. However, prototype
2, made of polyester, was easy to wear. Therefore, it became possible for us to study
in detail the appearance of the Kimono as a three-dimensional object when worn by a
person, as well as the design arrangement, such as the appearance of the Kimono when
the person walks or performs other actions.
For prototype 2, we placed designs cut from different parts of the Sound of Ikebana
to suit each part of the Kimono. However, we recognized that the different designs used
Realization of Kimono Fashion by Fusing Digital Art 233
in each part of the Kimono were causing the Kimono to lose a sense of unity from an
overall perspective.
Therefore, we decided to place designs from the exact moment of the Sound of
Ikebana. The resulting Prototype 3 is shown in Fig. 7.
We decided to produce the final Kimono fashion based on prototype 3. For the final
Kimono production, we decided to ask a specialized company to produce it, considering
our plan to use it for fashion shows.
The Kimono fabric was purchased from Itoko, a company in Kyoto specializing in
silk fabrics for Kimono. The printing of the design on the fabric was subcontracted to a
digital textile printing company with equipment capable of printing on silk. The printed
fabric is shown in Fig. 8.
The printed fabric was then sewn at Mr. Suzuki’s company. Figure 9 shows the
finished Kimono worn by a Japanese dancer in our project.
The developed Kimono fashion was shown on the runway of the New York Fashion
Week in the fall of 2023 and was featured in prominent fashion magazines such as
Vogue (Fig. 10).
234 M. Jonoo et al.
5 Conclusion
We have been researching the creation of art fashion, which combines digital textile print-
ing technology and digital art to develop art into fashion. In this paper, we have extended
this activity and challenged to create a traditional Japanese Kimono by combining digital
textile printing technology and digital art.
For the digital textile dyeing technology, an environment enabling in-house fashion
production in the laboratory was established based on joint research with Seiko Epson.
As for digital art, we used the “Sound of Ikebana,” which features abstract and organic
shapes based on a technique created by Naoko Tosa, one of the authors of this project,
of using a high-speed camera to photograph liquids scattered by sound vibrations.
Starting with no knowledge of Kimonos, there was some uncertainty about how far
the combination of digital textile printing and digital art would go in traditional Kimono
making. However, with the help of many companies and people who have been involved
in Kimono making in Kyoto for many years, including Seiko Epson, with whom we
have been conducting joint research, Mr. Suzuki and his company, and Itoko, a company
specializing in silk fabric, we were able to create a prototype using called “Ohikizuri,”
which is considered difficult to make even among Kimono. We were able to open new
possibilities in the world of traditional Kimono.
236 M. Jonoo et al.
The finished Kimono was shown on the runway at New York Fashion Week in
September 2023, one of the four primary fashion weeks in the world. Therefore, we can
conclude that the two research themes presented in the Introduction were successfully
met.
References
1. Susan Carden, “Digital Textile Printing,” Bloomsbury Academic (2015)
2. Shibatani, M.: Latest advances in inkjet technology for industry applications. J. Printing Sci.
Technol. 48(4), 12–16 (2011)
3. Amo, Y., et al.: Development of Art Fashion by Integrating Art and Digital Textile Printing.
In: EAI ArtsIT 2022 (Nov 2022)
4. Pang, Y., Zhao, L., Nakatsu, R., Tosa, N.: A study on variable control of sound vibration form
(SVF) for media art creation. In: 2015 Conference on Culture and Computing. IEEE Press
(2015)
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technology. Arts journal, MDPI 8(1), 38 (2019). https://doi.org/10.3390/arts8010038
The Relationship Between Sound of VR
Concert and Motion Activity of Audience
1 Introduction
We have come to reach virtual reality (VR) content within recent years, and
music performance using VR technology (VR concert) have spread throughout
the world. In studies about VR concert, many systems, such as the VR-based
remote live music support system [1] and the system using virtual instruments
and virtual stage [2], were developed. On the other hand, there could be room
for improvement in evaluation of user experience, especially the excitement of
users. Unlike Likert scale [1] or interview [2], the quantitative way of evaluation
should be found to omit bias from examiner and examinee.
To evaluate the excitement quantitatively, there are many studies about sev-
eral approach to visualizing the excitement of spectators. For examples, Abe
c The Author(s), under exclusive license to Springer Nature Switzerland AG 2024
C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 237–244, 2024.
https://doi.org/10.1007/978-3-031-61950-2_26
238 A. Kishimoto and Y. Oikawa
2 Proposed System
To record the motion data of the audience, we built the system using a head
mounted display (HMD), motion capture equipment and two host computers as
shown in Fig. 1.
In this system, a host computer and the HMD are used to show a music
performance video to the audience, and another host computer and motion cap-
ture equipment are used to record motion data of the audience. We introduced
two host computers for distribution of load by video viewing in VR and motion
recording. The HMD which we introduced is Meta Quest 2, and the motion cap-
ture equipment which we introduced is Azure Kinect DK, the infrared camera
with AI.
We used the motion capture equipment and MATLABto R capture and record
the kinect-based moiton data of audience in another host computer. In
MATLAB, R we referred to the program with the motion capture equipment
in library developed by Terven [6]. The library includes the kinect-based body
tracking program with the motion capture equipment and MATLAB, R but
there is no motion recording program in the library. Therefore, we made motion
recording available in MATLABby R added motion recording program: Export-
ing the each coordinate joint saved in the body tracking program.
For analyzing motion activity of the audience, we referred to the equation of the
video viewer’s motion activity in Hanjalic’s study [7]. The equation is used for
analysis of viewer’s block-based motion in video, and we redefined the equation
for kinect-based motion as shown in Eqs. (1) and (2).
J
100
m(k) = |v i (k)| % , (1)
J|v max | i=1
J
1
m(k) = |v i (k)| , (2)
J i=1
where m(k) is the score of motion activity between kth to k + 1th frames, |v i (k)|
is each joint’s coordinate parallel moving distance and J is the number of joints;
we assumed J as 32 because the motion capture equipment is able to capture
32 joints [8].
240 A. Kishimoto and Y. Oikawa
These equations show that the motion activity is evaluated by the mean
of whole joint’s inter-frame coordinate parallel shifting from recorded motion
data. In Eq. (1), the motion activity is expressed in ratio of the average of the
parallel shifting motion’s distance |v i (k)| to the distance of the most parallel
shifting motion |v max | [7]. On the other hand, we provide Eq. (2), which does
not include |v max | as the distance of the most parallel shifting motion, to analyze
when the divisor in the right-hand side of equation is constant in every frame.
3 Evaluation Experiment
For evaluation of the proposed system, we conducted evaluation experiments
for 4 university students to examine whether the motion activity of audience
is different from the sound of a music performance video in the system; the
background sound, such as the audience’s clapping and cheer, would increase
the motion activity.
3.1 Procedure
We had an examinee sit on a chair with wearing an HMD, controllers and ear-
phones as shown in Fig. 2, and the experiments was proceeded on 3 different
conditions: Resting state (C1), watching a music performance video (C2) and
watching a music performance video with sound of studio version (C3). The
music in video which we used was “Virtual Insanity” by Jamiroquai [9].
In C1, we had the examinee stay at rest without the music performance
video, and we instructed the examinee to move the examinee’s body in rhythm
The Relationship Between Sound of VR Concert and Audience’s Motion 241
if the examinee wants to do in both C2 and C3. The music performance video
used in both C2 and C3 is same, but the sound of videos are different; the
sound of C3’s video is replaced by the studio version of the music to examine
the difference by the background sound of the videos. At the same time, we
recorded the examinee’s motion by the system in each condition in the constant
time, and evaluated the motion activities in MATLAB. R
3.2 Result
Figure 3 shows the time series graphs of the motion activity in each condition by
Eqs. (1) and (2) and sound waveform of music performance videos in C2-3, and
Table 1 shows the mean and standard deviation of the motion activity in each
condition.
Fig. 3. The time series graphs (upper: motion activity of examinees’ mean by Eqs. (1)
and (2) in each condition, lower: sound waveform of music performance video in C2
and C3).
Table 1. Mean and standard deviation of the motion activity in each condition.
We supposed that the background sound of the music performance video, such
as clapping and cheer, could make the audience’s motion larger than the sound
of the studio version, but it could be said that the background sound would make
the audience’s motion rather than larger. The reason would be that the musical
performance without background sound can make the audience listen to it more
carefully, and the audience would come to move its body to the music more
easily in this situation. Furthermore, another assumed reason would be that the
number of examinees is not enough to examine the relationship between the
sound of videos and the motion of examinees. Therefore, we have to conduct
the experiments for many people, at least 10–20 people. Additionally, There is
few difference of motion activity between Eqs. (1) and (2) because the motions
of all joints were used in both equation. To analyze the motion activity more
clearly, we would need to choose the motion data of the joints related to moving
in rhythm.
The weight of the HMD which we used could affect the motion activity
because the examinees would not move their body because many people would
not be accustomed to move their body with the HMD. The motion activity would
be different if the examinees wear GOOVIS Pro (200g) [10] which is lighter than
Meta Quest 2 (503g) [11]. In addition, there would be room for the research of the
The Relationship Between Sound of VR Concert and Audience’s Motion 243
sound of music performance video. It could be thought that not only replacement
of the video’s sound but the sound of studio version with background sound
should be examined to compare the motion activity’s difference between live
music and studio music; the difference between including background sound and
excluding it should be also compared.
5 Conclusion
We proposed that the kinect-based motion of audience could be the important
factor in the relationship between the sound of a VR concert and the audience’s
movement, and we built the system of recording motion with viewing a music
performance video to quantify the audience’s movement as motion activity and
to measure without putting on audience directly. Moreover, we assumed that
the music performance video’s background sound could increase the audience’s
motion activity. However, the evaluation experiments showed that the video’s
background sound decrease the motion activity probably due to difficulty of
listening and lack of examinees.
In the future, we will conduct the experiments for a large number of people
to examine precisely the effect of the video’s background sound, and investigate
whether the weight of a HMD and other type of the video whose sound is fixed
can affect the motion activity. In analysis of motion activity, we focus exclusively
on the joints which is more noticeable during moving in rhythm.
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Prediction of a Musical Show Liking Using
Bio-signals of an Audience
Abstract. This paper measured the bio-signals and liking of the audi-
ence watching a musical show, and then conducted machine learning
training using this data. Subsequently, the trained machine learning
model was utilized to predict the audience’s liking for a musical show.
As a result, it was possible to achieve a prediction accuracy of 74.38%.
Through additional analysis, it was confirmed that the highest prediction
accuracy could be achieved when predicting the audience’s liking for the
musical show using support vector machine (SVM) and utilizing pupil
and facial expression data.
1 Introduction
2 Experiment
Webcam
Visual display
Pupil Core
Epoc X
E4 wristband
Auditory display
The participants expressed their liking for the musical shows on a scale from
1 to 10 after watching “You&it,” a drama genre with a running time of about 1 h
and 40 min, and “Doodle pop,” a family drama genre with a running time of about
50 min. Ratings from 1 to 5 were considered as indicating dislike, while ratings
from 6 to 10 indicated liking. During the viewing, participants were instructed to
remain as still as possible to prevent distortion of biosignals caused by movement
[7]. To minimize bias based on viewing order, half of the participants watched
“You&it” first, while the other half watched “Doodle pop” first. Additionally, a
20-minute break was provided between the musical show viewing sessions.
Thirty participants took part in the experiment, with ages ranging from
22 to 53 (mean: 33.73, standard deviation: 8.35). Nine were male and 21 were
female. Among these 30 participants, 20 expressed liking for “You&it,” while 16
expressed liking for “Doodle pop.” As each participant provided data for both
musical shows, a total of 60 sets of data were collected.
2.3 Classification
For classification, SVM and kNN, which are machine learning techniques, were
utilized. These methods are widely employed for biosignal-based classification
[4]. The analysis determined which methodology demonstrated higher prediction
accuracy.
Furthermore, utilizing the four sensors employed in the experiment, a total
of 15 sensor combinations were generated. Through an analysis of the predic-
tion accuracy associated with each sensor combination, we identified the sensor
playing a predominant role in predicting musical show liking.
Of the total data, 80% was randomly selected for training the prediction
model, while the remaining 20% was used for testing. Likings for the test data
were predicted using the prediction model, and prediction accuracy was calcu-
lated by comparing the predictions with the correct answers. To minimize the
248 C.-G. Lee and O. Kwon
Biosignals Features
EEG Mean, standard deviation, root mean square,
min/max difference, number of zero crossings,
histogram distribution, skewness, kurtosis
First 10 auto correlation coefficients, entropy,
average energy in the five frequency domains
Heart Mean, median, min/max difference, variance,
rate skewness, kurtosis, mean difference
First 5 auto correlation coefficients
Temperature Mean, median, min/max difference, variance,
skewness, kurtosis
First 5 auto correlation coefficients
EDA Mean, median, min/max difference, standard deviation,
skewness, kurtosis, activity, mobility, complexity,
mean difference, mean difference of decreasing
First 5 auto correlations, average of decreasing changes,
ratio of decreasing time to total time,
number of zero crossings
Pupil Diameter - mean, median, min/max difference,
variance, skewness, kurtosis
Position - mean, variance
Fixed time - mean, median, min/max difference,
variance, skewness, kurtosis
Blink time - mean, median, min/max difference,
variance, skewness, kurtosis
Emotion Percentage of each emotion’s time to total time
potential impact of data selection on prediction accuracy, both training and test
data were randomly selected. Learning and prediction were iterated a total of
10,000 times, and the prediction accuracy for each iteration was averaged to
derive the final prediction accuracy.
100
: SVM
: kNN
80
40
20
0
Band - Pupil - EEG - Emotion
Band - Pupil - EEG
Band - Pupil - Emotion
Band - EEG - Emotion
Pupil - EEG - Emotion
Band - Pupil
Band - EEG
Band - Emotion
Pupil - EEG
Pupil - Emotion
EEG - Emotion
Band
Pupil
EEG
Emotion
Combinations of biosignal sensors
(Band, Pupil, and EEG), SVM achieved the higher prediction accuracy. Fur-
thermore, when utilizing data from two biosignal sensors (Pupil and Emotion),
SVM resulted in the higher prediction accuracy. Lastly, when employing data
from only one biosignal sensor (Pupil), kNN led to the higher prediction accu-
racy. Based on this analysis, it can be concluded that SVM is more suitable
for predicting musical show liking than kNN. Additionally, the analysis of these
combinations reveals that pupil is included in all sensor combinations, regardless
of whether four, three, two, or one sensor is used. Therefore, it can be observed
that pupil features play a crucial role in predicting musical show liking.
Ministry of Culture, Sports and Tourism in 2024 (Project Name: Real-time feedback
visualization and multisensory performance technology development using performer-
audience emotional state information, Project Number: RS-2023-00219678, Contribu-
tion Rate: 100%).
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RAR (Reality-Augmented Reality) Experience
Awakening Urban Influence - “Fu Metaverse”
in Fuzhou, China
Abstract. The “Fu Metaverse” project pioneers urban extended reality (XR)
within Fuzhou city’s rich historical backdrop, especially along the Minjiang River.
This paper explores the technical, creative, and practical aspects of deploying XR
in urban spaces. Addressing challenges like large-scale environmental mapping,
content creation reflecting local culture, and device coordination, we introduce
novel solutions including centimeter-level spatial computing, AI-enhanced scene
understanding, and high-fidelity visual integration.
Key element to the project is the interweaving of cultural narratives with
the XR experience, allowing for immersive storytelling rooted in Fuzhou’s her-
itage. While focusing on local culture, our findings offer insights into the broader
application of XR technologies in urban settings.
The “Fu Metaverse” sets a precedent in urban RAR applications, demon-
strating how digital overlays can enrich cityscapes, strengthen cultural identity,
and contribute to the digital economy. The paper concludes by highlighting the
project’s technical successes and its potential to revolutionize urban experiences
through XR.
1 Introduction
The digital economy is a new engine for high-quality development and represents the
future global direction. On July 22, 2022, the “Fu Metaverse” themed Digital Interaction
show lit up the 5th Digital China Construction Summit. The project showcased three
distinctive areas along the Minjiang River in Fuzhou and the Convention and Exhibition
Island through a live “R (Reality-Augmented Reality) “ digital light show.
“Fu Metaverse” is custom-made for Fujian, a coastal province in southeast China,
embodying the hopes of generations for a better future. Using digital means, it becomes
the “Fu Metaverse.“ The interactive show combines Chinese culture, technology, dragon
and fish imagery, and exhibition mascots to create a new digital world. It upholds the prin-
ciples of grandeur, excitement, and sustainability, showcasing the technological allure
of Digital design.
To realize RAR experiences, it is first necessary to accurately identify and locate the
user’s spatial position to correctly overlay virtual content. Ensuring spatial perception
and positioning accuracy in such complex scenarios is one of the technical challenges.
Secondly, acquiring a vast amount of architectural and scenic data to build maps for
RAR experiences involves extensive 3D modeling of buildings, image recognition, and
processing technologies, requiring significant data collection and processing efforts,
which constitutes the second technical challenge. Lastly, the issue of buildings obscuring
each other due to their varied heights, along with the differences in brightness, color, and
shadows of virtual content under different lighting conditions, can diminish the realism
of the experience. Addressing environmental lighting and occlusion issues, as well as
real-time rendering and performance optimization for large-scale buildings, represents
the third technical challenge.
Fuzhou boasts a unique landscape with the Minjiang River nurturing a special sentiment
among its people. It carries the rich historical and cultural heritage of Fuzhou, witnessing
its development and changes. Its beautiful riverside scenery also provides citizens with
direct access to nature.
Delivering RAR performances in such a setting, closely connected to local emotions,
requires a deep understanding and appreciation of the local culture, alongside innova-
tion in both technology and content. The challenge lies in striking a balance between
technology and culture, presenting the local culture’s charm without cliché. Selecting
the most representative symbols, crafting compelling stories, and leveraging technology
to enhance immersion and even enable interactions between the virtual and the real pose
significant challenges in creating this experience.
3 Design Approaches
The “Fu Metaverse” project covers three distinct areas: the Minjiang River, Fuzhou,
and the Convention and Exhibition Island. It has addressed key technological challenges
through four core breakthroughs: Centimeter-Level Spatial Computing, Advanced AI
for Scene Understanding, High-Fidelity Rendering, Large-Scale 3D Map Construction:
a. Centimeter-Level Spatial Computing: Offers all-weather, all-scenario centimeter-
level spatial computing, enabling precise positioning and orientation (6DOF) within
a degree, supporting high-precision AR navigation, holographic POI signage, and
digital screens. This computing capability allows for accurate location identification
and virtual content overlay, ensuring precise RAR experiences even in complex and
large scenes.
b. Advanced AI for Scene Understanding: Utilizes powerful AI to deeply understand
objects, structures, and environmental features in various scenes, offering millimeter-
level 3D recognition of the surroundings and supporting 3D landmark recognition and
tour navigation. This enables more accurate identification, tracking, and analysis of
both static and moving elements in scenes, providing smarter interactions and content
presentations.
c. High-Fidelity Rendering: Optimizes lighting, shadows, and reflections through
advanced algorithms, delivering realistic and vivid visual experiences by day and
night. This ensures the digital content blends seamlessly with the real world, achieving
realistic virtual-real occlusions and enhancing the immersion and realism of virtual
content.
d. Large-Scale 3D Map Construction: Employs multi-source data collection and
processing for large-scale 3D map construction, supporting automated mapping
pipelines, satellite mapping, and rapid large-area coverage. This facilitates high-
precision positioning and content overlay, making AR experiences more accurate
and lifelike in real-world settings.
Additionally, Fuzhou Survey Institute conducted “facial recognition” calculations for
328 building complexes, ensuring stability in challenging environments, contributing to
a seamless blend of reality and virtuality in the “Fu Metaverse” experience.
In the RAR presentation of the digital interactive show, the content primarily follows
a timeline to depict Fuzhou’s journey from its ancient past to the present and into the
future digital era. Through iconic Fuzhou elements and flavors of Chinese culture, such
as goldfish and banyan trees, the audience is invited to experience the essence of Chi-
nese traditional culture and the ancient charm of Fuzhou in a novel digital format. The
following is an introduction to the chapters of the interactive show, comprising three
chapters in total.
RAR (Reality-Augmented Reality) Experience Awakening Urban Influence 255
Chapter 1: The Minjiang River, flowing through Fuzhou, symbolizes the city’s
enduring history (Fig. 1).
Fig. 1. Chapter 1: “A Millennium Journey: Leaping Over the Dragon Gate” RAR Exhibition
Content
Chapter 2: Fuzhou’s vibrant present transforms into a digital city, hinting at digital’s
impact on its future (Fig. 2).
Fig. 2. Chapter 2: “Reflections Across the Banks, Gathering of the Five Blessings” RAR
Exhibition Content
256 J. Liang et al.
Chapter 3: The audience is transported from the real city into a virtual metaverse,
where Fuzhou, on the digital Silk Road, aspires to happiness and a cosmic journey
towards the future (Fig. 3).
Fig. 3. Chapter 3: “Connecting the World, Changing the Future” RAR Exhibition Content
4 Conclusion
The “Fu Metaverse” has technically achieved comprehensive point scanning, offering
wide coverage that allows audiences on both sides of the Min River viewing area to
watch live events. It encompasses 328 buildings, spanning a length of 5,659 m. Content-
wise, all aspects of the Fu Metaverse’s digital and virtual experience are related to
the historical and cultural heritage of Fuzhou. It narrates the local populace’s life stories
through intangible digital imagery, blending the real with the virtual. In terms of format, it
also considers the compatibility with different devices and various application scenarios,
ensuring the experience is accessible day and night.
“Fu Metaverse” pioneers urban RAR innovation in China, a milestone in the nation’s
digital evolution. It seamlessly blends reality and virtual experiences, showcasing key
design innovations. Beyond locals, it attracted tourists and professionals, promoting
Fuzhou’s distinct urban identity as a hub for digital interaction and creativity.
RAR (Reality-Augmented Reality) Experience Awakening Urban Influence 257
References
1. Krauß, V., Boden, A., Oppermann, L., et al.: Current practices, challenges, and design impli-
cations for collaborative AR/VR application development. In: Proceedings of the 2021 CHI
Conference on Human Factors in Computing Systems, pp. 1–15 (2021)
2. Zuofa, T., Ochieng, E.G.: Working separately but together: appraising virtual project team
challenges. Team Perform. Manage. Int. J. 23(5/6), 227–242 (2017)
Research on Interactive Experience Design
of Culture-Themed Exhibition Based
on Environmental Psychology—Take the “Wu
Yun Jiangnan” Theme Exhibition as an Example
1 Introduction
Exhibition space focuses on the contents of different times and spaces in the same field.
It is the medium of communication between exhibits and the public, mainly containing
the themes of culture, science, technology and commerce. Among them, culture-themed
exhibitions aim to provide information about a particular culture, such as style, conno-
tation, history, etc., and often require narrative historical scenes and systematic display
contents with rich and diversified exhibition information [1]. Therefore, it is an essen-
tial goal of exhibition design to enable visitors to obtain a wholly immersive experi-
ence through the conception of an interactive experience in the exhibition space so that
they can comprehensively, deeply, and accurately perceive and accept the information.
Environmental psychology is committed to the study of the interaction between human
psychology, behavior, and environment in a particular field, and the application of its
relevant theories to the interactive experience design of culture-themed exhibitions can
provide a reference for the contemporary culture-themed exhibition space, which has
positive practical value.
Environmental psychology emerged in the 1950s and 1960s, triggered by issues such
as population growth and environmental degradation, and focused on the impact of the
environment on human behavior [2]. In 1973 and 1978, Craik and Stokols published
a review of research entitled Environmental Psychology in Annual Review of Psychol-
ogy, establishing environmental psychology as a formal branch of psychology [3, 4].
Subsequently, Stokols and others published Handbook of Environmental Psychology
in 1987, and environmental psychology became a relatively mature theoretical field of
view, which aims to analyze the interrelationships between the environment and human
behaviors, cognition, and emotions using psychological methods and to explore the
psychological changes of human beings under various environmental conditions [5].
In the theoretical field of environmental psychology, the environment is the “sur-
rounding situation”, which influences human psychological and behavioral activities [6].
For the relationship between the environment and user behavior, American psychologist
Gibson proposed that environmental objects should provide users with convenience,
have clear meaning, and meet their needs [7]. The environment has a particular order,
mode, and structure, directly or indirectly affecting human life, various development
factors, and human relations [8]. People and the environment influence each other; peo-
ple have a subjective judgment of the environment, and the environmental space can also
affect people’s perceptions.
Environmental psychology mainly explores the psychology and behavior of the ontology
of “humans” in the object environment, so the change in people’s psychological activities
and perceptual experience while visiting the exhibition is the primary content of the
designer’s attention [9]. The psychological changes users produce include awareness,
emotion, and will process [10]. In the process of cognition, users are often influenced
by the characteristics of the exhibition itself and the environment in which it is located
260 L. Lin and L. Lu
and become interested in the content the exhibition tries to convey. On the other hand,
emotion formation passes through a series of insights, comparisons, and analyses of
the exhibits, from awareness to gaining experience. Based on the first two stages of
psychological activities, which have clear objectives, the dissemination and promotion
of the spiritual and cultural connotation of the exhibition is the final process of will. To
a certain extent, the user’s psychological activity uniquely acts on the exhibition design
process.
Combining environmental psychology with Maslow’s hierarchy of needs theory, it
can be concluded that culture-themed exhibitions have functional, cultural, and expe-
riential needs. The first thing users should satisfy is the functional demand when they
enter the culture-themed exhibition space. In addition to the most basic exhibition func-
tion, comfort, beauty, reasonableness, and so on are the main elements that constitute
its functionality. Secondly, the user’s cultural demand and culture determine the quality
of this type of exhibition space. The generation of culture has a historical accumulation
and precipitation process; forming ideas and habits is a relatively stable psychological
need that can meet the user’s sense of cultural identity and belonging and draw closer to
the user’s distance. Finally, experiential demand is the pursuit of self-realization. Expe-
riential exhibition of sensory accessibility, interactive immediacy, and other character-
istics have created good conditions for the innovative development of culture-themed
exhibition space, which can better meet the spiritual needs of users.
Space, as the carrier of visitors’ behavioral activities, directly affects users’ psycho-
logical behavior. Environmental psychology research indicates that human behavioral
Research on Interactive Experience Design of Culture-Themed Exhibition 261
perception and spatial form complement each other, ultimately determining the decision-
making and action of human behavior in the environment. The construction of narrative
spatial sequences and scenarios is a restoration of the same time and space in the past,
recreating historical environments and events that occurred in the past, which can trigger
the interactive behavior of users [11]. The exhibition “Wuyun Jiangnan-Wujiang His-
torical and Cultural Display” of Suzhou Bay Museum contains many restoration scenes
with narrative significance. Figure 1 shows the mid- to late-Ming Dynasty when the
silk-reeling and textile industries centered on Zhenze and the silk-weaving industries
centered on Shengze and Huangjiaxi emerged. Users can quickly immerse themselves
in that historical scene and interact with the textile machines, thus understanding the
information about the field at that time (see Fig. 1). Figure 2 shows that seven thousand
years ago, the ancestors of Wujiang started the road of exploration of history and culture
on this land (see Fig. 2). As a typical representative of Liangzhu culture, the Longnan
Site in Meiyan, Pingwang Township, is known as “the First Village of Jiangnan”. This
exhibition restores the production and living scenes of the villagers in the village and
realizes narrative scenario reproduction by combining historical photographs, cultural
relics, and interactive touch screens with historical scene restoration. At the same time,
the efficient integration of exhibits, artifacts, images, fields, explanatory texts, and other
elements can make the narrative plot more compact and the historical scenes more emo-
tional impact, thus allowing users to truly feel the historical and cultural information
conveyed by the exhibition from the spatial scene. It can be said that scene recovery with
narrative significance influences visitors’ behavior and perception with its spatial form,
optimizes the exhibition space, and promotes the dissemination of history and culture
simultaneously, so narrative becomes a critical factor in enhancing the user experience
of the exhibition space.
Fig. 1. Textile machinery and equipment, fiber materials, etc., in historical restoration scenes
Fig. 2. Restoration of scenes of villagers’ production and life at the Longnan Site in Meiyan,
Pingwang Township
the perceptual system of the visitor’s brain, thus affecting the visitor’s psychological
activities and behavior, such as attracting users to produce the virtual strings to play
music, to participate in the creation of spatial ambiance, and at the same time to increase
the interest of the exhibition, attracting more visitors to experience(see Fig. 5). Through
the combination of “sound” “painting” and “scenery”, as well as accurate ships and
running water, users can mentally perceive the scene at that time. Countless vital figures
and events in the history of human development can be supported by augmented reality
technology to reproduce the scenarios in a dynamic and virtual fusion method, placing
the natural display objects and virtual image art in the exhibition space, which enhances
the visual effect of users, guides their line of sight and flow to obtain a more continuous
experience, and enhances their interest, sense of immersion and sense of immersion in
the exhibition [14].
264 L. Lin and L. Lu
Fig. 5. Spatial and temporal recreation of the virtual scene at the Chuihong Bridge
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1. Jijun, Z., Sheng, Z., Jin, F.: The design of exhibition center with regional cultural symbol.
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2. Parathian, H.E., Frazão-Moreira, A., Hockings, K.J.: Environmental psychology must better
integrate local cultural and sociodemographic context to inform conservation (2018)
3. Craik, K.H.: Environmental psychology. Annu. Rev. Psychol. 24(1), 403–422 (1973)
4. Stokols, D.: Environmental psychology. Annu. Rev. Psychol. 29(1), 253–295 (1978)
5. Altman, I., Stokols, D. (Eds.): Handbook of environmental psychology. Wiley & Sons (1987)
6. Nielsen, K.S., Cologna, V., Lange, F., Brick, C., Stern, P.C.: The case for impact-focused
environmental psychology. J. Environ. Psychol. 74 (2021)
7. Gibson, E.J.: Has psychology a future? Psychol. Sci. 5(2), 69–76 (1994)
8. Blok, V.: The human glance, the experience of environmental distress and the “affordance”
of nature: toward a phenomenology of the ecological crisis. J. Agric. Environ. Ethics 28,
925–938 (2015)
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psychology under environmental psychology. Psychiatria Danubina, 34(suppl 1), 829–830
(2022)
10. Daae, J., Boks, C.: A classification of user research methods for design for sustainable
behaviour. J. Clean. Prod. 106, 680–689 (2015)
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(2021)
12. Jeong, S., Hashimoto, N., Sato, M.: Immersive multi-projector display on hybrid screens with
human-scale haptic interface. IEICE Trans. Inf. Syst. 88(5), 888–893 (2005)
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technology. Math. Probl. Eng. (2022)
14. Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., Ivkovic, M.: Augmented
reality technologies, systems and applications. Multimedia Tools Appl. 51, 341–377 (2011)
15. Mühlhoff, R.: Human-aided artificial intelligence: or, how to run large computations in human
brains? Toward a media sociology of machine learning. New Media Soc. 22(10), 1868–1884
(2020)
Suzhou Garden Dynamic Image Design Based
on Digital Media Programming and Sound
Visualization
1 Introduction
With the current rapid development of computer technology and information technol-
ogy, digital means have also provided technical support for the protection and inheritance
of Suzhou Garden. The main research direction of similar related fields is dominated
by interior design, garden digital assets, restoration and preservation, etc., in the form
of text, photographs, mapping, three-dimensional scanning, visualization technology,
interactive and generative digital technology in traditional garden art. On the other hand,
most of the existing Suzhou garden digitization achievements are led by the government
and enterprises, with the collaborative participation of professional teams, while public
participation is insufficient.
Art programming, which is the combination of algorithms, data, and art, allows
for the processing of images and graphics, sound information, video information, and
so on. It has been tapped for application in more fields as an emerging audiovisual
form in the art field to generate various forms of art design, such as moving images.
This makes works have a stronger visual impact through the use of modern technology,
breaks the boundaries between people and traditional art, closely connects technology,
art and people, and reveals the trend of art development in the new era. Digital cultural
and creative products are new products that have developed rapidly in recent years due
to digital technology. In the digital environment, digital cultural and creative products
create and disseminate creative content and provide users with novel and interesting
cultural experiences through interactivity, personalization and cross-platform features.
Therefore, we propose the use of modern technological means such as programming,
sound visualization, and intuitive moving images, supplemented by digital cultural cre-
ations with a wide audience, a high degree of personalization and participation, and easy
sharing and dissemination, to combine digital media technology with cultural and cre-
ative products and to use digital technology and creative design to create moving images
with emotional experience and interactivity, which enhances the attractiveness and infec-
tiousness of the culture of Suzhou gardens and helps traditional garden aesthetics and
culture resonate with people in contemporary society.
2 Literature Review
Light, shadow, wind, sound and other similar intangible elements in the garden landscape
play important roles in shaping the reality, color and mood of the garden space, but it
is often difficult to describe, compare and carry out practical research with specific
vocabulary.
Since ancient times, in garden landscape design, the application of light and shadow
has become more common, and the garden landscape has become more vibrant and
dynamic; thus, the landscape level has become more dynamic and varied. In terms of
spatial light and shadow in gardens, existing studies on space creation, flower window
construction and light landscapes have focused on color, covering spatial color, static
color and dynamic color, etc. In terms of sound, research has been carried out in terms of
the symbolic meaning of sound, aesthetics, aesthetics, design introduction and landscap-
ing. There are relatively few studies in the field of sound visualization and interaction,
but research on music visualization and spectrum transformation can provide guidance
and a reference for this topic.
268 M. Liu et al.
2.2 Color
Color plays a very important role in the artistic value system of Suzhou gardens and
conveys many cultural messages to people. With the deepening of garden research,
color as an abstract form has been emphasized.
Suzhou Garden Dynamic Image Design 269
Citation 1 Garden colors are divided into dynamic and static. Dynamic color changes
with time, such as daylight and plant color, and the dynamic color in gardens is affected
by changes in daylight color temperature, early morning warm tones, middle tones during
the day, and cold tones at dusk. This color change in the garden landscape provides a
rich level of emotion so that people experience different visual experiences at different
times and under different atmospheres (see Fig. 1).
Plant color accounts for a large proportion of the color system of the Suzhou classical
garden; not only is the inherent color very rich but also, with the change of seasons, it
will present different shades, showing the dynamic beauty of color. In addition, under
different light intensities, the different transmittances of plant leaves and flowers make
the color presentation more diverse. In “A Study on the Rationality of Planting Density
of Colorful Shrubs in the Lower Levels of Landscaping”, the types of shrubs in some
areas of the garden were counted [3].
According to the above statistics, the garden, by reasonably matching different types
of plants, especially deciduous shrubs and evergreen shrubs, makes the overall landscape
colorful and diverse, showing seasonal changes and rich visual effects (Tables 1 and 2).
2.3 Sound
Natural sounds in the landscape mainly include natural phenomena, including wind,
thunder and lightning, rain, and water, as well as sounds produced by plants and animal
chirping.
The following data use water sounds as an example. Water is the main object of
soundscape design in garden landscapes. In Wang Yaping’s “Research on Sound Pref-
erence of Garden Water Features”, the sounds of water features with different flow rates
and people’s preferences for different sounds were counted (Figs. 2, 3, 4 and 5).
Sampling stream
1 2 3 4 5 6 7 8 9 10 11 12
number
A sound level/dB 87.1 81.8 81.9 76.3 75.9 66.6 74.9 80.4 77.9 76.6 66.1 71.8
People's - - - - - - -
1.5 1.46 - 0.3 1.8 0.38
preferences 0.96 0.68 0.68 0.08 0.38 0.42 0.38
Fig. 2. The sounds of water feature different flow rates and people’s preferences for different
sounds [5].
In the interactive relationship between people and gardens, people who are conscious,
perceptive, thinking about the ability to exist, with the subject position and initiative,
can take the initiative to appreciate, experience, and perceive the beauty of the garden
and, through their own behavior and attitudes toward the garden, to have an impact; thus,
people’s perceptions and reactions are particularly important.
According to the data collected, among the natural sounds of gardens, the people
who like the sound of water the most account for 49% of the total number of people
surveyed, ranking first, followed by the sounds of rain and wind, ranking second and
third, with 18% and 11%, respectively. These natural sounds have a unique attraction and
soothing effect on people’s minds and can bring people a pleasant feeling and relaxing
experience.
The survey data in "Research on the Optimization of Suzhou Garden Scenic Area
Operation and Management Mode" show that the comfort level of Suzhou Garden visitors
is high during nonholiday seasons [6].
In the case of a physical installation interactive sound visualization product, Ryoji Ikeda’s
Transfinite utilizes projection technology, various frequencies, and the visual effect of
Suzhou Garden Dynamic Image Design 271
light and shadow beams transforming to create a special interactive sound visualization
installation that visualizes frequencies at the edge of the human auditory range.
Neil Mendoza’s work "Robotic Voice Activated Word Kicking Machine" combines
projection and robotics to explore areas of interaction between the virtual and the
physical, programmatically transforming language into visual text.
The generation of moving images is controlled by a series of variables within the code.
These variables use real garden data, including environmental data such as temperature,
light conditions and vegetation distribution in the garden where the tourists are visiting,
and at the same time, a section of sound samples from the garden is selected. These
Suzhou Garden Dynamic Image Design 273
data are input into processing and introduced into the minim library, which controls the
changes in the moving images by means of sound visualization and other means.
This approach not only makes the generation of moving images more random and
flexible but also enables us to more intuitively perceive the changes and evolution of the
internal garden environment.
Fig. 4. Abstract moving image drawn in processing controlled by several sets of variables Still
frame presentation.
This interactive design allows visitors to perceive and understand the environmen-
tal characteristics of the place they are visiting, thus deepening their impressions and
emotional experiences.
Through this sound visualization, we not only provide visitors with a novel experi-
ence but also a more intuitive and dynamic way of perceiving the site. The program aims
to stimulate visitors to think and feel about the environment and art and to promote an
emotional connection to the places they visit.
274 M. Liu et al.
4 Conclusion
This study revealed that there is insufficient application in the excavation and dissemi-
nation of historical and cultural connotations, as well as insufficient application of the
current interactive and generative digital technology for garden culture dissemination.
To address the above problems, this paper proposes the use of modern technical
means such as programming, sound visualization and intuitive moving images to decon-
struct classical oriental aesthetics and traditional culture supplemented by digital cultural
creations and to create content with emotional experience and interactivity by using digi-
tal technology and creative design so that cultural and creative products can be interactive
and participatory to enhance the attractiveness and infectiousness of the Suzhou Garden
culture and to improve the effectiveness of dissemination.
This is an innovative approach to alleviating the relative lag in the application of digi-
tal media in the culture of classical Chinese gardens, breaking through traditional modes
of thinking, enabling research on the digitization of Suzhou gardens to be carried out
from a new perspective, filling the research gaps in the application of programming and
sound visualization in Suzhou gardens, and shedding light on the digitization of other
traditional cultures. The combination of technology and art promotes the dissemination
of traditional Chinese garden culture in multiple contexts and helps global cross-cultural
audiences better understand and appreciate the deep aesthetic and cultural connotations
of gardens. At the same time, showcasing the innovative application of digital and inter-
active technologies in the field of art enriches the sensory experience of gardens, explores
new ways for technology to capture and reproduce the beauty of nature, and injects new
vitality into the invaluable cultural heritage of Suzhou garden art.
Second, the field of garden culture integration with science and technology is a
cutting-edge field, with challenges such as rapidly updating technology and imperfect
theories, and our research may not be able to cover the latest developments and theoretical
advances.
Future research can further expand the sample size, broaden the scope of collabora-
tion, strengthen interdisciplinary cooperation with other organizations and professionals,
dig deeper into the theoretical framework of gardening technology integration, focus on
the field of science and technology, and keep abreast of the development and applica-
tion trends of the latest technologies to explore the development of this field in a more
comprehensive and in-depth manner.
Disclosure of Interests. The authors have no competing interests to declare that are relevant to
the content of this article.
References
1. Mengxin, R.: Research on the Application of Music Visualization Dynamic Design on Mobile
Terminals. Jiangnan University, Wuxi (2020). (in Chinese)
2. Jie, Y.: Color analysis of Suzhou gardens. J. Shanghai Arts Crafts, 93–95 (2010). (in Chinese)
3. Aihua, X.: Research on Plant Configuration in Suzhou Classical Gardens. Suzhou University,
Suzhou (2011). (in Chinese)
Suzhou Garden Dynamic Image Design 275
4. Bijuan, W.: Research on the rationality of planting density of color-block shrubs in the lower
layer of landscaping. J. Eng. Technol. Res. 7(04), 215–217 (2022). (in Chinese)
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University, Nanjing (2011). (in Chinese)
Research on the Digital Exploration
and Inheritance of Tibetan Cultural
Landscapes—Take the Mani Heap
as an Example
1 Introduction
Mani heaps consist of stones or slates carved with Buddhist figures, mantras, scriptures,
and expressions of daily life, prayers, and confessions of the Tibetan people, forming
a living landscape adorned with religious cultural structures such as wind-horse flags,
white stupas, making each Mani heap uniquely morphological and culturally valuable,
as shown in Fig. 1. Mani heaps are prevalent in Tibetan areas, located near temples,
villages, mountains, and rivers, accompanied by interactive activities such as prayer and
circumambulation, embodying significant dynamic and interactive cultural value [1].
As a cultural landscape formed over a long period, Mani heaps play an important
role in religion, history, social interaction, and handicrafts [2].
Fig. 2. Display of Survey Mani heap Digital Points from 2016 to 2024
The advancement of technology has altered the relationship between humans and
the environment, facilitating our lives and enhancing production efficiency, but it has
also had significant, and sometimes irreversible, impacts on natural resources and the
environment.
One of the factors contributing to the challenges faced by Mani stone piles is changes
in the natural environment and ecology. As economic and tourism development pro-
gresses, road construction in Tibet is continuously evolving and being repaired, as shown
in Fig. 3. This development can lead to the removal or relocation of some Mani stone
piles located along the roadsides during construction. Moreover, the alteration of travel
routes due to road development changes the traditional pathways of the Tibetan peo-
ple, leading to decreased contact and accessibility for some original Mani stone piles.
Consequently, the connectivity between Mani stone piles and traditional communities
is gradually diminishing.
Research on the Digital Exploration and Inheritance 279
The rapid development of modernization has altered not only social structures but also the
ways in which people access information and carry out their daily activities. The preva-
lence of social media and electronic devices has led to a decrease in communal activities
and traditional religious events and rituals among the Tibetan people. Modernization has
significantly transformed the social relational structure from both physical and spiritual
perspectives. In the physical realm, in some modernized cities in the Tibetan area, exces-
sive tourism and modern housing construction have squeezed the developmental space
for cultural landscapes. On the spiritual level, the rapid advance of modernization has
altered people’s living situations and aesthetic choices, leading to a gradual reduction
and fading of the demand for traditional culture.
280 Z. Liu et al.
Besides aiming to enhance the public’s cultural recognition of Mani heaps, in the face
of industrial and modern impacts on traditional communities, traditional Tibetan com-
munities have gradually dispersed, with Mani heaps no longer serving as sites for rituals
and communal activities. Older Tibetans may still keep the tradition of circumambulat-
ing and praying at these heaps, a practice rarely found among the younger generation.
In future communication and innovation systems, while spreading public awareness, we
hope to reinforce traditional communities and folk activities, re-establish local connec-
tions, and mitigate the disintegration of community relations caused by modernization,
thereby promoting the diversified development of culture.
5 Conclusion
The rapid development of digitalization has provided technical support and new ways
of living for the Mani heap cultural landscape, which is facing developmental chal-
lenges, ensuring its heritage and continuity. This paper proposes three digital preservation
methods based on field survey data collection, evaluation methods, and the establish-
ment of digital archives, along with strategies for digital preservation based on storage,
retrieval, dissemination, display, communication, and innovation. It aims to enhance the
preservation, dissemination, and inheritance methods of the Mani heaps, continuously
284 Z. Liu et al.
increasing their public awareness. This will encourage more entities to participate in the
digital preservation and construction of the Mani heaps, allowing them to establish new
connections and a sustainable, living development force in the digital and diverse era.
References
1. Peng, Z., et al.: The use of quantitative methods to study the colours of Mani heaps in Tibet: a
Dêngqên county case study. Int. J. Humanit. Arts Comput. 15(1–2), 152–169 (2021). https://
doi.org/10.3366/ijhac.2021.0267
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4. Hou, Y., Kenderdine, S., Picca, D., Egloff, M., Adamou, A.: Digitizing intangible cultural
heritage embodied: state of the art. J. Comput. Cult. Heritage 15(3), 1–20 (2022). https://doi.
org/10.1145/3494837
5. Foni, A.E., Papagiannakis, G., Magnenat-Thalmann, N.: A taxonomy of visualization strategies
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pp. 3–4 (2021). https://doi.org/10.1145/3475720.3476878
The Information Visualization Design Research
on Turquoise Along the Silk Road
Abstract. The aim of this study is to delve into the multi-dimensional nature of
turquoise as a gemstone through visualization techniques, highlighting its unique
geological attributes and cultural symbolism. We use advanced computer graphics
and data visualization techniques to uniquely present the distribution of turquoise
on Earth, its color variation, and its historical pathways. The Silk Road is a typical
historical and cultural information, as an extremely important trade route in history,
the significance of the Silk Road is not only in the route itself, it is more like a thread
through the development history of human civilization. China’s turquoise mines
are mainly distributed in the Qinling Mountains, Qilian Mountains and Tianshan
Mountains, connecting the mining areas and coincident with the Chinese section
of the ancient Northwest Silk Road. The development of turquoise on the Han
Silk Road is accurately conveyed through the interactive visual design scheme of
information to accurately convey the knowledge context of the land Silk Road.
It showcases the historical and cultural value of the Silk Road as a model of
exchange, mutual learning and coexistence among civilizations in human history.
From the perspective of interactive information visualization, it provides more
intuitive information visualization for the development of turquoise, increases the
artistry of the historical performance of the Silk Road in the Han Dynasty, and
allows users to get a better visual experience.
1 Introduction
As a precious gem, turquoise played an important role in the trade of the ancient Silk
Road. This gem is often seen as a symbol of wealth, power and status, and is therefore
highly sought after in the commerce of the Silk Road.
Turquoise, also known as “turquoise”, is named for its “shape like a pine ball, colon-
early pine green”. The English name is Turquoise, meaning Turkish stone. Turkey does
not produce turquoise, and it is said that the ancient Persian turquoise was transported to
Europe through Turkey and named. There are huge turquoise reserves, not only China,
Egypt, Iran, the United States, Russia, Chile, Australia, Peru, South Africa, India, Pak-
istan, Kashmir and other regions have abundant mineral reserves.“ShiYa” explained:
“(turquoise) looks like a pine ball, the color is nearly pine and green, so it is its name”.
The turquoise is mainly found in Central Asia, now in Iran, Afghanistan and China’s
Xinjiang province. Merchants on the ancient Silk Road shipped turquoise from these
areas to the west to aristocrats and wealthy merchants in the Middle East, the Mediter-
ranean coast and Europe. This trade not only brings economic benefits, but also promotes
the exchange and integration of Eastern and Western cultures. Its circulation path also
reflects the complex network of the Silk Road. Intermiddleman trade from mineral to
final consumption, long-distance transportation across deserts and mountains, as well
as exchanges and cooperation under different cultural backgrounds all constitute an
important part of the turquoise trade.
Turquoise mine, in ancient times, should be a special national resources. During the
period of Erlitou culture, turquoise workshops only existed in the core settlement of Erl-
itou culture, reflecting that turquoise had become the core symbol of the national ritual
system, and was a precious jade variety flaunting the aristocratic status. The mining and
utilization of turquoise mines should be in the hands of the rulers [2]. The investiga-
tion and research of turquoise mining sites can not only provide important clues for the
study of the formation of early national civilization in China, but also provide impor-
tant directional evidence for exploring the driving force of cultural interaction between
different regions in ancient times. Therefore, the ancient turquoise mining remains is
particularly important. In the Yangshao Culture period, the excavation of turquoise was
not only limited to some special sites, but also more than 50 places, the number of which
was far beyond the early period, indicating that turquoise ornaments began to be widely
distributed in the region. However, a large number of turquoise jewelry concentrated
unearthed site is still relatively limited, such as shaanxi south zheng longgang temple
site unearthed 75, Henan xichuan wang site unearthed about 33, Shandong big mouth
cultural sites and stream cultural sites also found, especially focal site and large paddy
field site unearthed more considerable, while other sites are only scattered findings, but
widely distributed in the region [3].
In the period of Longshan Culture, the distribution of turquoise was mainly con-
centrated in the Yellow River basin, especially in the middle and upper reaches of the
Yellow River, such as Qijia culture, Siba culture, Tao temple culture and Shimao culture
were frequently unearthed. (Fig. 1) In contrast, turquoise ornaments are scarce in gen-
eral sites. In the pottery Temple culture of the middle and lower reaches of the Yellow
River and Shandong province, turquoise jewelry is mainly found in some large ceme-
teries, while the Yangtze River basin and northeast China are relatively rare, showing
significant imbalance in regional distribution.
In terms of turquoise types, the Neolithic age was dominated by decorative orna-
ments. Early turquoise ornaments are mostly sheet-shaped single holes, suitable for
hanging earrings and hanging pendant ornaments, and tube bead class string ornaments
are relatively rare. In the middle and late period, the variety of turquoise ornaments
increased, first, the increase of tube bead string ornaments, followed by the appearance
of wrist ornaments and headdress inlaid with embedded and other materials, showing the
significant changes in the production process and product types. The emergence of inlay
technology and the special cutting and grinding of turquoise inlay laid the foundation for
the development of turquoise in the Erlitou culture period, and became an indispensable
link in the selection of objects in the ruler’s sacrificial etiquette system.
The Information Visualization Design Research on Turquoise 287
Europe and the CIS. Turquoise is not only in China, but also in Iran (ancient Persia),
Egypt, Turkey, and other countries, used to ward off evil spirits, some even reached the
extent of blind worship. In the ancient Persian language, turquoise means “the invincible
victor”. The Persians believe that turquoise can ward off evil spirits, treat epilepsy and
mental confusion, and that turquoise ornaments have been unearthed in many ancient
Persian tombs.
The Mayan civilization located in Central and South America is an ancient civiliza-
tion distributed in today’s southeastern Mexico, Guatemala, Honduras, El Salvador and
Belize. Although its society has always been in the Neolithic Age without metal, it has
a developed writing system and has made very high achievements in astronomy, math-
ematics, agriculture and art. According to the research of archaeologists, the ancient
civilizations in Central and South America may be closely related to the thousands of
miles of information network formed by the circulation of turquoise and the development
of the trade network. According to archaeological excavations, turquoise excavated in
southwest America concentrated preferentially in New Mexico and Cheek Valley, and
formed grinding processing sites in the 9th century, and then circulated to China and
South America respectively, because a large number of rough tools for making production
were found in this area [5].
There are also signs that they not only beat the mother rock to get turquoise, but also
heated the mother rock and added water to break the turquoise. About 100,000 tons of
debris and related items were found in this turquoise processing site, and you can imagine
the huge labor force consumed at that time. More than 56,000 pieces of turquoise and
semi-finished products were found in Chako Canyon. Chaco Canyon and the surrounding
areas do not produce turquoise, so it may be related to long-distance trade, and its main
social function is the necessity of various ritual activities in the regional culture. These
turquoise are found in the early sites of the Chaco cultural sequence and are also used
in some ritual activities. For example, in the southwest of America, the ancient Pueblo
people used specially designated caves to perform rituals related to specific seasons and
activities. The ors found in the ceremonial cave include prayer sticks and spears besides
turquoise, shells and obsidian ornaments.
Investigate the world’s ancient civilization decoration and etiquette, if the use of jade
region and groups mainly east Asian ancient Chinese civilization, the ancient Indian
and New Zealand Maori so form the Pacific rim famous three jade culture plate, so
turquoise and the distribution of inlaid jewelry across east Asia, China, North America
and central America, in the world multiple ancient civilization birthplace. In Central and
South America, turquoise began to be made in the middle of the preclassical period, and
flourished in central and South America throughout the postclassical period.
Maya culture also popular jade jade ornaments, and since then together with turquoise
became a popular decorative instrument in the whole Mayan upper society. Maya culture
using jade and turquoise decorations, compared with China 9000 years ago found in jia
lake site turquoise, a lot of late, and compared with Egypt 5500 BC using turquoise s,
jia lake ruins of turquoise also early 1500 years, so the ancient Chinese civilization is
the earliest turquoise decoration. From the functional point of view, at the beginning
of Chinese turquoise, with simple ornaments, flat round beads and other decorations,
but then not only in the regional changes, its functions and production technology also
become complex and diverse. First, turquoise inlaid products began to appear from the
northeast and the Yellow River basin, and then prevailed in the middle and lower reaches
290 X. Mi et al.
of the Yellow River and the lower reaches of the Yangtze Rivern [3]. In the early Bronze
Age, with the bronze smelting technology and bronze containers favored by the upper
class of the Central Plains Dynasty, the development and smelting technology of the
ceremonial products used in the upper class were changed from traditional jade ritual
instruments to bronze containers and turquoise inlaid products with copper, bone teeth
and jade as the main materials [4]. This is the original creation of Chinese civilization,
and it is also the difference between the turquoise inlaid in the main material and gold
and silver in Europe, Central Asia and ancient Egypt, and the shellfish and stone in
Central and South America as the main material (Fig. 2).
Through the information visualization technology, we can clearly show the distribution
and trade path of turquoise on the Silk Road. Using tools such as geographic information
systems (GIS), we can mark turquoise origin, transit stations, and final consumption sites
on a map, and indicate trade paths by lines or arrows. Such a visual design can help us
to more intuitively understand the circulation of turquoise on the Silk Road, and reveal
the complexity and global scope of its trade network (Fig. 3).
The historical evolution of the turquoise trade can be presented using the timeline
and dynamic chart approach. By showing the turquoise trade data of different periods
and regions, it can reveal the regularity and trend of its occurrence with time and region.
Using network analysis methods, the connections and relationships between different
cities and trade centers on the Silk Road can be studied. Building the source, transfer
station and final destination of turquoise into a network, and analyzing the connection of
nodes and edges can reveal the structure and characteristics of the ancient trade network.
The Information Visualization Design Research on Turquoise 291
5 Conclusion
Information visualization design can also help us to trace the historical evolution of the
turquoise trade. Through the combing of the historical documents and archaeological
data, combined with the visualization technology, we can present the changing trend
of the turquoise trade in different historical periods. These changes may be influenced
by political, economic, and cultural factors, such as war, dynastic change, and cultural
exchange. The visual analysis of turquoise trade can not only help scholars to deeply
study the ancient trade network and gem industry, but also promote the inheritance
and development of ancient culture and history. Through visual methods, academic
research results can be presented to a wider audience to promote academic exchanges
and cooperation in related fields. Through the visualization of these historical changes,
we can have a deeper understanding of the development context and influencing factors
of the turquoise trade on the Silk Road.
References
1. Qin, X.-L., Li, X.-T., Yang, L.-P., et al.: Comprehensive study on turquoise tools unearthed
in Banpo cemetery of Longgang Temple Shaanxi Province. South. Cult. Relics 06, 216–231
(2023)
2. Guo, D.Y., Li, G.: The aesthetic characteristics of Erlitou turquoise ware and its enlightenment
on Zhushan turquoise jewelry design. Chinese Treasure Jade (06):36–43 (2023)
3. Zhao, Y.: From the Erlitou cultural site unearthed inlaid turquoise bronze brand ornaments
to see the early Chinese stone inlaid technology overlapping. Art and Design (Theory) 2(07),
127–130 (2023). https://doi.org/10.16824/j.cnki.issn10082832.2023.07.012
4. Xiao, W., Xian, Y.H., Yu, C., Wang, Y., Sun, L.J., Li, Y.F.: Microinvasive analysis of textile relics
from an ancient Silk Road turquoise mining site. Sci. China Technol. Sci. 66(8), 2286–2296
(2023). https://doi.org/10.1007/s11431-022-2448-1
5. Pang, X.X.: Preliminary study on turquoise wrist ornaments unearthed in pottery temple culture.
Central Plains Cult. Relics (02), 76–86 (2023)
Translation and Visual Presentation of Cultural
Symbols of Chaoshan Mid Autumn Festival
Sacrifice
Abstract. Chaoshan Mid Autumn Festival sacrificial symbols not only reflect the
unique festival customs and core values of the region, but also reflect the profound
traditional spirit and local characteristics. These symbols not only contain the deep
affection of Chaoshan people for local culture, but also provide a window for the
outside world to understand Chaoshan society. Nevertheless, the regional culture of
Chaoshan has not been fully utilized in modern visual design and communication.
This study analyzes the cultural connotation of Chaoshan Mid Autumn Festi-
val celebration through semiotic method, literature review and field investigation.
The study systematically classifies the symbols of Chaoshan Mid Autumn Fes-
tival celebration, explores their cultural roots, and reveals the core significance
of these symbols. The study successfully constructed a Chaoshan Mid Autumn
Festival sacrificial symbol system, and discussed how to combine these symbols
with modern design. Through the analysis of design cases, the application and
translation skills of Regional Symbols in modern design were put forward.
This study proposes an innovative translation strategy of visual design
based on prototype image and cognitive transformation, aiming at reconstruct-
ing Chaoshan Mid Autumn Festival sacrificial symbols. This strategy focuses
on the four elements of context, image, concept and behavior, provides a new
translation path for visual design, and points out its limitations and development
direction. Through in-depth study of objects, meanings, environments and char-
acters, this path aims to innovate the content and provide design methods and
empirical analysis for the translation of regional symbols.
Through this study, Chaoshan Mid Autumn Festival sacrificial symbol system
can be established and applied to visual design, which not only avoids the simple
imitation of Chaoshan cultural symbols, but also provides a new perspective for
understanding and updating the visual image of Chaoshan festival culture.
Although studies from the historical and sociological perspectives have discussed the mid
autumn festival celebration culture in Chaoshan in detail, there is relatively little research
on visual design. The purpose of this study is to explore the core meaning of cultural
symbols behind the Mid Autumn Festival sacrificial ceremony in Chaoshan, and to design
an appropriate symbolic framework. Through the interpretation and transformation of
visual art and design, the visual uniqueness of Chaoshan culture is re displayed, and the
deep integration of Chaoshan culture and modern visual design is promoted.
The research focuses on some key issues in the academic field. From the perspective of
semiotics and design, through the interdisciplinary cooperation strategy, the Chaoshan
sacrificial ceremony and its cultural symbols are deeply discussed, classified and sorted
out. The research aims to understand the unique nature and cultural meaning of symbols,
and provide theoretical support for the practical application of design. Multidisciplinary
integration provides knowledge support for local cultural brand building and tourism
industry development. Under the background of globalization and the change of urban
and rural structure, the combing of the core of Chaoshan traditional culture and the
integration of cultural identity are helpful to deeply understand and show the conno-
tation of Chaoshan culture. At the same time, it creatively constructs the theoretical
system of cultural symbol transformation, which is of positive significance to promote
the dissemination of Chaoshan sacrificial culture and the transformation of tourism
industry.
This symposium mainly focused on the worship tradition of Mid Autumn Festival in
Chaoshan area, aiming to study and clarify how to translate and display the unique
cultural signs in the area of visual design. Regional culture reflects people’s in-depth
cultural insights accumulated in daily life and production activities. When this culture and
the natural environment of a specific region blend with each other, it will form a unique
and historical cultural imprint. The sacrificial activities of the Mid Autumn Festival are
not only deeply rooted in the natural and social systems of Chaoshan area, but also
integrate many philosophical thoughts, belief activities and other cultural heritage. As
a symbol of the traditional culture in Chaoshan area, this festival integrates cultural
elements from many aspects, such as physical culture, organizational structure, rituals
and beliefs, and has become a classic case and benchmark for in-depth study of folk
custom culture in Chaoshan area. Therefore, this study mainly focuses on the folk culture
in Chaoshan area and the symbolic significance with the Mid Autumn Festival worship
custom as the core, aiming to build a comprehensive cultural symbol system of the Mid
Autumn Festival worship custom in Chaoshan.
Translation and Visual Presentation of Cultural Symbols 295
The word “transliteration” originated from linguistic theory. It was first mentioned
in the appendix “Zhengming Zayi” of Zhang Binglin’s book “Yushu Dingwen”. This
article makes it clear that the task of translation is highly complex and challenging, mainly
because there are differences in the systems and laws of different countries, which makes
it difficult for translation work to be used as a reference. This word was originally used
to describe the interpretation or behavior of one language or text to another. However,
in situations involving many fields, this word reflects the deep understanding of the target
and the construction of new ideas in the process of translation.
Cultural translation is a method of translating cultural content from different regions
into information that readers can perceive and accept through translation skills, which
includes the whole evolution process of understanding, absorbing and identifying with
this culture. Ankapulan’s view is that this cultural transformation is essentially a kind of
civilization interaction beyond the limits of time and space, but also has the characteristics
of self-generation. In other words, in this interaction across cultural boundaries, new
cultural entities are born and expanded. Therefore, we can regard the whole process of
cultural translation as a continuous process, covering many aspects, such as integration,
absorption, revision and recreation. The perspective of translation is mainly divided into
the following aspects:
The visual presentation of Chaoshan Mid Autumn Festival sacrificial symbols is charac-
terized by confusion and misplacement. The main performance is: across the boundaries
of different materials and organizational structure of misappropriation. This kind of mix-
ing is not only for aesthetics, but also for the needs of service objects. For example, the
comprehensive use of materials in the yueniang robe and the organic changes in the form
of sacrificial objects all show this feature. This fusion technique often brings unexpected
visual effects, and can be flexibly adjusted according to needs.
From the end of the 19th century to the beginning of the 20th century, Shantou
commercial buildings began to be influenced by Baroque style and integrated into the
local climate design. This marks the beginning of the impact of foreign civilization on
the Chaoshan region. The Mid Autumn Festival musical column is an example of the
integration of various cultural elements, which shows the inheritance and response to
traditional culture in the context of changing real life.
The most impressive is the incense canister decoration, which combines western
paintings, eight immortals patterns and seasonal flowers, creates an atmosphere through
electronic music, and shows the exchange and collision between Chinese and Western
cultures.
Chaoshan Mid Autumn Festival sacrificial symbols realize the visual communication of
information through graphic design, and successfully integrate the use of representational
images and symbols. Geometric, plant and animal patterns are common in sacrificial
objects, showing a wealth of decorative beauty.
296 L. Ou Yang and H. Li
Chaoshan Mid Autumn Festival sacrificial symbols present specific visual images
according to the theme strategy, which are often divided into three categories of symbols:
geometry, plants and animals. Among them, geometric symbols play a key role in the
design, such as short line, long line, dragon fish scale, etc. Handicrafts dominate the
market, but some products lack creativity and high imitation. Due to the high price and
inconvenience of carrying, the selection of sacrificial ritual items is reduced, and the
uneven quality of goods in the market weakens the symbolic significance of sacrificial
ritual.
In recent years, the value of the cultural and creative industry has been more widely
recognized, and with the gradual promotion of the rural revitalization plan, the cultural
industry in Chaoshan area has received more in-depth attention under this background.
As a source of inspiration for the design, Chaoshan Mid Autumn Festival sacrificial
ceremony tradition is committed to displaying the unique cultural characteristics and
customs of the region. However, from a broader perspective, the application of cultural
symbols still has some imperfections, and most designs are still in the primary stage of
imitation (Table 1).
Table 1. Product Cases of Chaoshan Mid Autumn Festival Sacrifice Ceremony Elements.
transformation to meet the needs of modern society. Through digital means, the cultural
scene can be reproduced in the virtual space, which expands the boundary of traditional
rituals and realizes the continuous inheritance of culture.
The Intertwined Influence of Urbanization and Consumer Culture. In the process
of urbanization, the acceleration of information dissemination and the increase of cultural
diversity make the traditional festival symbols reinterpreted in the new cultural context.
The popularity of digital technology enables these symbols to spread around the world,
and also reflects the impact of consumer culture on traditional values.
Conceptual Reorganization of Cognition. The transfer of cultural symbols in new
application fields not only stimulates people’s cognitive reorganization of tradition and
modernity, but also promotes cross-cultural communication and understanding. The
use of digital tools makes the self interpretation and reproduction of cultural symbols
possible, and promotes the dissemination and renewal of regional culture.
user interaction. Cultural stories have the advantages of simplicity and clarity, innovation
promotion and community cohesion.
The translation of Chaoshan mid autumn festival symbols has three core issues:
rigid cultural symbol structure, lack of consensus and insufficient digital application.
This paper proposes regional norms centered on regional culture to ensure the stability
of translation; The harmonious integration of artistic aesthetics and practical application,
adhering to the double criteria of aesthetics and practicality; Keep up with the progress
of the times and constantly accumulate knowledge. These guidelines constitute three
core strategies for the translation of cultural symbols of the Mid Autumn Festival ritual
in Chaoshan area.
The translation of cultural symbols of festivals and ceremonies in Chaoshan needs to
closely follow the unique cultural characteristics of the region, and build a clear transla-
tion path through in-depth analysis of four key aspects: context transfer, image display,
concept interpretation and behavior interpretation. The purpose is to redefine the deep
meaning of the environment, create new forms, narrate new stories, and promote inno-
vation and renewal. This process aims to deeply understand and reshape the symbols of
Chaoshan Mid Autumn Festival sacrificial ceremony, and realize the symbol translation
and regeneration of Chaoshan Festival sacrificial culture (Table 2).
Table 2. Translation and regeneration path map of sacrificial symbols in Chaoshan festivals.
Translation and Visual Presentation of Cultural Symbols 299
Through the literal and in-depth interpretation of the symbols of Chaoshan Mid Autumn
Festival sacrificial ceremony, the author reveals its cultural meaning. Special attention is
paid to the symbolic characteristics and spiritual value of guizhengshan village in Puning
City, Jieyang City, and the research results are organically integrated with cultural theory.
In the design process, attention should be paid to the visual expression of context,
form, concept and action. Through the deep integration of design ideas, we can find inno-
vative communication methods for cultural symbols. This design method brings inno-
vative interpretation and expansion to the symbols of Chaoshan Mid Autumn Festival
sacrificial ceremony, which is consistent with the traditional painting style (Table 3).
Table 3. Tanslation and deduction of Chaoshan Mid Autumn Festival sacrificial symbols in
illustration application
When studying the symbol translation of Chaoshan Mid Autumn Festival sacrificial
ceremony, we made a field investigation, especially visited guizhengshan village in
Jieyang. Through this investigation, we screened out some cultural symbols and pattern
prototypes with local culture, historical background and aesthetic value. These prototype
designs need to meet the selection criteria of accuracy, practicality and easy to remember,
and match the symbols of Chaoshan Mid Autumn Festival sacrificial ceremony, and
create a new visual image after visual reproduction. In this process, we classified the basic
elements collected, summarized and drawn the image elements in traditional cultural
symbols and rituals, and finally realized the innovation of visual design (Table 4).
300 L. Ou Yang and H. Li
basis, we conceived a series of visual art works, aiming to create auspicious visual
symbols that match the aesthetic orientation of contemporary young people and integrate
unique regional characteristics.
6 Conclusion
In the process of in-depth study of design practice, the author interprets and reproduces
the symbolic elements in the Mid Autumn Festival sacrificial ceremony in Chaoshan area
from three aspects: context, image and behavior. This method not only shows the depth
of Chaoshan Mid Autumn Festival etiquette and custom culture in an all-round way, but
also highlights the close relationship between regional culture and artistic illustrations,
ensuring that the cultural symbols of Mid Autumn Festival sacrificial ceremony can
be deeply transmitted in symbolic meaning and content. As designers, we have the
responsibility to guard our cultural heritage wholeheartedly, and expect to inject new
attraction and lasting vitality into them in continuous innovation. We hope that the vast
number of user groups can not only show the core value of art, but also reflect the
profound significance of culture when participating in the innovation and inheritance of
traditional culture, so as to obtain their own cultural identity and cultural confidence.
Acknowledgments. The project originates from Guangdong Province’s First-Class Course “Fun-
damentals of Design (Three-Dimensional Space)”. The project is the interim results of the ideo-
logical and political demonstration course “Fundamentals of Design (Three-Dimensional Space)”
at Guangzhou Academy of Fine Arts in 2021 (Project Number: 6040321061); and Guangzhou
Academy of Fine Arts Graduate Program “Cultural Elements and Creative Design Education”
(Project Number: 6040122027SFJD).
302 L. Ou Yang and H. Li
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The Cross-Cultural Application of Cantonese
Opera Costume Elements in 3D Pop-Up Card
Design: Focusing on Youth and Intangible
Cultural Heritage Elements
1 Introduction
1.1 Background
Traditional Chinese culture, as the valuable spiritual heritage of the Chinese nation, not
only constitutes an important part of human civilisation, but also carries profound histor-
ical and cultural values. However, in the wave of modernisation and globalisation, these
traditional cultures are facing unprecedented challenges. How to effectively pass on and
innovate them to meet the needs of the new era has become an urgent task to safeguard
the country’s cultural self-confidence and satisfy the spiritual needs of the people. In
recent years, attention to intangible cultural heritage has increased significantly.2021 In
May 2021, the Chinese government promulgated the “14th Five-Year Plan for the Safe-
guarding of Intangible Cultural Heritage,” which put forward a series of measures and
policies aimed at strengthening education on intangible cultural heritage, incorporating
intangible cultural heritage into the national education system, and advancing a series of
activities such as introducing intangible cultural heritage into campuses, communities,
and enterprises, in order to cultivate young people’s interests and hobbies in non-heritage
and enhance cultural confidence and national pride [1]. The plan emphasises the impor-
tance of intangible cultural heritage as a living culture passed down from generation to
generation, and as an important carrier of cultural inheritance and development.
Intangible cultural heritage, as a core component of traditional culture, is the crys-
tallisation of national wisdom and emotion, and represents the cultural memory and
heritage of a country or nation. Its preservation is not only the maintenance of cultural
diversity, but also the respect for the common spiritual wealth of mankind. This study
focuses on Cantonese opera as a non-heritage item. Cantonese Opera, as an art form
with a long history that incorporates a variety of musical and dramatic elements, is not
only an important part of Lingnan culture, but also plays an important role in cultural
transmission and exchange at home and abroad. However, Cantonese Opera is currently
facing inheritance difficulties and innovation challenges, and it has become an urgent
problem to adapt it to the changes in modern society and to expand its audience base,
especially to attract the interest of young people and international audiences. This study
proposes the use of three-dimensional greeting cards as a communication medium to
explore its potential role in the inheritance and innovation of Cantonese opera culture.
Not only are three-dimensional greeting cards artistic and innovative, they can also cross
cultural boundaries and become a bridge to connect audiences from different cultural
backgrounds. By designing three-dimensional greeting cards that reflect the characteris-
tics of Cantonese opera costumes, this study aims to enhance the audience’s appreciation
of the art of Cantonese opera, stimulate the younger generation’s interest in traditional
culture, and thus promote cultural inheritance and innovation.
This study aims to delve into the important value of Cantonese opera as an intangible
cultural heritage and explore the potential of three-dimensional greeting cards in dis-
seminating the culture of Cantonese opera. In addition, the study also aims to enhance
the audience’s appreciation of the costumes of Cantonese opera by presenting them in
the form of three-dimensional greeting cards. Cantonese opera is an important branch of
traditional Chinese opera with a rich historical background and deep cultural heritage.
As an intangible cultural heritage, Cantonese opera carries a unique theatre tradition,
which is of great significance in maintaining cultural diversity, preserving historical and
social memory, enhancing national cultural identity, promoting social harmony, facili-
tating local tourism and economic development, and supporting the healthy growth of
youth. Through in-depth study and active dissemination of Cantonese Opera culture,
The Cross-Cultural Application of Cantonese Opera Costume Elements 305
we can not only promote its inheritance and innovation, but also open up new paths for
social and cultural enhancement and progress.
This study also pays special attention to the role of three-dimensional greeting cards
in the dissemination of Cantonese opera culture. The three-dimensional greeting card is
an innovative and cross-cultural communication tool, which opens up new ways for the
enhancement of the contagiousness and dissemination of the art of Cantonese Opera with
its multiple advantages, such as its unique cultural carrying capacity, creative display
and educational value. In addition, the integration of Cantonese opera elements into the
design of three-dimensional greeting cards can not only provide a new impetus for the
industrial development of Cantonese opera, but also provide valuable theoretical and
practical experience for the innovative communication of intangible cultural heritage.
This paper argues that displaying Cantonese opera costumes through three-
dimensional greeting cards not only enhances the public’s aesthetic appreciation, but
also has far-reaching cultural dissemination significance. Through its detailed presenta-
tion, artistic display and transmission of cultural symbols, the three-dimensional greeting
card can enable the audience to have a more comprehensive and deeper understanding
of the unique charm of Cantonese opera costumes. This form of communication helps to
stimulate the audience’s emotional resonance with history and tradition, promote cultural
education, and at the same time facilitate non-local youth audience to actively explore
and understand the history and characteristics of Cantonese opera costumes and their
traditional significance. In this way, this study expects to build an effective bridge for
the innovative dissemination of Cantonese opera culture as well as the cultural identity
of the younger generation.
2 Literature Review
2.1 Cross-Cultural Design Research
With the continuous evolution of the design discipline, cross-cultural design has become
a research field that has attracted widespread attention and a large number of scholars’ in-
depth discussions. In the context of globalisation, scholars have adopted a cross-cultural
product design model based on Hofstede’s theory of cultural dimensions to carry out
their research, which provides a new frame of reference for the cultural transformation of
design thinking (Lu, Chunfu and Qiao, Xiaoling [2]). By studying the social innovation
service design cases in Wuxi and Milan, constructive suggestions for social innovation
services were made by combining Hofstede’s cultural dimension theory and hierarchy
of needs theory (Linghao Zhang [3]). In addition, scholars respectively use the theory to
conduct comparative analyses of website design cases in Malaysia and other countries,
and summarise the experience of cross-cultural digital interactive product design, as well
as the analysis of Chinese cultural product styling and design measures. These research
results not only promote the promotion of Chinese cultural products in the international
market, but also facilitate the global dissemination of cultural elements (Chen Jiajia [4],
Zhou Jian [5]). In addition, scholars have explored in-depth the design of ice play games
using digital media technology, emphasising the importance of immersive experiences
and participatory cultural interactions in cross-cultural communication (Li Jiao-long,
Si Zheng-ming et al. [6]). Scholars have raised crucial questions about cultural respect
306 L. Ou Yang et al.
and the balance between tradition and modernity in design, and emphasised the design
concepts of “seeking common ground while reserving differences” and “harmony and
difference”, which provide new perspectives and approaches to cross-cultural design
(Lan Zhang [7]).
As a highly influential traditional opera art form in southern China, Cantonese opera not
only has a profound heritage in performing arts, but its costume design also contains rich
cultural connotation and artistic value. In recent years, with the increasing awareness of
the protection and inheritance of traditional culture, the research on the applied design
of Cantonese Opera costumes has gradually been paid attention to, and it has become
an important bridge connecting tradition and modernity, art and life. Cantonese opera
costumes are famous for their unique colour combinations, cutting styles and decorative
techniques. The design of costumes not only reflects the character traits and social status
of the characters, but also incorporates the folk culture and aesthetic interests of the
Guangdong region. The patterns, motifs and colours of Cantonese opera costumes have
specific symbolic meanings, such as the dragon and phoenix motifs for good luck, and
the fish motifs for wealth.
The researcher extracts the classical elements through in-depth excavation of the
culture of Cantonese Opera costumes and creates innovative designs by combining them
with modern design concepts. For example, traditional patterns such as cloud patterns and
phoenix patterns in Cantonese opera costumes are integrated into modern costume design
in a simplified or abstracted form, which not only preserves the essence of traditional
culture, but also meets the modern aesthetic needs (Fan Yinghui [8]). Some other scholars
have investigated, for example, the craft of Cantonese embroidery and found that it has
a strong visual impact and can be constantly innovated to meet the needs of social
development (Chen Jinyi and Ke Huiming [9]). Although the research on the applied
design of Cantonese opera costumes has achieved certain results, it still faces many
challenges, such as how to maintain the traditional characteristics and at the same time
make effective innovations, and how to balance the artistic value and market demand.
In addition, the accelerated pace of modern life and the diversification of entertainment
forms also pose challenges to the inheritance of Cantonese opera culture.
The aim of this study is to design a unique three-dimensional greeting card featuring
the cultural characteristics of Cantonese Opera through cross-cultural design by trans-
forming the costume elements of non-heritage Cantonese Opera into visual symbols and
combining them with the creative craftsmanship of the three-dimensional greeting card.
The purpose of this design is to let the youth and non-local audience intuitively feel the
charm of non-heritage culture through the specific design work of greeting card, so as
to stimulate their interest in non-heritage culture.
The Cross-Cultural Application of Cantonese Opera Costume Elements 307
symbols more vivid and concrete, but also provides a brand new perspective, enabling
the audience to appreciate and experience the non-heritage culture from multiple dimen-
sions. The design of the three-dimensional greeting card not only attracts the audience
visually, but also provides a participatory viewing experience through the interactive
process of unfolding and folding, which enhances the audience’s cultural perception
and memory.
In conclusion, by applying cross-cultural design concepts to the dissemination of
non-heritage culture, especially through the unique medium of three-dimensional greet-
ing cards, we have not only given a new life to the cultural elements of Cantonese Opera,
but also provided a new path for the innovative dissemination of non-heritage culture,
promoting cross-border dissemination and international presentation of culture.
4 Research Methodology
4.1 Analysis of Subjects’ Characteristics
The age group of the subjects in this study was centred on 13 to 17 year olds, an age group
that exhibits unique characteristics in terms of cultural perception and acceptance among
adolescents. This age group is more likely to be exposed to information and experiences
from around the globe, demonstrating an openness to multiculturalism. Social media has
a profound impact on their cultural perceptions, leading them to pay attention to trendy
culture. As their identities develop, they are interested in unique and personalised cultural
expressions. The youth group actively participates in cultural creations, including music
and videos, showing a spirit of innovation and accepting new things more easily. With a
high level of concern for social issues, they tend to support cultural content that conveys
positive values. In terms of cultural perception and acceptance, the youth group is more
willing to challenge traditional concepts and hold values of openness, tolerance, equality
and pluralism. On the whole, 13–17 year olds are characterised by openness, pluralism
and innovation, and three-dimensional greeting cards as a relatively new form are easily
accepted by young people and are conducive to the dissemination of non-heritage culture.
In order to make the research data more scientific, the author will conduct a quantitative
questionnaire research on the subjects.
The questionnaire was divided into a pre-test and a post-test, and the number of respon-
dents was 40. The pre-test was designed to gain a comprehensive understanding of the
awareness of three-dimensional greeting cards among teenagers aged between 13 and 17,
as well as their aesthetic and visual preferences for greeting cards, and their role in spread-
ing the non-heritage culture of Cantonese Opera. By investigating whether the audience
has known and used three-dimensional greeting cards, we can assess the popularity of
this cultural product among the target age group and provide reference for future design
and promotion. The main purpose of the post-test is to understand the experience of the
subjects after using the non-heritage Cantonese Opera three-dimensional greeting cards,
to understand their suggestions and to further improve the original design. In addition,
The Cross-Cultural Application of Cantonese Opera Costume Elements 309
the questionnaire will delve into the audience’s understanding of the costume elements of
Cantonese opera to assess the accuracy and effectiveness of the three-dimensional greet-
ing card in cultural communication. By understanding the audience’s interest and par-
ticipation in NCS, we are able to reveal the potential of three-dimensional greeting cards
in generating cultural interest and stimulating participation. A mixed-methods approach
was adopted throughout the study, combining quantitative data with personal experience,
with the aim of gaining a more comprehensive understanding of youths’ acceptance and
perception of NRM culture and the potential of three-dimensional greeting cards as a
communication medium. Such a study has important implications for designing more
effective cultural communication strategies and promoting the transmission of cultural
heritage.
In order to further promote the heritage and innovation of the non-heritage Can-
tonese opera culture, it is suggested that more emphasis be placed on user feedback
and participation in the design practice so as to continuously improve the product. In
addition, combining three-dimensional greeting cards with modern technologies such
as digital media can create a more diversified and interactive mode of dissemination. In
promotion, co-operation with schools, communities and other organisations should be
strengthened to carry out cultural and educational activities to increase the visibility and
influence of non-heritage Cantonese opera.
Through this paper, we focus on the role of three-dimensional greeting cards in
disseminating the non-heritage culture of Cantonese opera, and explore their dissemi-
nation effects among youths and non-local audiences by designing three-dimensional
greeting cards featuring elements of Cantonese opera costumes. The results show that
three-dimensional greeting cards are an innovative communication medium that is par-
ticularly suitable for the transmission and innovation of non-heritage Cantonese opera
culture. To better realise its potential, we suggest focusing on the integration of multi-
ple cultures and enhancing the artistic appeal and attractiveness of the product. At the
same time, by strengthening the integration with modern technology and expanding the
communication channels, we can further promote the dissemination and awareness of
the non-heritage Cantonese opera culture among the younger generation.
References
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for the Safeguarding of the Intangible Cultural Heritage (2021). Accessed 10 Dec 2022. http://
www.gov.ch/zhenccelzhenaceku/2021-06/09/content_5616511.htm
2. Lu, C., Qiao, X., Jie, D., Wu, J.: Research on cross-cultural product design based on Hofstede’s
cultural dimension theory. Packa. Eng. 41(12), 117–124 (2020)
3. Zhang, L., Yang, G.: Cross-cultural thinking of sustainable social innovation service design -
a case study of Milan and Wuxi. Creat. Des. (03), 66–70 (2015)
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post-industrial era. J. Nanjing Art Inst. (Art Des. Ed.) (02), 168–173 (2012)
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perspective. Packa. Eng. 44(10), 213–220 (2023)
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Print. Dyeing 50(01), 92–94 (2024)
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costumes. Silk 57(05), 109–114 (2020)
Research on Public Identification
and Influencing Factors of Public Art in Urban
Subway: A Case Study of Shenzhen Subway
1 Introduction
Since January 1883, the British Pearson constructed the “Metropolitan District Railway”
by utilizing steam locomotives to pull trains, marking the birth of the subway system.
Although the development of China’s subways began relatively late, its growth rate has
attracted worldwide attention. As early as 2015, Beijing’s subway system recorded an
average of 8.46 million passenger trips per month, becoming one of the busiest subways
in the world (Li 2016a). As a new aspect of social and urban development, subways
demonstrate their vigorous vitality. Subways have evolved from merely being public
transportation tools and urban infrastructure to becoming windows showcasing urban
features, playing an increasingly significant role in the dissemination and inheritance of
urban culture.
In recent years, public art in subway stations in international cities such as Paris, Lon-
don, Moscow, and Stockholm have increasingly appeared in the public’s view, becoming
a means for these cities to “re-promote” themselves in a global context (Hao and Yao
2018). Urban subway public art is an essential way for the public to experience and
connect with urban culture personally. Similar to other urban landscape elements such
as parks, buildings, and streets, they serve as crucial windows to showcase urban fea-
tures. With the openness and inclusiveness of contemporary society, China’s subway
public art has gained significant development momentum. The public not only takes
subways but also experiences the new atmosphere of social development and urban life,
subtly appreciating the city’s humanistic and historical cultural atmosphere during daily
commuting.
Existing research on urban subway public art mainly focuses on the development his-
tory, construction elements, regional culture, and design methods (Yang and Zhang 2017;
Xiong and Chen 2018; Hou 2007; Mo et al. 2015), as well as the analysis of classic cases
of domestic and foreign subway public art (Wu and Su 2015; Zhang 2016). However,
from the public’s perspective, there has been no reported research on the public’s sense
of identification with subway public art. In the relationship between humans and public
art, people are the subjects of public art. A complete public art piece requires the joint
participation of designers and the public. The public should have the power to decide
and speak out whether a public art piece can become genuine public art. Many current
public art pieces not only deviate from the public’s aesthetic orientation and pursuit but
also lack social value guidance and fail to arouse public interest and interaction. With the
development of social civilization, the public has ample freedom and opportunities to
express opinions in public art activities. Designers of public art need to maintain effective
communication with the public and accurately grasp the public’s concerns and interests
(Li and Zang 2017). As subways transition from purely public transportation services
to carriers of urban culture, subway public art aims to integrate art and public life more
closely while creating better riding experiences. However, from the practical perspective
of today’s subway public art, creators have yet to clarify the logical relationship between
public art creation and public recognition. Moreover, academia lacks systematic theo-
retical support for enhancing the public’s sense of identification with subway public art.
Public identification is crucial for the creation of subway public art, the integration of art
and urban life, and the improvement of urban features. Public identification is a multi-
dimensional concept characterized by various independent indicators, easily influenced
by public personal attributes, artwork features, and environmental factors. This paper
takes Shenzhen subway public art as the research object, explores the public’s sense of
identification with subway public art, and its key influencing factors from the public’s
perspective, aiming to provide scientific references for the creation and development of
urban subway public art.
314 K. Qian and Y. Zhao
2 Research Methodology
Based on the existing research findings of public art (Li and Zang 2017; Wang 2010;
Zhang and Lu 2018) and combining field research on subway public art, this paper
classifies the influencing factors of subway public art public identification into two
dimensions and 13 factors to be verified, including personal characteristics of the public
and characteristics of public art works, as shown in Fig. 1.
Fig. 1. Influencing Factors of Public Identification for Urban Subway Public Art
2.1 Questionnaire
The questionnaire consists of two parts: 1) personal characteristics of the public, such as
the respondent’s gender, age, education level, occupation, frequency of subway travel,
and degree of understanding of public art; 2) the respondent’s identification with the
characteristics of public art works, such as whether the content is easy to understand,
whether the color and material are appropriate, whether the spatial location is suitable,
whether it has artistic quality, whether it has a clear theme, and whether it reflects
the regional culture of the surrounding area of the station. Public identification can be
measured by public preferences, so the questionnaire finally sets a scoring question on
the public’s preference for subway station public art works, described using the Likert
5-point scale. The variables set in the questionnaire are described and assigned, as shown
in Table 1.
Table 1. Relevant Variables and Descriptive Assignments for Public Identification of Subway
Public Art
research. The Cronbach’s alpha coefficient of the survey questionnaire is 0.719, which
is greater than 0.7. Therefore, the questionnaire data used in this paper is reliable.
3 Data Analysis
The collinearity test is performed on the independent variables. The maximum value of
the condition index in the diagnostic results is 27.948, which is still below the generally
accepted 30. The highest variance inflation factor among the 13 variables is 2.081,
which is also below 3. Based on the above analysis combined with the correlation
analysis results among the 13 variables, it can be considered that there is no significant
collinearity problem among the variables.
In this paper, the public’s identification with subway public art is considered as a binary
classification variable, that is, the evaluation results of “subway public art public pref-
erence” as “very like” and “like” are collectively classified as “identification”, with a
value of “1”; the evaluation results of “neutral”, “dislike”, and “strongly dislike” are
collectively classified as “non-identification”, with a value of “0”. This paper adopts a
binary logistic regression model to analyze the influencing factors of subway public art
public identification.
Research on Public Identification and Influencing Factors of Public Art 317
day; 10.44% of the respondents had no understanding of public art, while 30.15% and
1.76% of the respondents had a relatively good and very good understanding of public
art, respectively (Table 3).
The public preferences statistics for the public art works at 27 subway stations are shown
in Fig. 3. There are two subway stations with an average public preference score of more
than 4 points, “like.” The highest average score is for the public artwork “Southern
Splendor” at Xili Station, followed by the public artwork “Water and Milk Blend as One
Family” at Shenwan Station. The average scores for the public art works at the remaining
25 subway stations are between 3 points, “average,” and 4 points, “like.“
The identification statistics for the 7 features of the public art works at 27 subway
stations are shown in Fig. 4. The public artwork “Southern Splendor” at Xili Station has
received relatively high public recognition in terms of color, material, spatial location,
artistic quality, station cultural manifestation, and content, with only a lower score in
highlighting the theme. Its public identification is relatively good. The public artwork
“Hometown Flavors” at Yuanling Station has low public recognition scores in all six
aspects: material, color, spatial location, artistic quality, station culture, and theme high-
lighting. Its overall public recognition is relatively low. The public artwork “Connection”
at Huanggang Port Station has received relatively high public recognition in terms of
artistic quality, but its scores in other aspects are extremely low. The public artwork “Ur-
ban Stories” at Nigang Station has gained some public recognition in terms of content,
but its scores in other aspects are low.
In this study, SPSS 22.0 software was used to conduct a binary logistic regression
analysis on the public recognition of urban subway public art, using the forward condi-
tional selection method. As shown in the model (Table 4), six variables have significant
explanatory power for the model, and their contributions to the model’s explanatory
320 K. Qian and Y. Zhao
Fig. 4. Radar Chart of Seven Artwork Features for Public Art at 27 Subway Stations
power are, in descending order: artistic quality, reflection of regional culture, appropri-
ateness of spatial location, appropriateness of color, appropriateness of material, and
level of education. The fitted equation is:
In the individual characteristics of the public, the variable “level of education” has
a significant impact on the public recognition of urban subway public art at the 0.05
level; the variables “gender,” “age,” “occupation,” “frequency of taking the subway,” and
“understanding of public art” do not have a significant impact on the public recognition
of urban subway public art, and do not appear in the model. Compared with the other
five variables of individual characteristics, the level of education has a significant impact
on the public recognition of urban subway public art, and a higher level of education is
associated with lower recognition of subway public art. This indicates that people with
higher levels of education have more rigorous assessments of public art works.
Research on Public Identification and Influencing Factors of Public Art 321
Among the features of subway public art, the variables “artistic quality,” “reflection
of regional culture,” “appropriateness of spatial location,” “appropriateness of color,”
and “appropriateness of material” have significant impacts on the public recognition of
subway public art, and all have passed the test at the 0.01 or 0.05 significance level.
Among these variables, the absolute value of the estimated value B for “artistic quality”
reaches 1.707, with the highest contribution rate to the model. This indicates that the
stronger the artistic quality of subway public art works, the higher the public recognition.
It was found in field interviews that the public consistently values the artistic quality
of public art works, with high demands, which should be taken seriously by designers
and builders of subway public art. The absolute value of the estimated value B for
“reflection of regional culture” ranks second among the six variables with significant
explanatory power, with a relatively high contribution rate to the model. This suggests
that the public places importance on the function of public art works in reflecting regional
culture, which is consistent with existing theoretical research on the regional cultural
characteristics of a large number of public art works (Zhang 2013; Yang and Li 2018;
Qiu and Zhang 2016). Through field interviews, it was found that the public has higher
recognition of public art works that reflect the regional culture of the surrounding area
or Shenzhen. If a public art work does not contain regional cultural connotations, even if
its artistic quality is strong, the public’s recognition will be reduced, such as the public
322 K. Qian and Y. Zhao
6 Conclusion
This study is based on the field research and public questionnaire survey data of Shenzhen
subway public art, from the perspective of the public, to explore the public’s sense of
identity with urban subway public art. The results show that: 1) the overall satisfaction of
the public with Shenzhen subway public art is relatively low, with only 2 stations rated
as “satisfied” and “very satisfied,” accounting for 7.41% of the total surveyed stations. 2)
Compared to individual public attributes, the characteristics of public art have a greater
impact on the public’s sense of identity. Among the individual attributes of the public,
only the level of education has a significant impact on the public’s sense of identity with
subway public art; among the characteristics of public art, artistry, reflection of regional
culture, spatial location, color, and material have a significant impact on the public’s
sense of identity. Among them, artistry and reflection of regional culture have a greater
impact on the public’s sense of identity with subway public art, and compared to color
and material, the spatial location of public art has a greater impact on the public’s sense
of identity. Based on this, the following suggestions are proposed for subway public art
design and construction:
Subway public art should be derived from urban daily life, utilizing familiar public
images combined with artistic means to bridge the gap between art and urban life,
conveying positive energy and warmth, disseminating the message of truth, goodness,
and beauty, interacting with people’s hearts, guiding social values, and promoting social
Research on Public Identification and Influencing Factors of Public Art 323
harmony and stability. Regional culture is a unique cultural label of a place, carrying
a long history and cultural accumulation. In the process of rapid urbanization, public
art needs to bear the responsibility of commemorating and inheriting regional culture,
using diverse art forms to showcase history and evoke urban memory.
The placement of public art in subway spaces should consider the visual characteristics of
the public during subway travel behavior, striving for reasonable locations and diverse
forms. On the basis of meeting the public’s physiological and psychological needs,
enhancing visual impact to improve public attention and participation, and achieving
the maximum exchange between art and the public. When the public enters the subway,
the sensory focus is more concentrated in the hall, platform, and escalator areas. The hall
is a must-pass place for people coming and going, an overlapping space for entering,
leaving, and passing through. In this space, people move quickly and there is a large flow
of people, often absorbing information quickly while walking and stopping to watch if
interested. The visual focus in the platform space is usually on the wall directly in front
of the platform. At this time, people are relatively stationary and in a better state to absorb
information. On escalators, the public’s visual focus often moves within the range of
down, left, and right. People are in a moving state, so dynamic effects can be set on both
sides of the escalator or on the ceiling to enliven the sense of oppression brought by the
narrow and enclosed space.
Color can evoke emotions, express feelings, and affect people’s psychological expe-
riences. In the subway space, the oppressive and uncomfortable sensations caused
by underground construction can be alleviated through color design. By using low-
brightness, low-purity receding colors, the sense of spatial narrowness can be mitigated,
creating a more open and bright psychological experience. High-brightness, high-purity
colors can be employed to embellish long and narrow passageways, reducing the public’s
sense of oppression and anxiety. Rapid technological advancements have brought forth
numerous new materials and technologies, such as light and shadow that create novel
visual experiences, providing infinite possibilities for the creation of subway public art.
Nowadays, people’s aesthetic tastes are becoming more diversified, and design is also
evolving in a more diverse direction. In the application of materials and colors, inclu-
siveness and collaboration should be fully considered, and unique artistic effects can
be created by coordinating contrasts between light, color, texture, and tactile sensations
according to the design requirements.
In conclusion, the design and construction of subway public art should focus on
integrating art into daily life, highlighting regional cultural characteristics, considering
visual focus, and promoting innovation, inclusiveness, and collaboration in the use of
color and materials. By doing so, subway public art can not only enhance the public’s
sense of identity but also enrich the urban environment and contribute to the cultural
development of the city.
324 K. Qian and Y. Zhao
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Enhancing Digital Interaction with Intangible
Cultural Heritage: A Study on User Experience
and Acceptance of the Zhuhai Intangible
Cultural Heritage Database
Abstract. As a coastal city in southern China, Zhuhai has undergone rapid trans-
formation within just a few decades. However, due to shifts in economic produc-
tion and living conditions, a substantial portion of the local intangible cultural
heritage has gradually lost physical space for preservation and presentation. In
recent years, the application of digital technologies has created extensive digital
exhibition platforms and diverse display modalities for the preservation, revital-
ization, and dissemination of this intangible cultural heritage. Nevertheless, there
remains a need for further research into the user experience of digital reposito-
ries of intangible cultural heritage and the factors influencing public acceptance
of digital technologies in the preservation of such heritage. This paper, adopting
a perspective of digital humanities and utilizing the Zhuhai Intangible Cultural
Heritage Database as a case study, employs a combined qualitative and quanti-
tative research approach to investigate the user experience and factors impacting
the acceptance of this digital repository for intangible cultural heritage. The initial
stage of this study involved interviews with intangible cultural heritage custodians
and users to gauge their satisfaction and willingness to use the Zhuhai database.
The subsequent stage utilized the Technology Acceptance Model (TAM) theory to
probe the factors affecting user satisfaction and their intention to sustain usage of
the Zhuhai Intangible Cultural Heritage Database. Based on the research results,
this study offers optimization strategies for the Zhuhai Intangible Cultural Her-
itage Database, thereby providing a sustainable solution for the safeguarding and
presentation of Zhuhai’s intangible heritage.
1 Research Background
2 Literature Review
The Technology Acceptance Model (TAM) is widely used to predict users’ attitudes and
behaviors towards the use of new technological systems. Originating from the psycholog-
ical Theory of Reasoned Action and the Theory of Planned Behavior, TAM has evolved
into a key model for understanding factors that potentially influence the acceptance or
rejection of new technology.
TAM consists of two core factors: perceived usefulness and perceived ease of use. In
subsequent studies, researchers have expanded the TAM theory from various perspec-
tives, exploring additional factors influencing technology acceptance, such as content
quality, user habits [1], computer self-efficacy, and perceived enjoyment [2]. The appli-
cation scope of TAM theory has also been continuously broadened, including areas such
as e-learning, digital libraries, and mobile database applications, to study the behavior
of using new information systems and technologies in different digital environments.
Enhancing Digital Interaction with Intangible Cultural Heritage 327
3 Research Methodology
This study adopts a digital humanities perspective and focuses on the Zhuhai Intangible
Cultural Heritage Database as the research subject. A combined qualitative and quan-
titative research approach is employed to investigate the user experience and factors
influencing acceptance of the Zhuhai Intangible Cultural Heritage Database. The first
328 Y. Shen et al.
phase of the study involves in-depth interviews with users and inheritors of intangible
cultural heritage to understand the public’s satisfaction with and willingness to use the
database, as well as potential influencing factors. In the second phase, the study utilizes
the Technology Acceptance Model (TAM) theory and collects data through question-
naire surveys to measure whether these factors positively influence user satisfaction
and intention to continue using the database. By combining qualitative and quantitative
research methods, the researchers aim to delve deeper into the reasons for the low uti-
lization rate of the database and provide practical and effective recommendations for its
optimization.
2. Perceived Usefulness. This variable was measured using three items to assess par-
ticipants’ perception of the usefulness of the database. Specific items included “I can
obtain the knowledge or information I want from the Zhuhai database,” “Using the
Zhuhai database improves my efficiency in accessing relevant resources,” and “The
Zhuhai database is useful to me.” The Cronbach’s alpha for perceived usefulness was
.903.
3. Perceived Enjoyment. This variable was measured using three items to assess par-
ticipants’ perceived enjoyment of the database. Specific items included “The Zhuhai
database is very interesting,” “When browsing the Zhuhai database, I forget how
much time has passed,” and “When browsing the Zhuhai database, I am not easily
distracted by other things.” The Cronbach’s alpha for perceived enjoyment was .918.
4. Media Richness. This variable was measured using three items to assess the media
richness of the database. Specific items included “The Zhuhai database can provide
me with instant feedback according to my requests,” “The Zhuhai database presents
information about intangible cultural heritage in different formats (e.g., text, images,
videos, audio, animations, and 3D virtual environments),” and “The Zhuhai database
has rich interactive features.” The Cronbach’s alpha for media richness was .924.
5. Self-efficacy. Three items were used to measure the self-efficacy of users of the
database. The specific items included: “I am confident in mastering how to use the
Zhuhai Intangible Cultural Heritage Database without being told how to use it,” “I
can master how to use the Zhuhai Intangible Cultural Heritage Database well,” and
“I believe that using the Zhuhai Intangible Cultural Heritage Database is not difficult
for me even without experience.” The Cronbach’s alpha for the self-efficacy scale
was .914.
6. User Satisfaction. Three items were used to measure users’ satisfaction with the
database. The specific items included: “I am very satisfied with the performance
of the Zhuhai Intangible Cultural Heritage Database,” “The experience of using the
Zhuhai Intangible Cultural Heritage Database is enjoyable to me,” and “The Zhuhai
Intangible Cultural Heritage Database gives a good impression.” The Cronbach’s
alpha for the user satisfaction scale was .926.
7. Continued Usage Intention. Three items were used to measure users’ continued
usage intention of the database. The specific items included: “I will continue to use the
Zhuhai Intangible Cultural Heritage Database in the future,” “I do not plan to replace
the use of the Zhuhai Intangible Cultural Heritage Database with other methods,” and
“I intend to increase my use of the Zhuhai Intangible Cultural Heritage Database in
the future to gain knowledge.” The Cronbach’s alpha for the continuance intention
scale was .913.
The questionnaire used a 5-point Likert scale, with 1 indicating strong disagreement
and 5 indicating strong agreement.
330 Y. Shen et al.
4 Research Findings
Next, hierarchical regression analysis was conducted to identify the predictive factors
of users’ continued usage intention towards the database. The data revealed that perceived
ease of use (β = .143, p < .01), perceived usefulness (β = .209, p < .001), perceived
enjoyment (β = .251, p < .001), media richness (β = .145, p < .05), and self-efficacy (β
= .172, p < .001) were all positive predictors of users’ continued usage intention (see
Table 2).
The data results indicate that perceived usefulness (β = .245, p < .001), media rich-
ness (β = .351, p < .001), and self-efficacy (β = .249, p < .001) positively influence
user satisfaction with the database. However, perceived ease of use (β = .046, p >
.05) and perceived enjoyment (β = .05, p > .05) do not significantly affect user satis-
faction. Additionally, perceived ease of use, perceived usefulness, perceived enjoyment,
332 Y. Shen et al.
media richness, and self-efficacy are all positive predictors of user continuance intention,
positively influencing users’ continued usage intention.
It is recommended that the Zhuhai Intangible Cultural Heritage Database carry out
customized design for user segmentation in the future. Statistical results show that factors
such as user gender, age, education level, whether they live in Zhuhai, and previous
exposure to intangible heritage information can affect user satisfaction and continued
usage intention. In the future, the database can integrate user information and browsing
records to provide intelligent intangible heritage information push, or conduct zone
design based on user identity, allowing Zhuhai intangible cultural heritage professionals
and the general public to more efficiently access the required information, achieving
precise promotion effects.
Acknowledgments. This study was funded by Philosophy and Social Science Planning Project
of Zhuhai City, “Research on Digital Collection, Digital Creative Design, and Dissemination of
ICH in Zhuhai” (2021YBA048).
Disclosure of Interests. The authors have no competing interests to declare that are relevant to
the content of this article.
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(2018)
Reviving He Xiangning’s Artistry in the Digital
Age: An Exploration of Music Visualization
and Interactive Design Techniques
1 Introduction
age, but it has also spawned a series of revitalization attempts, forming an organic
combination of tradition and modernity. The impact of the digital age on traditional
art is reflected in several aspects. The rise of digital media has changed the way art is
disseminated. While traditional paintings are limited to physical exhibition spaces, digital
platforms allow artists to market their works globally through the Internet, expanding the
audience for traditional art. In addition, digital technology has provided new possibilities
for artistic creation, including generative art, virtual reality art and other forms, allowing
traditional art to be presented in richer and more diverse ways. The digital age has also
given rise to new concepts such as digital collection and digital copyright, which present
new challenges and opportunities for the protection and management of works of art.
2 Research Methodology
Invite 10 experts in related fields and 50 general audience members who have the same
research in the preliminary stage to experience He Xiangning’s digitized artworks. The
purpose of this exercise is to obtain professional opinions and overall feedback from the
general audience, and to test the actual effect of the attempt to revitalize traditional art
in the digital era.
Detailed feedback was obtained using structured interviews with experts and audi-
ence members. Getting their in-depth feedback on the digitized artworks. The process
was recorded in audio throughout and the audio was subsequently converted into text
form and the text was organized. Key statements were then extracted and coded using
Nvivo software, which should be used to process and analyze unstructured data, includ-
ing text, audio, video, images, etc., which can be easily organized and managed to ensure
that all the information needed for the study is included in the analysis.
The interviews focused on the users’ feelings about the digital artworks, changes
in their perception of He Xiangning, their views on music visualization and interactive
design, and suggestions for subsequent works. This step was used to gain an in-depth
understanding of how users felt during the actual experience. to discover the users’ main
points of view, emotional feedback, and possible suggestions in the experiment. [2].
actions, thus revealing the scene of the original flower and bird painting. The audience’s
interaction becomes the key to reveal the complete painting. Through waving move-
ments, the audience is able to change the direction and speed of the particles, gradually
revealing the full picture of the original painting. This interactive exploration process
allows the viewer to go beyond mere viewing and actively participate in the artistic
process. The original abstraction is gradually restored to the detailed textures and vivid
scenes of He Xiangning’s bird and flower paintings. Particle changes echo the bloom-
ing of flowers and the fluttering of birds, a dynamic expression that gives new life to a
traditional work of art (Fig. 1).
This work focuses on the interactive exploration part, the interactive action greatly
affects the output of the screen, in order to avoid the confusion of the screen, so in the
music visualization is relatively weakened on the impact of the screen. The music is a
traditional Chinese folk music ensemble, and the rhythm and melody complement the
fresh and elegant mood of He Xiangning’s bird and flower paintings. The ambience of the
music, with its melodious melody and clear sound like a mountain spring, introduces the
audience to a peaceful and vibrant natural scene. Under the background of such music,
the elegance of the flowers and the spirit of the birds in He Xiangning’s bird and flower
paintings seem to dance among the notes. The dynamics of the plucked instruments in
the music are extracted to vary the localized particles of the picture with brightness,
blurring and delay.
Animals
Painting Analysis. The Lion is a representative work of Chinese painter He Xiangning,
painted in 1914. The painting shows a lion reclining on a slope, with glaring eyes and
a thick, powerful mane. In this painting, He Xiangning demonstrated excellent painting
skills and also incorporated some elements of Western painting, injecting new concepts
into Chinese painting at the time. [4].
Visualization Design. Based on He Xiangning’s paintings “Lion” and “Tiger”, it aims
to create a more vivid art experience through dynamic design and interactive experience.
Ripple and fluctuation effects are added to the whole picture in the picture design to give
the picture a dynamic sense of fluctuation. This effect can be realized through techniques
such as floodlighting and ripple diffusion. Especially around the lion, the ripple effect
can be strengthened, as if a breeze comes from the picture, making the environment
around the lion fluctuate. Make the lion more vivid and alive. Through the clever use of
shadows and light, to strengthen the three-dimensional sense of the lion. The projected
shadows can vividly present the bulge of the lion’s head and the texture of its body. At
338 W. Su et al.
the same time, the changes in light and shadow make the lion more three-dimensional
under the ripple effect (Fig. 2).
The interaction with the viewer utilizes a camera to capture the viewer’s movements.
As the viewer moves in front of the painting, the ripple effect and the lion’s dynamics
change accordingly. The audience’s gestures are captured in real time by the LeapMotion
sensor, and the interaction of the movements can change the intensity and direction of
the ripple effect, making the interaction more flexible and creating a more vivid art
experience.
In terms of sound mapping, selected ethnic tribal percussion music can emphasize
the majesty of the lion, and even more in the sound rhythm to show a primitive, wild
atmosphere. The change in the strength of the drum beat will directly echo the diffusion
speed of the ripples in the picture, forming a vivid synchronized effect. For the long line
sounds, we chose flute, string and gourd tones, which will be mapped onto the dynamic
curvature of the picture. Each line will undulate and sway like a musical note, guided by
the sound. Other percussion sounds will be mapped to show tiny ripples on the screen.
The formation and dissipation of these small ripples will be closely related to the changes
in the notes of the percussion. The audience will feel the subtle interaction between the
music and the image, as if the lion in the image is dancing uniquely under the guidance
of the music, playing a dynamic audio-visual feast together with the audience.
Landscapes
Painting Analysis. In her early landscape paintings, He Xiangning utilized the basic
elements of traditional landscape painting, such as green mountains, green water, mean-
dering hills, and pine trees. These elements are painted in a vivid and layered manner,
demonstrating her deep understanding of traditional Chinese landscape painting. The
undulating mountains and lush trees in the paintings evoke a serene and grand natural
scene. He Xiangning focuses on the creation of mood in her landscape paintings, creating
poetic and lyrical images through delicate brushstrokes and skillful color combinations.
Her works are not only reproductions of natural scenery, but also expressions of emo-
tions and thoughts. This emotional expression gives her landscape paintings a deeper
connotation, allowing the viewer to immerse themselves in the artist’s emotional world
while enjoying the picture. [5].
Visualization. By deconstructing and cutting the design of He Xiangning’s landscape
paintings, a new sense of hierarchy and artistic expression can be given to the picture. By
recombining the layered mood of the mountains through cutting, the basic elements of
traditional landscape painting are retained, while giving the picture a more modern and
Reviving He Xiangning’s Artistry in the Digital Age 339
abstract expression. The cutting design can emphasize the layering of the mountains,
making each piece of the picture a unique scene. This treatment not only increases the
dynamism of the picture, but also enables the viewer to feel the grandeur and magnifi-
cence of the landscape more deeply. By skillfully arranging and combining the images,
it creates varied and interesting images, giving the work more of a contemporary art
langu.
In terms of interaction, users can use the IPAD devices provided on site or download
the ZIG SIM software by themselves, and connect to the WiFi on site, and enter the
corresponding IP address and PORT number in the software to interact with the works.
On the mobile side, four interactive interfaces are open: gravity sensor, 2D touch, touch
radius and microphone level. Gravity sensing can control the rotation and distance of the
screen; 2D touch control controls the moving position of several cutting screens; touch
radius controls the size of a single cutting screen, which further enhances the experience
of viewing the details of the screen and deepens the understanding of the structure of the
screen; and the microphone level controls the speed of the overall dynamic movement
(Fig. 3).
In terms of sound, Glitch electronic music style is chosen, Glitch music usually uses
digital distortion, displacement and broken sound effects, Glitch music is known for its
digital slicing characteristics, this slicing technique makes the music appear intermittent,
subverting the traditional structure of the effect, and echoing with the picture of the
slicing effect. The irregular use of these acoustic elements echoes the innovative and
groundbreaking nature of modern art, further emphasizing the modernity of the images.
Extracting the rhythmic signals in the music mapped onto the flickering effect of the
picture can create an audio-visual resonance.
covering all aspects of perception and opinion. These data will provide enrichment
for further analysis and help to fully understand users’ feelings and perceptions of He
Xiangning’s digital artworks (Table 1).
Table 1. Node Hierarchy and Coding Statistics of New Media Art Cognition Differences in He
Xiangning
4 Experimental Results
The experimental results show that the audience’s cognition and preference for different
categories of interactive artworks in the actual experience are significantly improved and
enhanced. This suggests that the digital artworks successfully aroused the interest and
attention of the audience, and had a positive impact on the cognitive level. Through the
actual experience, they gained a deeper understanding of the characteristics, interactive
342 W. Su et al.
design and artistic expression of the works, thus deepening their understanding of He
Xiangning’s art and digital art. This cognitive enhancement may come from the inno-
vative elements, interactive nature of the works and the use of digital technology, which
enable the audience to perceive the artworks more comprehensively and deeply.
5 Conclusion
Through an in-depth study of the impact of digital art on audience experience, a series of
findings were harvested in terms of emotional experience. Audiences show a variety of
emotions such as pleasure, surprise, curiosity and empathy when experiencing digital art.
These emotions mainly stem from the rich colors, dynamic effects, digital breakthroughs
and interactive elements in the works.
The digital art successfully conveys the characteristics of He Xiangning’s traditional
art and makes the audience feel the unique charm of traditional art in the process of digital
presentation. The experts considered the digital artworks to have highlights in terms of
technical application and artistic expression, and also put forward some suggestions for
improvement, which provided useful guidance for He Xiangning’s digital art.
Through the display and communication of digital artworks, the art of He Xiangn-
ing’s paintings can be more vividly presented, and a continuous feedback mechanism
is established to listen to the audience’s voices and better meet their expectations and
needs. It helps to promote the innovation and development of art, lead the revival of He
Xiangning’s art, and demonstrate the unique charm of traditional art in the digital age.
Disclosure of Interests. The authors have no competing interests to declare that are relevant to
the content of this article.
References
1. Le, Z., He, X.: Pioneer of modern revolution and fine arts. China Natl. Expo (19), 1–18+229
(2021)
2. Pan, H., Tang, L.: The application of qualitative data analysis tools in social science research
in China-taking Nvivo as an example. Data Anal. Knowl. discovery 37(01), 51–62 (2020)
3. Zhu, W., He, X.: Lingnan School Paint. J. Fine Arts (5), 58–62 (2014)
4. Shang, H., He, X.: artistic conception and aesthetic characteristics of painting composition. J.
Fine Arts (6), 110–116 (2013)
5. Zhou, J.: Spreading, path and reputation of He Xiangning lion and tiger works in the first half
of the 20th century. J. Fine Arts (4), 84–92 (2023)
Constructing a New Interactive Visual Narrative
of Contemporary Digital Wooden Carving
Window Decorations
1 Introduction
The United Nations Educational, Scientific and Cultural Organization (UNESCO) pro-
mulgated the Convention for the Safeguarding of the Intangible Cultural Heritage in
2003 [1] to save ICH from “McDonaldization” [2] and reduce the negative impact on
cultural diversity.
Many scholars have explored different perspectives on the preservation, dissemi-
nation and innovative transmission of ICH digitized by combining digital technology.
For example, by adopting Gesture mapping technology and Real-time sand simulation
technology [3], the work, Sand Canvas, simplified the creation process of sand paint-
ing ICH. Additionally, the work, 4D viewer, on the other hand, by abstracting perfor-
mance data into multi-dimensional symbols [4], improved the capture and analysis of
ICH in three-dimensional and temporal respects. Furthermore, the work, Terpsichore,
employed photogrammetry and Computer Vision technology to digitally model and fur-
ther choreograph folk dance, such visualization of folk dance enables the preservation
and presentation of ICH [5].
These works provided inspiration for our project. The project followed the workflow
of “Digital archiving and preservation - Database creation - Participant-oriented transfor-
mation”. Firstly, the traditional wooden carving window narrative themes in the ancient
building in southern Fujian was categorized. Secondly, feature extraction and generation
of a database of new wooden carving window patterns was created by AI technology.
On this basis, by closely participating the interaction between technology, participants
can design wooden carving window personally with a new visual narrative in the form
of autonomous interactive creation, thus, the sense of distance and disconnection from
the participants for the ICH can be erased spatially and temporally [6].
3 Our Approach
3.1 Design Concept and Technical Realisation
Under the guiding principle of “Preservation, Inheritance and Innovation”, the project
aims to effectively preserve and disseminate ICH by digitally constructing a contem-
porary interactive visual narrative with the aesthetics of traditional intangible cultural
heritage. The project is committed to maximising the innovative inheritance of tradi-
tional Chinese wooden carvings by digital means through the efforts of multiple parties
(wood carvers, wood carving businessmen, and the general public).
During the process of design, a large number of existing traditional wooden carvings
are used to provide raw materials for the AI big data model; virtual 3D digitised wooden
carving materials of different styles and contents are generated through the training
of the AI model, and all kinds of wooden carving data are structurally annotated; a
relational wooden carving database is formed by the accumulation of virtual wooden
carving materials as shown in Fig. 1.
The database also contains a large number of photos of wooden carving objects,
design drawings, process descriptions, etc. In the management of the database, image
recognition, natural language processing and other technologies are used to achieve intel-
ligence, which provided support for querying, analysing and restoring wooden carving
data. Based on the big data model, the quantitative analysis of wooden carving window
techniques is carried out to explore its inherent cultural characteristics and evolutionary
laws, and to formulate protection and inheritance strategies based on the data.
346 L. Xu et al.
The project encouraged participants to upload images of contemporary life, and based
on the cultural characteristics of the wooden carving window flowers extracted from the
existing samples, the style transformation is achieved by relying on the big data model.
Participants can creatively design their own contemporary digital wooden carvings based
on their own life experiences. Thereby, elements that combine both traditional wooden
carving cultural features and contemporary visual narratives are continuously inputted
into the database.
The database is the basis of the project, providing material for the wooden carving
factory and the gesture interaction system for the general public. With the help of the
database, the wooden carving factory will be able to design and produce highly person-
alised wooden carvings; the richness and playfulness of the gesture-based interactive
system will be increased; and users will be guided to enrich the database with elements
of contemporary life scenes. Ultimately, a contemporary interactive visual narrative is
constructed to make the project design concept a reality. Figure 2 illustrates the full flow
of the project programme.
Constructing a New Interactive Visual Narrative of Contemporary Digital 347
The gesture interaction system developed in this project allows the user to select the
style and pattern of the wooden carving from the database through gesture operation as
shown in Fig. 3, and generate personalised designs in real time, as shown in Fig. 4. The
interactive approach breaks the threshold of wooden carving creation, enables the public
to deeply experience and participate in the creation of ICH culture, transforms the user
into a designer, and stimulates their enthusiasm for participation.
In the study of traditional Chinese wooden carvings, we have noticed that the wooden
carvings of each period were characterised by the era in which they were made. For exam-
ple, the wooden carvings of the Ming Dynasty were renowned for their grandeur and
magnificence, fine carving, and mostly used for the decoration of palaces, temples and
monasteries, etc.; In the Qing Dynasty, wooden carving placed more attention to the
delicate performance and exquisite carving skills, often used storyline and characters as
themes to express a strong traditional cultural atmosphere; and modern wooden carv-
ings are integrated with modern aesthetics and innovative elements on the basis of the
traditional skills, which present more diversified and personalised characteristics.
Based on this discovery, we can use digital means to simulate and reproduce wooden
carvings from different periods, and generate virtual wooden carving materials with
348 L. Xu et al.
specific epochal characteristics through training of AI big data models. Such an initiative
can enable the public to better understand and appreciate the art of wooden carving from
different historical periods, and promote the protection and inheritance of traditional
wooden carving. In addition, through the inclusion and intelligent management of a
large number of data such as physical photographs of wooden carvings, design drawings
and process descriptions, we can conduct in-depth research on the intrinsic cultural
characteristics and evolutionary laws of wooden carving window techniques, and provide
scientific basis for the development of protection and inheritance strategies.
In short, through the application of digital means, we can better protect, pass on
and innovate traditional Chinese wooden carving ICH. From providing materials and
supporting personalised production in wooden carving factories, to enriching the func-
tionality of the gesture-based interactive system, to guiding participants to construct
interactive visual narratives on their own, this project will inject new vitality into the
dissemination and development of wooden carving culture (Figs. 5 and 6).
Constructing a New Interactive Visual Narrative of Contemporary Digital 349
4 Results
We visually documented the questionnaire results with mean bar charts to illustrate the
perceptions of different respondents on the interactive experience of the project and
the value of the project. Higher mean values of the questions indicate a higher level of
recognition by participants.
The questions were arranged in a sequential order, with every two questions being
an assessment dimension, and were divided into five groups: I. Ease of interaction
assessment, II. Interaction guidance assessment, III. Business value assessment, IV.
Innovation value assessment, V. Cultural value assessment (Table 1).
Constructing a New Interactive Visual Narrative of Contemporary Digital 351
Table 1. Bar charts: statistics on the average number of answers to each question in the
questionnaire results.
4 3.4
3.1 3.1 3.3 3.2
3.5 2.9
2.8 2.8
3 2.6 2.4
2.5
2
1.5
1
0.5
0
Firstly, in the three groups of data on the assessment of value, the mean value of all
questions did not fall below 2.8 (above the middle of the “neutral” and “agree” ranges),
and the group of respondents was generally positive about the three values of the project.
Groups V and IV have higher mean values, while Groups II and III have medium mean
values. In descending order of general agreement among the respondent groups, the
values were: cultural value, innovation value, interaction description, and commercial
value. Group I, which represents the ease of interaction, has the lowest mean value, but
its mean value is 2.5, which is in the middle of the range between “Neutral” and “Agree”.
Question 2 received the lowest mean score of all the questions, with some viewers adding
that the interactive installation was limited by light intensity, distance, and other factors.
Respondents’ ratings of the ease of interaction tended to be slightly in favour overall,
but there is still more room for improvement.
Collectively, the respondent population fell into four categories: ICH researchers,
business people, children and parents. The majority of respondents felt that the project
had a very positive effect. For example, ICH researchers believed that the database format
is conducive to ICH restoration and research; Business people were concerned about
the project’s strong commercial conversion value, as the personalised Wooden Carving
Window Decoration can be used for customised services; Parents accompanying their
children to visit the project recognised the educational value of the interactive installation
for ICH; A number of children were interested in the interactive and fun aspects of the
project.
352 L. Xu et al.
In addition, a small number of interviewees suggested that the light and darkness of
the light affected the speed of gesture recognition; while some of the younger children
had difficulty in recognition due to their skeleton being much smaller than the recognition
model, and the sensitivity of gesture recognition needs to be improved.
Overall, respondents gave positive feedback in terms of digital archiving and narra-
tive translation of wooden carving motifs of contemporary life scenes. Further technical
improvements will be made to address the issue of gesture recognition sensitivity.
5 Conclusion
This project is based on the construction of a database of traditional wood carving ele-
ments in southern Fujian, and the interactive form of participants’ self-creation, which
is dedicated to solving the current dilemma of ICH Wooden Carving Window Decora-
tion. The intervention of virtual interaction reduces the time and economic cost of the
experience. In terms of interactive transformation for the general public, the traditional
aesthetic experience, the fun, narrative and easy-to-use nature of the interaction, well
enhance the immersion of participants.
In the future, we will further focus on Wooden Carving Window Decoration in
Southern Fujian Ancient Building, starting from the user side and adopting online APP
development to improve the project, in order to attract more young people to take the
initiative to participate in the inheritance of ICH and extend the vitality of Wooden
Carving Window Decoration ICH.
References
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Intangible Cultural Heritage. https://ich.unesco.org/en/convention. Accessed 10 July 2023
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inspired by sand animation. In: CHI 2011: CHI Conference on Human Factors in Computing
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Research on the Application of Shangri-La
Regional Color Extraction in the Design
of Cultural and Creative Products
Xingqiao Yang, Ren Long(B) , Tianyue Zhang, Xiaoran Yang, and Wanlin Yang
1 Introduction
Regional color refers to the relatively stable color style and aesthetic concepts that have
been formed over a long period in a certain region under the joint effect of natural cli-
mate, geographic environment, and cultural traditions [1]. A region from food, clothing,
housing, and transportation, to folklore, all show differences in color and uniqueness
so that the color has accumulated as a sign and symbol of regional culture. Regional
color fusion of regional history, folk culture, and human characteristics of the typical
color, can intuitively represent the regional characteristics, reflecting the regional culture.
French colorist Jean-Philippe Lenclose first confirmed through a large number of field
investigations, the geographical environment will directly affect the human race, race,
customs, culture, art, and other aspects of the shaping and development of a regional
color, and local geography, history, culture, customs and other inextricably linked to the
complexity of the link [2].
Cultural and creative products highlight cultural confidence and cultural soft power,
although there are many cultural and creative products in the market that are loved by
consumers, there is still the blind pursuit of economic benefits when developing and
designing cultural and creative products, lack of excavation of regional culture, and
copying of design innovation points, which leads to the lack of cultural connotation of
some cultural and creative products, and the problems of homogenization, symbolization,
and blindness.
Designers can extract the corresponding regional cultural elements from the abstract
culture with regional characteristics and apply them to the shape, material, and process,
to design cultural and creative products reflecting the local regional culture. Regional
cultural and creative products using regional colors are richer in regional character-
istics and regional cultural connotations, and extracting regional colors and applying
them to regional cultural and creative products can be a solution to the problems of
homogenization and low connotations of regional cultural and creative products.
initial clustering center [7], the K-means++ algorithm that improves the initialization of
the clustering center is used for the extraction of the main color of the image.
1. One sample is randomly selected from the dataset X (with a total of N samples) as
the first initial clustering centre C1.
2. Calculate the shortest distance D(x) between the remaining samples and the currently
existing cluster centers, calculate the probability P(x) that each sample point will be
selected as the next cluster center, and finally select the sample point corresponding
to the maximum probability value as the next cluster center:
D(x)2
P(x) = (1)
x∈X D(x)2
3. Repeat 2) until K clustering centers Ci are selected (i = 1,2…K).
Iterative Updates
1. The Euclidean distance of the remaining N-K sample points from each initial cluster
center is calculated and they are assigned to the category in which the nearest cluster
center is located. The distance is calculated using the following formula:
Displayed equations are centered and set on a separate line.
n
j j 2
d (xi , gK ) = xi − gk (2)
j=1
where denotes the clustering centre and j denotes the data dimension
2. Calculate the mean of all the data in each category on each dimension and then use
these K means as new cluster centers.
2. Repeat 1) - 2) until the newly generated cluster centers no longer change or are smaller
than a specific threshold.
glaciers, canyons, lakes, waterfalls, rivers, etc., and the humanistic features include the
ancient city, temples, villages, and other buildings, as well as the Tibetan and Buddhist
cultures with a long history and rich heritage. Photo collection of Shangri-La. The natural
landscape and humanistic architectural landscape are selected from different attractions
in Shangri-La, while the humanistic features are based on the Tangka of Shangri-La.
To ensure the objectivity of the picture selection, the attractions were selected con-
cerning the popularity ranking of Shangri-La tourist attractions on the official website of
Ctrip Travel, and the top 10 natural attractions and the top 6 humanistic attractions were
selected. We screened and removed images that did not meet the requirements, such
as overly cluttered scenes, obvious traces of post-processing, unclear color intention,
and rich light and shadow effects, and finally selected 68 natural landscape images, 45
humanities landscape images, and 45 Shangri-La thangkas, for a total of 158 images as
the source of data analysis. To ensure the authenticity and clarity of the images, neces-
sary adjustments are made to the images, such as removing watermarks, adjusting the
clarity, and restoring the real colors. See Fig. 1 for the color gallery of the Shangri-La
region.
Firstly the single image is clustered using the K-means++ algorithm to get the extracted
colour. Usually, available spatial models are RGB color space, HIS color space, HSV
color space Lab color space, etc. Different color spaces have their advantages and dis-
advantages. Except for the RGB space, all the other spaces require spatial conversion
calculations, which are more complicated. HIS color space and HSV color space cannot
directly perform K-means clustering, and need to coordinate the relationship between
the three components, i.e., redefine the distance function; Lab space is also complicated
in the conversion process [8], and is generally applicable as a judgment condition for
image segmentation.RGB color space is the most The RGB color space is the most com-
monly used color space, which has the advantages of uniform distribution, easy calculate
of the distance, and effectively and intuitively reflecting the degree of similarity of the
colors, therefore, this paper adopts the RGB color space for clustering analysis.
358 X. Yang et al.
For the extraction of the main color of a single image, through several experiments
and comparisons, when the number of clusters is 8, the extracted color is close to the best
effect and the degree of differentiation is high, so the number of clustering categories set
in the process of single-image color extraction is K = 8. Taking the image of the Yila
Grassland in the natural landscape of Shangri-La as an example, the results of the color
extraction of a single image are shown in Fig. 2.
After separate color extraction for each image in the color gallery, color block fusion is
performed to obtain the fused image, and the K-means++ algorithm is again used for
the final primary color extraction. The schematic diagram of color block fusion for the
natural landscape, humanistic landscape, and Tangka of Shangri-La is shown in Fig. 3.
Through many experimental comparisons when the final number of extracted primary
colors is 12, the results obtained have a better representation and can well reflect the
color imagery of different landscapes, so the number of clustering categories set by the
secondary K-means++ algorithm is K = 12, and the final results of the primary color
extraction of the different landscapes and the accounted for as shown in Fig. 4.
Fig. 3. Schematic diagram of color block integration (a) Natural landscape (b) Human landscape
(c) Thangka.
Research on the Application of Shangri-La Regional Color Extraction 359
Fig. 4. Extraction results and percentage of different landscape (Nature, Humanities, Thangka)
dominant colors.
After extracting the main colors of different landscapes, it is also necessary to obtain
the collocation relationship between different main colors, i.e. which main colors often
appear in the same image at the same time. Therefore, it is necessary to draw a color
network model to show the collocation relationship between different primary colors in
a concrete image, to assist designers in color matching and application.
The color network model constructed for different landscapes is shown in Fig. 5, in
which the 12 dots indicate the 12 main colors extracted, the size of the dots indicates the
size of the proportion of the main colors, and the connecting lines between the different
dots indicate that there is a high-frequency co-occurrence relationship between the two
colors in a single image. The method of determining the co-occurrence relationship is
as follows: count the frequency of any two colors appearing in all the images of the
color gallery, set the co-occurrence threshold, when the co-occurrence frequency of the
two colors is higher than the threshold, determine that the two colors are co-occurring,
and connect the corresponding dots two by two. At the same time, the set threshold can
not be too high or too low, the threshold is too high will make the number of co-linear
colors small, the color matching is single, and the threshold is too low will make the
co-occurring colors complicated, and it is difficult to get a representative color matching
scheme. After several experiments and comparisons, when the co-occurrence threshold
of Shangri-La’s natural and humanistic landscapes is set to 0.25, and the co-occurrence
threshold of Shangri-La’s Thangka landscape is set to 0.2, the structure of the color
network model is more optimal.
Color Design Guide. When designing the color, the primary color, secondary color, and
accent color are used as the most basic division of the color function [9]. To reproduce
Shangri-La’s regional color intention as much as possible, the development of the color
scheme was carried out based on the color network model and HSB color analysis, and
the color network model mainly assisted the color scheme design in the selection of
primary and secondary colors [10].
The guidelines for constructing the color scheme design are as follows: ➀ Primary
color selection. The main color is the iconic color and the main color of the picture,
which determines the style and cultural direction of the whole work as well as the first
sensory impression. The color with the largest proportion and the highest frequency is
the best choice for the main color, and the selection of the main color can be based on the
priority of proportion or the frequency of occurrence [11]. Secondary color selection.
Auxiliary colors are mainly used as secondary colors or background colors of the screen.
In the color network model, auxiliary color selection is generally determined after the
primary color, auxiliary color should have a connection with the primary color, and
auxiliary color is more than two, the primary color and auxiliary color nodes can form
a complete network. (iii) Embellishment color selection. Embellishments are mainly
used to highlight the main color, usually jumping colors, small areas, and the number of
times. The accent color is usually chosen to be in greater contrast with the primary and
secondary colors.
Matching Color Card Construction. Concerning the above color matching strategies,
6 color schemes were selected from the 3 established color network models, and for each
color scheme, 4 interrelated colors were selected as the primary and secondary colors,
as well as 1 smaller color as the accent color. The final 6 color schemes selected were:
color scheme 1–11, 07, 06, 04, 01 (Fig. 6), color scheme 2–09, 08, 06, 05, 02 (Fig. 6),
color scheme 3–23, 22, 19, 18, 13 (Fig. 6), color scheme 4–24, 20, 19, 18, 13 (Fig. 6),
color scheme 5–36, 33, 32, 28, 27 (Fig. 6), color scheme 6–35, 32, 31, 26 (Fig. 6).
As the color scheme colors do not have obvious light and dark variations and are not
necessarily suitable for picture color matching, the colors are extended by adjusting the
color scale variations to form three light and dark dimensions of light, grey, and dark to
provide picture light and dark and level variations. The light side extension adjusts the
grey scale factor to 1.6, and the dark side extension adjusts the grey scale factor to 0.6,
which finally forms the three color scales of light, grey, and dark, and produces a total of
six 15-color color cards, which are used as the color cards for the regional color scheme
of Shangri-La. Figure 7 shows the six Shangri-La regional color cards.
Research on the Application of Shangri-La Regional Color Extraction 361
The composition of the main image is based on the "split composition" of Shangri-
La’s thangka, and the design is based on the concept of combining thangka with trendy
elements. In the main visual, the main statue depicted in the center of the thangka is still
retained, and the features of the thangka, such as the large earlobes and accessories with
Buddhist characteristics, are extracted. Around the main venerable figure, we design
patterns and motifs with cultural characteristics, and the motifs are mainly distributed
on the left and right sides of the main venerable figure in the form of axial symmetry, to
achieve the symmetrical aesthetics of balance and stability in the visual sense. To better
reflect the characteristics of Guochao’s cultural and creative products, the process of
362 X. Yang et al.
assigning colors to the line drawings is mainly based on solid color block filling. Using
the six groups of Shangri-La regional color cards from the previous chapter, the final
effect is shown in Fig. 8.
5 Deliberations
The questionnaire method was used to investigate users’ preferences for different color
schemes. The characteristics of regional cultural and creative products are summarised
as three points: cultural, storytelling, and practicality. The questionnaire is set up to
provide three evaluation modules and is quantified using a five-level Likert scale, with
five levels corresponding to the scores of “5, 4, 3, 2, 1”.
A total of 89 valid questionnaires were received, and the analysis shows that: (1) the
basic information of the participants in the questionnaire research: 35 men, accounting
for 39.33%; 54 women, accounting for 39.81%. The age of the respondents is mainly
distributed 18–40 years old, a total of 80 people, accounting for 89.89%. (2) Distribu-
tion of fondness of color schemes: the average score of all color schemes in the cultural
module is 3.67, which can better reflect the regional humanities of Shangri-La; in the
storytelling module, the average score of all schemes is 3.83, which indicates that the
color schemes have commemorative value and have successfully conveyed some cultural
information to the consumers; in the practicality, the average score of the six schemes is
3.67, which indicates that the color schemes can be integrated into the life by the con-
sumers. In terms of practicality, the average score of the six schemes is 3.67, indicating
that the color schemes can be integrated into life and used by people. Option 3 (Fig. 9)
received the highest rating, with an average score of 7.56.
Research on the Application of Shangri-La Regional Color Extraction 363
The results show that the regional cultural creations produced through this study
have high ratings in terms of culture, storytelling, and practicality, and can conform to a
certain extent to the user’s impression of the Shangri-La region; the colors extracted based
on the clustering algorithm can represent the colors of the majority of the consumers’
impression of the Shangri-La region, and they have good results in application. The study
provides a methodological reference for the extraction and application of representative
colors of regional culture. The color scheme that is more popular among young people,
i.e. Scheme III, is used for design application practice. The application effect is shown
in Fig. 10.
6 Conclude
This paper proposes a regional color extraction method based on the k-means++ cluster-
ing algorithm, which extracts the characteristic colors and constructs the color network
model for the regional colors of Shangri-La, and discovers the color ratios and neighbor-
ing relationships in a scientific way, to assist the designers in designing, improve the effi-
ciency of the designers’ work efficiency in matching the colors, and accurately reflect the
regional cultural intention of Shangri-La. The regional color extraction scheme and color
clustering method proposed in this study can be applied to the extraction and application
of other regional cultural color factors, which has a certain degree of universality.
There are still some shortcomings in the study: firstly, there are limitations in the
understanding of Shangri-La, and there may be the problem of poor sample representa-
tiveness in the Shangri-La color gallery; secondly, the clustering thresholds are mainly
set for the subjective assessment and setting of the viewing effect, and there are certain
errors, which will have some impact on the stability and authenticity of the color network
construction; finally, the five Chinese geographical regions have a close relationship with
the five traditional Chinese colors, and the present Finally, the five regions of China have
a close relationship with the five traditional Chinese colors, and this study only takes
the region of Shangri-La in Yunnan as an example, and fails to conduct a comparative
study on the cultures and colors of the five typical regions of China. A follow-up study
will be conducted to address the above issues.
References
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2020.03.010
Design of NiNiGou Cultural and Creative
Products Based on KANO-AHP-QFD
LiJia Yun(B)
The three methods of KANO-AHP-QFD each have their own strengths, but they
also have their own limitations. The KANO model is an important method for initially
establishing user needs [2], which can effectively find the relationship between various
user needs and satisfaction with cultural and creative products but cannot clearly present
the weights of these needs. Using the AHP method to calculate the importance of various
demand indicators can further improve the accuracy of demand weights [3, 4]. However,
KANO and AHP methods cannot provide clear design standards for how user needs
can be realized in cultural and creative products. The use of QFD theory characterized
by quantitative analysis can output user demand information as design parameters [5].
The combination of KANO-AHP-QFD method can more accurately solve the key needs
of users of NiNiGou cultural and creative products compared to traditional design and
research methods, making design decisions more efficient.
Zhongyi Lev et al. [6] used the Kano-AHP-QFD method to establish an innovative
design scheme for a reasonable and easy-to-use fruit logistics turnover box based on user
needs; Shijian Cang et al. [7]. Proposed a hybrid model based on KANO-AHP-TOPSI
and completed a design scheme superior to the existing packaging of clay figurine
Zhang; Wei Qiang [8] established the KANO model and QFD quality house based on
user travel maps, providing methodological guidance for the interaction design of new
energy vehicles on the mobile end; Hongyu Zhou et al. [9] used KANO and QFD methods
to clarify design requirements, guide design implementation, and combined with PUGH
evaluation method to comprehensively evaluate the design scheme to obtain the optimal
design scheme. Many scholars in the current academic research of product design have
used KANO, AHP, and QFD methods for product development and improvement, which
can effectively adapt to market demand and improve user satisfaction. The application
of these three methods in the development of NiNiGou’s cultural and creative product
design has high feasibility. Please note that the first paragraph of a section or subsection
is not indented. The first paragraphs that follows a table, figure, equation etc. does not
have an indent, either.
Under the user demand driven design pattern of cultural and creative products, the
research method of KANO-AHP-QFD integration can accurately obtain the user needs
of NiNiGou cultural and creative products, and further quantify them into design
requirements. The overall process framework is shown in Fig. 1.
Design of NiNiGou Cultural and Creative Products 367
Secondly, the literature research method was used to sort and summarize the exist-
ing literature on NiNiGou cultural and creative products, and to extract and supplement
user demand information. Considering the accurate identification and reasonable differ-
entiation of demand information expression, 5 cultural and creative product designers,
2 university visual communication design teachers, and 1 NiNiGou intangible cultural
heritage inheritor were invited to screen, merge, and classify 52 demand items, and 20
key demand vocabulary were obtained. According to expert opinions, they were divided
into two levels. The first level is the three experience elements of function A, visual B,
and emotional C, and the second level is the 19 user demand indicators (See Table 1.)
Table 3. Attributes of User Demands of NiNiGou Cultural and Creative Products (%)
4.2 Construction of a Hierarchical Model for the Demand for NiNiGou Cultural
and Creative Products
Based on the preliminary classification of user demand types and the principle of AHP
method, a hierarchical model of demand for NiNiGou cultural and creative products
is established, which includes a target layer (the only element is the optimal solution
for NiNiGou cultural and creative product design), a criterion layer (composed of three
demand dimensions: functional A, visual B, and emotional C), and a sub criterion layer
(composed of 12 essential, expected, and charismatic requirements analyzed by the
KANO model)( see Fig. 2).
4.3 Analysis of User Demand Weights for NiNiGou Cultural and Creative
Products
Build an AHP judgment matrix. Using the 1–9 scale method [12], establish an adjacent
evaluation index questionnaire, as shown in Table 4. Invite 5 experts in the field of cultural
Design of NiNiGou Cultural and Creative Products 371
and creative product design and 10 product users to compare and score the elements of
the criterion layer and sub criterion layer pairwise. Take the average of the evaluation
results and construct a judgment matrix.
⎡ ⎤
b11 b12 · · · b1j
⎢ b21 b22 · · · b2j ⎥
⎢ ⎥
M =⎢ . . . .. ⎥
.
⎣ . . . . . . ⎦
bi1 bi2 · · · bij
i
ai = n
Mi (i = 1, 2, · · · , n)
index A B C Weights ai CR
A 1 1/3 1/5 0.109 5 0.003 6
B 3 1 1/2 0.309 0
C 5 2 1 0.581 6
The construction of the House of Quality (HOQ) model is the focus of the entire quality
function deployment. Based on the Kano model and AHP method, the user demand
elements and design parameters are obtained to construct the HOQ. The user demand
weights are imported into the left wall of the HOQ, and the design elements form the
ceiling of the HOQ. ▲ ● and ★ correspond to the correlation between user needs and
design elements, with ▲ = 1.5, ● = 1.2, and ★ = 1. The final calculation of design
element weights is the sum of all requirements under the design elements multiplied
by the corresponding weight values to form the basement of the quality house. Finally,
analyze the positive and negative correlation between the various design elements of
NiNiGou cultural and creative products, with “+” representing positive correlation and
“–‘’ representing negative correlation, marked on the roof of the HOQ (See Fig. 3).
Normalize the weights of the obtained design elements according to their importance
and sort them accordingly (See Fig. 4).
The ultimate choice of NiNiGou cultural and creative products is presented in the
form of interactive books - “Mud Tan”, which mainly revolves around the types of
shapes and historical legends of NiNiGous. The size of a book is 38cm * 38cm; Use
recyclable paper materials on the material, with a textured wrinkled paper on the cover
and a harder white cardboard on the inner page to make the interactive device more
376 L. Yun
durable and not easily damaged; In terms of color, it follows the five color concept of
NiNiGou [15], which uses black as the base color and red, yellow, blue, and white as
decorative colors, with bright colors; 20 classic NiNiGou designs were selected for the
design of the NiNiGou, which geometrically, exaggerates, and anthropomorphizes the
original irregular shapes into lively and lively images; The book consists of a total of 12
chapters, which are illustrated with text. Each chapter corresponds to a story plot, and
the story content is based on the historical legend of NiNiGou and local folk customs;
In terms of interactive form, the design is based on the story content of each page
and the corresponding NiNiGou type. The left page is the text description of the story,
and the right page is the interactive page, such as the story of “overlapping arhats”.
Corresponding to the “nine headed birds” shape in the NiNiGou, pulling the first head
will gradually appear the nine heads stacked behind.
The design of mud dog cultural and creative products based on books is an inno-
vative inheritance of mud dog intangible cultural heritage, meeting 12 key needs of
users for knowledge learning, relaxation, and healing. Users can understand the cultural
connotation of mud dogs in an intuitive, relaxed, and enjoyable way [16].
7 Conclusion
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Potential of Their Images. Fudan University, Shanghai (2012)
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Eng. 04(42), 185–190 (2021). https://doi.org/10.19554/j.cnki.1001-3563.2021.04.026
A Study on the Dissemination of Xiamen’s
Urban Image Through the BiliBili Platform
1 Introduction
“City image” concept was first introduced by the American urbanist Kevin Lynch [1].
He believed that the city image is a comprehensive impression of the city as a whole
formed by the public, which is the integrated psychological image formed by people’s
perception of the city’s physical environment.
In the context of the increasingly rapid urbanization process and intensifying urban
competition, a favorable and widely recognized city image is beneficial externally for
attracting high-quality talent, capital, and technological resources, while internally it
helps foster a sense of belonging, identity, and cohesion among the citizens towards
their own city [2].
2 Methods
2.1 Date Collection
This study utilized the big data scraping tool “Octopus” (website: https://rpa.bazhuayu.
com/) to collect data on Bilibili video titles, posting times, and comments. After setting
the keyword “Xiamen city,” a total of 802 related videos were retrieved. These 802
video titles were then deduplicated, and through manual screening, irrelevant videos
and advertisements were excluded, resulting in a final sample size of 702 videos for
analysis.
380 J. Zhang et al.
3 Results
3.1 Video Quantity Analysis
The earliest Xiamen city-related thematic video appeared on the Bilibili platform in
February 2016 (see Fig. 1), with the release of the “2016 China Xiamen City Image
Promotional Video” produced by the studio of Fujian documentary director, Teacher
Wei Guohai. Since 2020, there has been a notable increase in the number of videos on
the Xiamen city theme on the Bilibili platform (see Fig. 2). According to the Bilibili
financial report, the daily average views of Bilibili videos increased from 2.125 billion
in 2020 to 2.437 billion in 2021, then to 3.996 billion in 2022, and finally reached 4.1
billion in 2023 [5]. This growth trend reflects the platform’s significant achievements
in attracting users and content creators. More and more content creators and travel
enthusiasts are choosing to publish videos on the Bilibili platform, driving the growth
in the number of videos related to Xiamen city.
Fig. 1. Xiamen city-related videos published on the Bilibili platform each month.
A Study on the Dissemination of Xiamen’s Urban Image Through the BiliBili Platform 381
During the COVID-19 pandemic outbreak from 2020 to 2022, the global tourism
industry was severely impacted, leading to many people being unable to travel in person.
In such circumstances, individuals turned to online platforms to obtain information and
experiences about tourist destinations, satisfying their curiosity and desire for travel
experiences. As travel restrictions across regions were gradually lifted, there was a
surge in the number of tourists, and Xiamen, as a popular tourist city in China, naturally
became one of the choices for travelers. This further inspired more tourists to share their
travel experiences, journals, and travel tips about Xiamen, thereby increasing the offline
tourism content related to Xiamen city on the Bilibili platform.
Fig. 2. Xiamen city-related videos published on the Bilibili platform each year.
Sample video name Number of views Video upload data The symbol refers to
(signifier)
Love Story | “Xiamen has 324,000 2023.2.24 Xiamen is a city with
always been a city with healing power that can
strong healing abilities, provide people with inner
healing in every person comfort and comfort
and corner of Xiamen.”
Xiamen: The Internet 433,000 2022.11.19 Xiamen was highly
celebrity city of the last anticipated in the last
century “The Sea Garden” century (20th century),
is not all of her! and now Xiamen, in
addition to its “sea
garden”, has more diverse
and rich urban images
There shouldn’t be any 183,000 2023.01.14 Xiamen is a city with a
city that understands highly romantic
romance better than atmosphere, possessing
Xiamen! unique charm and
attraction
The counterattack of 113,000 2021.09.26 Xiamen has been
Xiamen is not just a continuously developing
“internet celebrity” city! from relatively backward
areas, not just because of
its reputation as a “internet
celebrity” city
Xiamen City Strategy! 681,000 2023.06.06 In the hot summer, there
Crazy play all day in the are also many places to
hot summer! visit in Xiamen for
sightseeing
Xiamen - a beautiful 51,000 2023.01.19 Xiamen is a beautiful
garden city, opened for the garden city, welcoming the
new year, with beauty new year with Xiamen’s
always present, and with egrets, showcasing the
egrets, you can start the natural beauty and vibrant
2023 energetic new year! New Year atmosphere of
Xiamen city
Xiamen is a city that once 45,000 2021.06.04 Affirming and loving the
you come, you don’t want urban charm of Xiamen,
to leave! emphasizing the attraction
and comfort it brings to
people
(continued)
A Study on the Dissemination of Xiamen’s Urban Image Through the BiliBili Platform 383
Table 1. (continued)
Sample video name Number of views Video upload data The symbol refers to
(signifier)
Searching for the Ideal 35,000 2023.12.29 Xiamen is a beautiful
City Stop 7: Xiamen, a place like a movie, with
place as beautiful as a the beauty and charm of an
movie~ ideal city
From a regular tea port to 29,000 2022.04.11 The development process
one of the busiest cities in of Xiamen is full of
the world, Xiamen, China vitality, representing the
| China City 4K Film and changes and rapid
Television development of Chinese
cities
Why do old tourist cities 73,000 2023.04.06 Xiamen, as an old tourist
still bring us surprises city, will still experience
when we revisit Xiamen new changes or
after 10 years? experiences after many
years, bringing surprises
and freshness to tourists
Through high-frequency word analysis of comments below the videos, we can identify
the most frequently used words by the audience when expressing their opinions or
reflecting their emotions. Figure 3 shows the wordcloud of high-frequency words in the
comments. “厦门” (Xiamen) and “城市” (city) appeared 910 and 248 times respectively,
accurately reflecting the focus of audience comments. Additionally, “房价” (housing
price) appeared 161 times, indicating a focal issue sparking discussions among the
audience. According to the “National Housing Price Ranking” released in February
2024, the average land price in Xiamen is 47,184 yuan per square meter, ranking fourth
nationwide [6]. Similarly, according to the “2023 China 333 Cities (including Hong
Kong, Macao, and Taiwan) GDP Ranking” published by the Star Data Pie, Xiamen
ranks 32nd [7]. This disparity between housing prices and development level has made
“high housing prices” a unique label for the city of Xiamen.
Words like “生活” (life), “宜居” (livable), “养老” (retirement), “舒服” (comfort-
able), and “适合” (suitable) reflect the audience’s focus on the living environment in Xia-
men. Through high-frequency words such as “经济” (economy), “消费” (consumption),
“工作” (work), “收入” (income), and “工资” (salary), it is evident that the discussions
among the video audience about Xiamen revolve around the employment environment
and economic level. Words like “鼓浪屿” (Gulangyu Island), “风景” (scenery), and “
景点” (tourist attractions) also reflect Xiamen’s tourism resources and features.
The domestic cities mentioned in conjunction with Xiamen include “烟台” (Yantai),
“大连” (Dalian), and “宁波” (Ningbo). All these cities are coastal cities. This suggests
that short video users who are interested in Xiamen also pay attention to other cities of
384 J. Zhang et al.
similar type and compare Xiamen with them. The city image presented in short videos
will become a reference for short video users when choosing a settlement city or a travel
destination.
This study utilized the SnowNLP library in Python to conduct sentiment analysis on 1705
comments from the top 100 videos ranked by comprehensive sorting related to Xiamen
city on the Bilibili platform. Among these, “positive” represents audience comments
affirming and identifying with the Xiamen city image presented in self-media commu-
nication. “Negative” denotes audience comments criticizing and disapproving of the
Xiamen city image presented in self-media communication. “Objective” refers to audi-
ence comments providing factual descriptions and constructive suggestions regarding
the Xiamen city image presented in self-media communication.
Table 2 shows there are a total of 990 comments with a positive sentiment, accounting
for more than half of the total sample size. This indicates that the audience generally
agrees with the Xiamen city image presented on the Bilibili platform and resonates with
the portrayal of Xiamen in self-media content.
There are a total of 525 comments with a neutral sentiment, accounting for 30.79% of
the total. These comments mostly consist of fair evaluations and objective descriptions
of the Xiamen city image, as well as supplementary explanations about the city’s image
and cultural background. Some comments also provide suggestions for improving the
A Study on the Dissemination of Xiamen’s Urban Image Through the BiliBili Platform 385
Xiamen city image. These comments contribute to conveying a more objective city
image, facilitating a more comprehensive understanding of Xiamen city among the
audience.
Negative sentiment comments only accounted for 11.15% of the total comments,
indicating a minority. The main content of these comments includes a negative attitude
towards the low housing prices in Xiamen, disdain for various “internet-famous” spots
in Xiamen, and evaluations from local residents regarding the city’s originality. These
comments often criticize the drawbacks of Xiamen’s urban development perceived by
tourists, while also expressing nostalgia from long-time Xiamen residents for the original
city.
Negative sentiment comments only accounted for 11.15% of the total comments,
indicating a minority. The main content includes a negative attitude towards the high
housing prices in Xiamen. Additionally, many netizens believe that the “internet-famous
spots” and “internet-famous food” depicted in the videos are not as advertised.
Positive comments frequently mention Xiamen’s beautiful coastline and scenery,
while also providing suggestions for improvement and pointing out flaws, such as the
need to increase the number of shopping and coffee shops, and enrich nightlife activities.
Commenters also praise Xiamen’s urban culture, its clean and tidy environment, charm-
ing natural landscapes, rich culinary culture, and pleasant living atmosphere. They gen-
erally believe that Xiamen has made significant achievements in urban development and
infrastructure, particularly excelling in public transportation and urban environmental
improvement.
Neutral comments do not entirely negate the image of Xiamen city but rather offer
“suggestions” in certain aspects. While expressing appreciation and recognition for Xia-
men’s urban scenery, they also provide different perspectives on some details. For exam-
ple, comments like “I love Xiamen, but it should not rely solely on tourism and real estate”
or “Xiamen is beautiful, but urban development still needs improvement.” In fact, it is
these objective interpretations, rational suggestions, and fair evaluations that can better
expose the areas for improvement in the dissemination of Xiamen’s city image, provid-
ing more specific and instructive directions for future improvements in the dissemination
of Xiamen’s city image.
4 Discussions
Several videos on Bilibili showcase Xiamen as a livable city through beautiful scenery
and natural landscapes, emphasizing the city’s environmental advantages and natural
resources. Some tourism promotional videos depict Xiamen as a “hotspot” city with a
386 J. Zhang et al.
romantic atmosphere and cultural heritage. In the comment sections of numerous related
videos, there remains strong support for the image of Xiamen city, with comments prais-
ing the city’s scenery and excellent coastal views. Some audiences also highlight the
high housing prices in Xiamen and the corresponding lower incomes, expressing senti-
ments such as “locals find it more livable” and “unable to afford houses due to relatively
low wages.” Additionally, local residents of Xiamen contemplate the consequences of
rapid development, questioning aspects like “Is the ‘hotspot economy’ a bubble?” and
expressing hopes for improvements in transportation. The diverse perspectives of various
audiences converge to shape new aspects of the image of Xiamen city.
Through analyzing the content of videos and comments related to Xiamen city on
the Bilibili platform, it is evident that the image of Xiamen presented on Bilibili is
relatively singular, summarized as “a highly popular tourist city” and “a city with high
housing prices,” with the city’s rich history and diverse culture not being the focal points
of short video users. Indeed, this study only selected videos from the Bilibili platform
as research objects, and future research could continue to quantitatively analyze the
portrayal of Xiamen city image on other video platforms. Additionally, this study did
not classify Xiamen city-related videos; in future research, keywords such as “Xiamen
history” and “Xiamen culture” could be set to collect relevant videos for analysis.
Acknowledgments. This study was funded by XMUT Graduate Science and Technology Inno-
vation Project (grant number YKJCX2022244) and XMUT Education and Teaching Reform
Research Project (grant number JG202346).
References
1. Lynch, K.: The Image of the City. MIT Press, Cambridge (1964)
2. Qi, R.: Research on the dissemination of urban image by food-related self-media [MD, Wuhan
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3. Bilibili released Q3 2023 financial report: Daily active users exceeded 100 million mark,
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id=1783898903753192378&wfr=spider&for=pc
4. UNESCO. Kulangsu: a Historic International Settlement (n.d.). https://whc.unesco.org/en/list/
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information/?tab=sec-filings#annual-and-interim-reports
6. Ju Hui Data. National House Price Rankings (2024). https://m.gotohui.com/fangjia/
7. Exclusive! 2023 GDP Ranking of 361 Cities in China (including Hong Kong, Macao, and
Taiwan) Released (Version 1)]. (n.d.). https://zhuanlan.zhihu.com/p/682709698
Between Mountains and Rivers, Reality
and Virtuality: Empowering Traditional
Intangible Cultural Heritage Plant-Dye Apparel
Design and Display Through Virtual Digital
Technology
College of Art and Design, Shenzhen University, Shenzhen 518060, People’s Republic of China
[email protected]
Abstract. Since 2020, with the rapid development of digital technology and vir-
tual fashion, three-dimensional virtual clothing technology has gradually been
applied in the clothing industry with its advantages of high environmental protec-
tion, robust simulation, and intuitive output effects. At the same time, with the rapid
development and popularization of digital technology, digital conversion, restora-
tion, and innovation of traditional intangible cultural heritage have become a new
wave. This study explores the application of three-dimensional virtual technology
in designing and performing conventional intangible cultural heritage plant-dyed
clothing. Applications. By combining traditional craftsmanship with modern tech-
nology, this research aims to improve the accuracy of digital communication of
plant-dyed clothing and pattern design, break the inefficiency barriers of conven-
tional intangible cultural heritage communication, and achieve “online + offline”
and “virtual” + reality” comprehensive promotion and communication. This study
hopes to provide new ideas for greater attention and faster dissemination of intan-
gible cultural heritage and to explore new practical directions for promoting the
inheritance and development of traditional intangible cultural heritage handicrafts.
1 Introduction
The 2nd Plant Dye Earth Art Festival in Guilin, Dongli, China, 2023, uses plant dyeing
as a medium to explore innovative artistic methods and collectively discuss new trends
in the development of the plant dyeing industry. Among them, the virtual digital technol-
ogy explored by this research institute empowers traditional intangible cultural heritage
plant-dyed fashion clothing shows as one of the opening performances of this art festival.
For a long time, the conventional fashion show form was limited by the small size of
the venue, low communication efficiency, and single viewing form. Since 2020, with the
rapid development of digital technology and virtual fashion, three-dimensional virtual
clothing technology relies on its high environmental protection, robust simulation, and
Advantages such as intuitive output effects, which are gradually being rapidly applied
in the clothing industry. At the same time, with the rapid development and populariza-
tion of digital technology, digital conversion, restoration, and innovation of traditional
intangible cultural heritage have become a new wave, which has also brought more
opportunities for rapid sharing, timely preservation, efficient promotion, and adequate
inheritance of intangible cultural heritage, possibilities, and development opportunities.
Based on the above research background, the theme of this study is how to empower
traditional intangible cultural heritage plant-dyed clothing design through virtual digital
technology. The purpose of the research is as follows: Based on the China Plant Dyeing
Art Festival, using plant-dyed clothing in the landscape show as a medium to implement
the environmental protection concept of plant dyeing from the perspective of combin-
ing traditional craftsmanship and modern technology through three-dimensional virtual
technology to assist conventional intangible cultural heritage plants Dyed clothing has
been promoted in many aspects in “virtual + reality,” providing new ideas and methods
for the inheritance and effective dissemination of intangible cultural heritage.
2 Literature Review
2.1 The History and Current Situation of Traditional Intangible Cultural
Heritage Plant Dyeing
The traditional intangible cultural heritage handicraft plant dyeing technology has a
long history in China. Its dyeing materials are derived from nature, have the sustainable
advantages of being environmentally friendly and widely sourced, and are of great appli-
cation value in textile dyeing applications. Since the 21st century, many scholars have
begun to conduct in-depth research on traditional intangible cultural heritage plants and
natural techniques. They have gradually made in-depth refinements in the dyeing tech-
nology itself from aspects such as dyeing technology, dyeing effects of dye materials,
performance of dyed fabrics, improvement of dyeing auxiliaries, etc. Research [1, 2]. At
the same time, with the continuous advancement and promotion of dyeing technology,
researchers have begun to emphasize the importance of inheriting cultural elements of
intangible cultural heritage plant dyeing technology, especially the potential application
and continuous innovation of plant dyeing in fashion [3]. Especially with the wave of
environmental protection concepts and sustainable development, the intangible cultural
plant dyeing process has attracted the attention of designers. It has gradually begun to
realize industrial production. Therefore, improving the color fastness of plant dyes and
achieving standard industrial production of textiles are current and future goals [4].
different. Affected by the uncertainty of the effect, the application status of virtual reality
technology in education, medicine, military, and other fields is different. The field still
has significant challenges but plays a vital role in the industry and digital media. As the
country has established a complete support system for virtual reality technology, virtual
reality technology is moving towards the realization of dynamic environment modeling
technology, real-time three-dimensional graphics generation and display technology,
new human-computer interaction equipment research and development, application of
VR technology, intelligent technology and speech recognition Technology completes
the development direction of virtual reality modeling, network distributed virtual real-
ity technology, and other aspects. Overall, virtual reality technology in various fields
provides people with a more realistic experience, requiring researchers to continue to
innovate and improve [5].
3 Research Methods
This study is based on the landscape theme of the China Plant Dyeing Land Art Festi-
val, with the research and exploration goal of digitally empowering the presentation of
traditional plant dyeing art (see Fig. 1) to promote the multi-dimensional dissemination
of niche traditional intangible cultural heritage handicrafts, the following points are the
main points of this study:
1. A realistic simulation of traditional intangible cultural heritage craft plant-dyed
clothing.
2. Artistic style simulation creation of realistic scenes.
3. Digitally transform traditional intangible cultural heritage craftsmanship for rapid
sharing and efficient dissemination.
390 X. Zhang et al.
4 Practical Application
4.1 The Specific Process of Simulating the Characteristics of Traditional
Plant-Dyed Clothing in Real-Time
The production of three-dimensional virtual digital clothing requires the completion of
human body measurements first. The size of the virtual model is used to complete the
pattern-making of the virtual clothing style. The fabric properties are set, and the material
map and normal map are given to it like plant-dyed fabrics to approximate the texture
of natural fabrics—simulation effect. Based on CLO 3D, the physical and dynamic
properties of the natural world can be simulated intuitively, virtually, and in real-time,
thereby restoring the uncertainty of traditional plant dyeing to the greatest extent and
optimizing and adjusting according to the real-time dressing effect (see Fig. 2).
Between Mountains and Rivers, Reality and Virtuality 391
4.2 Detailed Steps for Creating 3D Scenes Using Digital Tools Such as Cinema
4D and CLO 3D
This study is based on the actual scene of Dongli Ancient Village during the on-site
investigation. It cooperates with the surveyed live show, using Cinema 4D to build a three-
dimensional virtual simulation of the ancient village scene. It completes the location
construction and arrangement of ancient buildings, trees, rivers, and other scenes, giving
it a realistic visual effect. Using the Octane renderer as the rendering medium, the camera
movement, lighting, and environment setting paths are updated in real-time, restoring
the space while giving more potent visual effects and exporting sequence frames to
complete virtual scene animation production (see Fig. 3).
392 X. Zhang et al.
After completing the structure of the main scene, CLO 3D was used to construct the
virtual fashion show scene. Based on Cinema 4D, the required element modeling was
first completed, and the material model in FBX format was exported and inserted into
CLO 3D to give the water wave texture and normal stickers. Then, gradually import
scene materials such as trees to complete the configuration of surrounding scenes and
continuously update and iterate the background, lighting, and HDR to achieve the best
visual presentation effect (see Fig. 4).
Then, we export sequence frames from CLO 3D and Cinema 4D, import them into
the AE rendering queue, adjust the model queue, import show music, perform virtual
video editing, and finally output the virtual video (see Fig. 5).
On July 21, 2023, the second Plant Dyeing Land Art Festival opened in Dongli Ancient
Village. This study explores the enabling role of virtual digital technology in designing
traditional intangible cultural heritage plant-dyed clothing, especially in apparel that
incorporates natural landscape elements. The research team displayed a physical Shan-
shui fashion clothing series at the opening ceremony. These works are the inheritance
of craftsmanship and the fusion of culture and modern aesthetics. At the same time, the
static exhibition area also presents a series of virtual clothing displays (see Fig. 6). Tra-
ditional art is disseminated digitally through high-fidelity three-dimensional simulation,
allowing visitors to experience intangible cultural heritage without being restricted by
beauty in the physical space.
This study aims to practice and verify the application potential of virtual digital tech-
nology in inheriting and innovating traditional plant-dyed clothing design. By combin-
ing traditional craftsmanship with cutting-edge digital technology, this research not only
broadens the communication channels of intangible cultural heritage but also provides
new perspectives and possibilities for the modern performance of traditional costumes.
The research results also reflect the vital value of virtual technology in improving the
efficiency of cultural communication, enhancing audience interactive experience, and
promoting the innovative development of intangible cultural heritage, providing critical
practical cases and theoretical basis for future research on the integration of intangible
cultural heritage and digital technology.
394 X. Zhang et al.
of traditional plant-dyed clothing. This means that the impact of clothing in actual
wearing can be simulated as accurately as possible, thereby providing designers with
more reliable reference ideas for design practice.
3. Three-dimensional virtual digital technology plays a role in the promotion of
traditional intangible cultural heritage: through these research results, empirical
support is provided for the practical application of digital technology in the design
of conventional intangible heritage plant-dyed clothing, and, at the same time, an
in-depth assessment of the advantages and limitations of its innovative methods is
conducted. It helps to provide a more comprehensive understanding of the role of
digital technology in the design of traditional intangible heritage plant-dyed clothing.
4. Reveals the strengths and limitations of innovative approaches: although digital
technology has made significant progress in designing traditional intangible heritage
plant-dyed clothing, this study still needs some help. In terms of application, although
digital communication can improve the visual effect and promotion effect of tradi-
tional intangible cultural heritage, digital technology can only partially replace the
conventional artistic value and skill inheritance due to the complexity of traditional
crafts and pure handicraft processes.
Due to the intuitive visibility and other advantages of three-dimensional virtual tech-
nology, it ensures the accuracy of the conversion of subjective designs of plant dyeing
clothing patterns and patterns into digital communication, breaks the inefficient commu-
nication barriers of niche intangible cultural heritage processes, and realizes the “line
of traditional intangible cultural heritage” The multi-faceted promotion of “online +
offline” and “virtual + reality” provides greater attention and faster sharing and dis-
semination for intangible cultural heritage, and assists the inheritance and development
of traditional intangible cultural heritage handicrafts. These research results on The
practical application of digital technology in conventional intangible heritage plant-
dyed clothing design provide empirical support and, at the same time, provide in-depth
thinking on the advantages and limitations of its innovative methods, which helps to
more comprehensively understand the application of digital technology in traditional
intangible heritage plant dyeing—the role of dyeing in clothing design.
Acknowledgements. The authors acknowledge the funding support by the “High-Level Achieve-
ment Cultivation Project” of Shenzhen University’s Phase III Construction of High-Level
Universities (Project No: 24GSPCG18).
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Immersive Virtual Reality Embodied
Interaction Design for the Ephemeral
Monument of Tengwang Pavilion
Jiangxi University of Finance and Economics, No. 665, Yuping West Street, Xinjian District,
Nanchang, China
[email protected]
Abstract. Built over 1,300 years ago, the Tengwang Pavilion has undergone 29
renovations and witnessed the complex historical trajectory encompassing wars
and various other factors. Regrettably, with the passage of time, a portion of
its cultural essence and relics has gradually faded, hindering contemporary indi-
viduals from fully appreciating its original charm. This study employs virtual
reality technology to delve into the profound interactive design and exhibition
of the thousand-year-old historical and cultural treasure, the Tengwang Pavilion.
Through procedural modeling, geometric optimization, and Level of Detail (LOD)
grading, we have successfully constructed a highly realistic and immersive virtual
environment of the Tengwang Pavilion. The game design is rooted in the histori-
cal narrative and representative elements of the Tengwang Pavilion, integrating a
range of interactive features such as ascending heights for panoramic views, com-
posing poems, engaging in rowing activities, and other tasks. The objective is to
enable players to gain a deeper understanding of the historical development trajec-
tory and cultural heritage of the Tengwang Pavilion through personal engagement
and firsthand experience. The project effectively resurrects the history and culture
of the Tengwang Pavilion through the ingenious implementation of virtual reality
and interactive design. By providing the public with a novel means of experienc-
ing cultural heritage, it introduces innovative concepts and methodologies that
pave the way for future advancements in cultural communication and educational
initiatives.
1 Introduction
and flow of history itself. Beyond its physical form, the Tengwang Pavilion serves as a
vessel for Chinese culture, encapsulating a wealth of historical and cultural significance.
However, as time has elapsed, a portion of its cultural essence and relics has gradually
dissipated, impeding the contemporary populace from fully embracing its original allure.
While the historical and cultural significance of the Tengwang Pavilion has garnered
widespread recognition, challenges persist in its preservation and inheritance. Traditional
methods of display, such as showcasing cultural relics in museums, often fall short in
fully conveying the rich history and cultural heritage encapsulated by the Tengwang
Pavilion. Furthermore, current research predominantly focuses on the architectural style
and historical context of the pavilion, with less emphasis on leveraging virtual reality and
interactive modalities to restore and showcase its historical and cultural legacy. Equally
important is the exploration of interactive tasks that effectively convey its cultural value to
the public, fostering a deeper understanding of the pavilion’s history and culture. Conse-
quently, the need to explore and employ interactive approaches for cultural dissemination
has emerged as a pressing research agenda. This entails investigating how culture can be
effectively communicated through interactive means, ultimately facilitating a profound
comprehension of cultural aspects among the general public.
This paper aims to address crucial aspects pertaining to the precise restoration of
cultural heritage using virtual reality technology, as well as the augmentation of public
comprehension of cultural content through interaction design. In light of these objectives,
the following issues will be thoroughly investigated and analyzed:
How to enable the public to have a deeper understanding of the historical development
track and cultural heritage of Tengwang Pavilion through the interactive form of virtual
reality?
To address the aforementioned research challenges, this study presents a metic-
ulously designed immersive interactive game utilizing virtual reality technology. Set
against the cultural backdrop of the Tengwang Pavilion, the game incorporates a series
of interactive tasks aimed at facilitating a profound understanding of its history and
culture. Leveraging the Unreal Engine development platform, meticulous attention is
given to replicating historical intricacies and seamlessly integrating cultural elements.
This meticulous approach enables players to personally experience the historical trans-
formations and cultural allure of the Tengwang Pavilion within the immersive virtual
space.
2 Related Work
In recent years, a plethora of scholarly research has explored the application of various
technologies in the preservation and exhibition of cultural heritage. Portales et al. (Year)
examined the impact of technological advancements on cultural heritage preservation
and emphasized the significance of employing ICT, VR, AR, and other technologies to
reimagine and exhibit cultural heritage, thereby enhancing user experience and heritage
conservation [1]. Pietroni and Ferdani (Year) focused on the digital reproduction and
restoration of virtual heritage, emphasizing the need for authenticity, reliability, and a
reevaluation of related concepts [2]. Fan, Dandan et al. (Year) showcased the application
and challenges of virtual restoration technology in the realm of cultural heritage protec-
tion. They proposed the establishment of cultural heritage databases and improvements
Immersive Virtual Reality Embodied Interaction Design 399
3 Related Work
3.1 Model Design
Prior to commencing the development of the virtual reality environment for the Teng-
wang Pavilion, extensive literature reviews and data collection were conducted. As a
historical and cultural heritage site, our primary focus lies in achieving a more pre-
cise restoration of the cultural site. Given the numerous restoration and reconstruction
efforts undertaken on the Tengwang Pavilion in modern times, particular attention was
dedicated to its recent reconstruction period to gather the most accurate information
regarding its architectural form and structure. To faithfully restore the historical style of
the Tengwang Pavilion, we consulted materials from different periods pertaining to the
pavilion, ensuring a comprehensive and accurate representation.
In terms of material design for the Tengwang Pavilion, we employed a combination of
historical document descriptions and contemporary modeling techniques. To exemplify,
the pillars of the pavilion were crafted using antique wood, with meticulous adjust-
ments made to achieve a simplistic and elegant appearance while capturing the desired
light effects. The roof, adorned with antique glazed tiles, was designed to showcase its
distinctive and ornate style. Furthermore, we tailored the material combinations accord-
ing to the spatial layout and functional requirements of the Tengwang Pavilion, aiming
to create a virtual environment that harmoniously blends historical authenticity and
modern aesthetic sensibilities. During the modeling process, we adopted high-precision
modeling technologies and extensively referenced historical photos and documents to
ensure the accurate representation of each component of the Tengwang Pavilion. Through
400 Y. Zhao and R. Tang
5 Conclusion
This research endeavors to employ virtual reality technology to faithfully recreate the
rich history and culture of the Tengwang Pavilion. We have designed an immersive
virtual reality interactive game centered around the Tengwang Pavilion. Leveraging key
techniques such as programmatic modeling, geometric optimization, and Level of Detail
(LOD) grading, we have successfully constructed a highly realistic and immersive virtual
environment that faithfully represents the Tengwang Pavilion.
In the game design, we draw upon the historical narratives and significant landmarks
associated with the Tengwang Pavilion as references. By integrating a series of inter-
active links, we provide users with a diverse range of immersive experiences, granting
them access to a wealth of information and enabling them to actively engage with the
history and culture of the Tengwang Pavilion. Through these interactive links, users can
personally participate in and experience the rich historical tapestry and cultural heritage
of the Tengwang Pavilion, fostering a deeper understanding of its historical development
trajectory and cultural legacy.
Through the empirical findings of this study, we have substantiated the immense
potential of virtual reality technology in the realms of cultural heritage preservation and
exhibition. Moving forward, we anticipate an increasing number of researchers and prac-
titioners harnessing the power of virtual reality technology, in conjunction with embodied
interaction and gamification design, to deliver to the public an even more immersive,
captivating, and profound cultural heritage experience. By leveraging these innovative
approaches, we can bridge the gap between traditional cultural heritage and contempo-
rary audiences, fostering a deeper appreciation and engagement with our shared cultural
legacy.
References
1. Portalés, C., et al.: Digital cultural heritage. Multimodal Technol. Interact. 2(3), 58 (2018)
2. Pietroni, E., et al.: Virtual restoration and virtual reconstruction in cultural heritage: terminol-
ogy, methodologies, visual representation techniques and cognitive models. Information 12(4),
167 (2021)
3. Dandan, F., et al.: Current status of application of virtual restoration technology in cultural
heritage conservation. Front. Soc. Sci. Technol. 4(4), 83–90 (2022)
404 Y. Zhao and R. Tang
4. Soto-Martin, O., et al.: A digital reconstruction of a historical building and virtual reintegration
of mural paintings to create an interactive and immersive experience in virtual reality. Appl.
Sci. 10(2), 597 (2020)
5. Qiuxia, C.: A new exploration of virtual reality displays of immovable cultural relics: a case
study of digital art special exhibition “Carving Han Rhyme -- A Journey to Find Han Dream”.
Southeast Cult. 39(06), 12–19+191–192 (2023)
Visualization and Interactive Design of Cultural
Heritage Information
Wuhan University of Technology, No. 122 Luoshi Road, Hongshan District, Wuhan, China
[email protected]
1 Introduction
Tibetan medicine, as a cultural heritage, carries rich medical knowledge and unique
cultural traditions, exerting significant influence on the development of human medicine
and culture, and thus is regarded as a valuable asset for all humanity [1]. The Medical
Canon in Four Sections, as a treasure of traditional Chinese medicine, has inscribed
a brilliant chapter in the cultural history of traditional Chinese medicine [2]. In order
to better disseminate and teach the knowledge of the Medical Canon in Four Sections,
Tibetans have compiled a large number of medicinal charts and medical hanging scrolls.
These hanging scrolls, based on the medical work Medical Canon in Four Sections,
are divided into 80 pieces, and vividly depict the content of Tibetan medicine through
Tangka paintings, presenting it in a lifelike and realistic manner.
As a classic in ancient medicine, the Medical Canon in Four Sections contains rich
medical wisdom, but also faces some challenges [3]. First, for non-medical professionals,
the medical content of the Medical Canon in Four Sections may be too specialized
and difficult to understand. Additionally, due to difficulties in preservation, scattered
content, inconsistent versions, outdated information, and limited accessibility, people
often struggle to quickly and accurately find the information they need. To overcome
these challenges, it is necessary to digitize and organize the Medical Canon in Four
Sections, and utilize modern technology to establish a comprehensive database. At the
same time, leveraging digital dissemination methods is crucial to better integrate it into
the modern medical system and ensure its enduring value.
Therefore, in response to the challenges of digital dissemination posed by the Medical
Canon in Four Sections and its scroll content, we have developed a visualization dynamic
interactive software named “Medical Canon in Four Sections”. Drawing inspiration from
80 scrolls, the software constructs a “tree-branch-leaf” knowledge framework, aiming
to assist users in easily accessing and understanding the medical knowledge and visual
information in the Medical Canon in Four Sections. Through this software, users can
quickly search the content of the Medical Canon in Four Sections and interact with the
production process of Thangka art and related knowledge points. The results of this
research not only enhance the efficiency of knowledge acquisition in the field of Tibetan
medicine, but also stimulate people’s interest in the content of the Medical Canon in Four
Sections, promoting the digital dissemination and popularization of Tibetan culture.
2 Related Work
2.1 Study of the Content of the Medical Canon in Sections
The Medical Canon in Four Sections, as a classic of Tibetan medicine covering mul-
tiple domains, has drawn widespread attention and deep exploration from researchers.
Scholars are committed to delving into the rich knowledge contained within the Med-
ical Canon in Four Sections, analyzing its medical theories, diagnostic and treatment
methods, and pharmaceutical applications, while also considering its close associations
with Tibetan culture and religious beliefs [4]. Research also includes literary studies on
the history, versions, and compilation characteristics of the Medical Canon in Four Sec-
tions, as well as discussions on its position and influence in the development of Tibetan
medicine.
Wüntrang Dhondrup et al. analyzed the disease classifications listed in the “Oral
Instructions Treatise” of the Medical Canon in Four Sections (Manngagrgyud), exploring
the causal relationships between five diseases among the fifteen major disease categories
[5]. Cairang Nanjia, combining the content of the Medical Canon in Four Sections,
studied the inherent effective rules in the compatibility of prescriptions for treating
heart diseases [6]. Wen Cheng Danzhi conducted a scientific analysis of the theory
of “taste transformation” based on the medication laws in the Medical Canon in Four
Sections [7]. Ren Zeng Duo Jie analyzed the content of the Medical Canon in Four
Sections, focusing on bloodletting therapy, which treats 63 diseases based on the “cold
and heat differentiation” fundamental principle, particularly suitable for diseases with
heat syndromes such as those involving fever, lumps, and swellings [8].
Visualization and Interactive Design of Cultural Heritage Information 407
Wüntrang Dhondrup and colleagues conducted the first analysis of the database, devel-
opment, and methodology of Tibetan medicine informatics, quantitatively evaluating
Tibetan medical works and disease categories within these data sources [9]. Christine
McCarthy Madsen from the University of Oxford shed light on the role of academic
libraries in Tibetan medicine development, providing normative inspiration for future
research and discussions on their online presence [10]. T. Shan et al. utilized Neo4j in
conjunction with Py2neo knowledge graph technology to construct a knowledge graph
of the Medical Canon in Four Sections [11]. Yong Cuo et al. studied a method combining
deep learning text line detection with rule-based layout analysis to achieve layout analy-
sis of Tibetan historical documents, promoting the digitization of Tibetan classical texts
[12]. Ravi Krishna et al. digitized Tibetan documents using a text analysis tool based
on machine learning technology, combining optical character recognition with manual
input [13]. Wen Cheng Dangzhi et al. delved into the study of prescriptions in the Medi-
cal Canon in Four Sections, proposing the construction of a prescription database based
on Visual FoxPro and complex networks to explore medication rules in the classics [7].
Shen Wang et al. conducted structural visualization analysis based on the content of the
Medical Canon in Four Sections, exploring the relationship between Tibetan medical
symptoms, etiology, medication rules, and the discovery path of new prescriptions [14].
Liu Xiaotong from Yunnan University of China utilized artistic design to assist in the
popularization and dissemination of Tibetan medicine knowledge, focusing on informa-
tion visualization design centered around Tibetan medicinal plants. Xin Nie et al. applied
spatial analysis technology using ArcGIS to express the spatiotemporal development of
Chinese medicine intangible cultural heritage, analyzing factors influencing the spatial
distribution of Chinese medicine intangible cultural heritage [15].
The Medical Canon in Four Sections, as a traditional medical application book, holds
tremendous potential for application. Its system is extensive, particularly detailed in the
fields of pathology and pharmacology. However, this specialized content might appear
overly complex for ordinary users. Current research mainly focuses on the digitalization
and visualization aspects, leaving gaps in user experience and application scenarios.
Therefore, this paper emphasizes the integration of digital technology and interactive
design to visualize the content of the Medical Canon in Four Sections and develop more
intuitive and user-friendly applications. This will help better disseminate and utilize the
valuable information in the Medical Canon in Four Sections, promoting the inheritance
and development of Tibetan medicine culture.
408 Q. Zhao and S. Wang
3 Design
When designing the interface and visual specifications, we focused on utilizing modern
color translation to cater to contemporary aesthetics. Firstly, we addressed the issues of
overly complex shapes and overly vibrant colors in the hanging scroll images, adopt-
ing a concept of simplification. By reducing the complexity of the graphics and the
saturation of colors, visual information becomes clearer and easier to understand, (see
Fig. 2). In interface design, colors were referenced from the original thangka palette,
attempting to lower color saturation to retain the unique style of thangka while ensuring
overall color harmony, (see Fig. 3). This design approach can maintain traditional histor-
ical features while emphasizing modern application transformation. Through carefully
selecting primary and complementary colors, we can preserve the traditional charac-
teristics of thangka while aligning with modern aesthetic trends. This allows users to
experience the charm of traditional culture while conveniently accessing knowledge
through interactive means, (see Fig. 4). Additionally, we can utilize principles of color
psychology to choose appropriate color schemes based on the characteristics of different
functions and content, enhancing user comfort and attractiveness to the interface.
Fig. 2. Interface elements, color matching and visual scheme design process
410 Q. Zhao and S. Wang
Fig. 4. The medical Thangka images, exhibiting significant signs of wear, underwent a meticulous
redesign
Visualization and Interactive Design of Cultural Heritage Information 411
Furthermore, in terms of interface layout and element design, the design avoids
excessive decoration and redundant information. By organizing the content of the Med-
ical Canon in Four Sections into a logical framework of “tree-branch-leaf,” the rela-
tionship between interface elements becomes clear and adheres to the principles of
human-computer interaction, (see Fig. 5). Moreover, to enhance user convenience, the
interface undergoes iterative refinement, employing intuitive icons and interactive ele-
ments. Users can quickly and accurately access the desired information by clicking on
the branch graphics they are interested in. The interface material has been transformed
from traditional fabric to a style suitable for modern app media, such as flat design and
minimalist style. This transformation aims to improve the user experience, aligning the
application more closely with contemporary aesthetics and user habits. By adopting flat
design and minimalist style, we simplify interface elements, reduce visual complexity,
and make it easier for users to understand and navigate the application, thereby enhancing
overall user satisfaction and experience quality.
Fig. 5. Interface elements, color matching and visual scheme design process
The Interactive Program for the Medical Canon in Four Sections is based on Unity
and C#. Its graphics are presented in a two-dimensional plane, and it achieves a 3D
visual experience through layered processing of the screen and the development of
parallax scrolling technology. The program is designed and developed from three aspects:
animation effects, interaction logic, and image text rendering, (see Fig. 6).
412 Q. Zhao and S. Wang
animation effects and gamified experiences, such as the “branch swing” animation effect,
to attract users’ attention and increase their engagement.
However, despite our efforts to overcome some obstacles in the design, there are
still some shortcomings. The completeness and accuracy of the data may affect the
visualization effect and user experience of the software. As the medical knowledge
contained in the Medical Canon in Four Sections has a profound background in Tibetan
medicine culture, users may need a certain level of cultural literacy and background
knowledge to fully understand and apply the content in the software. Additionally, for
Tibetan medicine professionals, the software may lack specialized analysis tools, limited
functionality for in-depth research, and insufficient interactivity.
This software demonstrates significant advantages in both functionality and user experi-
ence. By integrating digital dissemination methods, it provides users with a comprehen-
sive, rich, and convenient platform for learning Tibetan medical knowledge, thus facil-
itating the inheritance and development of Tibetan medicine culture. The contributions
of this study are as follows:
1. Visual design tailored to the vast medical system and knowledge points of the Medical
Canon in Four Sections, making it more accessible for practical use.
2. Development of an app allowing users to easily search for knowledge and access
educational materials.
3. Effective dissemination of the history and culture of the Medical Canon in Four
Sections through interactive features.
In future work, the app will need further improvement in data acquisition and pro-
cessing techniques to enhance accuracy and comprehensiveness. Additionally, providing
explanations and guidance on user cultural backgrounds can help users better under-
stand Tibetan medical knowledge, thereby improving their learning experience and
satisfaction.
References
1. Cheng, Y., et al.: Analysis on the english translation of the four medical codes of tibetan
medical classics. Chin. J. Integr. Med. 43(10), 1261–1267 (2013)
2. Dejitzom, et al.: The four medical codes: an encyclopedia of tibetan medicine from national
to international perspective. Arch. China (07), 16–18 (2023)
3. Cairang, W.M., Jia, L., et al.: Research on the literature inheritance and development based
on the ancient Tibetan medical classic “Four Medical Codes”. Basic Chin. Med. 1(05), 74–80
(2022)
4. Zhaxi, D., et al.: Basic Chinese: Theory of “the four medical” in the Tibetan ethical thoughts.
Chin. Med. Guide 25(20), 1261–1267 (2019)
5. Dhondrup, W., et al.: Dataset of illness classifications in sowa rigpa: compilations from the
oral instructions treatise of the Tibetan medical classic. Chengdu Univ. Tradit. Chin. Med.
250(29), 2352–3409 (2020)
414 Q. Zhao and S. Wang
6. Nanjia, C., et al.: A study of the patterns of prescriptions for heart diseases in The Four
Tantras05(01n04), 39–41 (2022)
7. Wen-Cheng, D., et al.: The law of drug use in the four medical codes – an analysis of the
scientific connotation of the theory of “flavor characteristics transforming flavor”. J. Chin.
Exp. Formulae 25(05), 201–207 (2019)
8. Ren, Z., et al.: Analysis on bloodletting methods in Huangdi’s internal classic and four medical
codes. Shanghai J. Acupunct.34(07), 0686 (2015)
9. Dhondrup, W., et al.: Tibetan medical informatics: an emerging field in sowa rigpa
pharmacological & clinical research. J. Ethnopharmacol. 250(112481), 0378–8741 (2020)
10. Madsen, C.M., et al.:Communities, innovation, and critical mass: understanding the impact
of digitization on scholarship in the humanities through the case of tibetan and himalayan
studies. J. Ethnopharmacol. 250(11281), 0378–8741 (2020)
11. Shan, T., et al.: Construction of knowledge graph based on the four treatises of tibetan medicine
and its searching system. In: 2023 IEEE 4th International Conference on Pattern Recognition
and Machine Learning (PRML), Urumqi, China, pp. 463–469. IEEE (2023)
12. Cuo, Y., et al.: Layout analysis of tibetan historical documents based on deep learning. In:
Proceedings of the 2019 the International Conference on Pattern Recognition and Artificial
Intelligence, pp. 96–101 .Association for Computing Machinery, New York (2019)
13. Krishna, R., et al.: Applying text analytics to the mind-section literature of the tibetan tradition
of the great perfection. ACM Trans. Asian Low-Resour. Lang. Inf. Process. 20(21), 1–32
(2021)
14. Wang, S., et al.: Research on knowledge discovery of ancient Tibetan medical. Mod. Inf.
43(11), 21–36 (2019)
15. Nie, X., et al.: The spatial distribution of traditional intangible cultural heritage medicine of
China and its influencing factors. Heritage Sci. 11(1), 90 (2023)
16. Dorje, P., et al.: The origin of the four medical codes. J. Xizang Univ. 37(04), 116–124 (2022)
Digitization of Cultural Relics: Augmented
Reality Display of Ru Ware
East China University of Science and Technology, Meilong Road 130, Shanghai, China
[email protected]
Abstract. Cultural relics are products of human production and life at a certain
stage, containing cultural and aesthetic elements that has a reciprocating effect on
the development of contemporary humanity. Traditional methods of relic display
face numerous challenges in the digital era. Applying digital technology to this
field is a method to enhance the visibility of relics, as well as promote their
protection and inheritance. Ru ware refers to celadon ceramics produced during the
heyday of the Ru kiln in China, which holds significant value. However, outdated
and monotonous display methods have rendered them unattractive, and public
knowledge about Ru ware is generally limited. This paper analyzes the current
exhibition methods of Ru ware relics, and through case studies, field investigations,
and questionnaire surveys, the necessity and feasibility of applying AR technology
to Ru ware exhibitions are determined. Subsequently, a viable solution is proposed:
integrating AR glasses with Ru ware. Practical evidence demonstrates that this
solution can enhance public awareness and interest in Ru ware, thereby playing a
positive role in the protection and inheritance of cultural heritage.
1 Introduction
Cultural relics refer to “cultural artifacts of human production and life that exist in soci-
ety or are buried underground and underwater.” [1] Protected relics possess historical,
artistic, scientific, and educational value, with their cultural and aesthetic essence play-
ing a significant role in contemporary human development. In recent years, there has
been increasing global attention to the conservation and exhibition of cultural relics.
However, in the context of the “digital technology” era, research on relic conservation
and development faces numerous challenges. These include contradictions between the
interactive needs of viewers and the traditional one-way exhibition methods, the demand
for systematic learning and the scattered distribution of relics, and the contrast between
the diverse entertainment options and the relatively dull museum exhibitions.
The development of digital technology, especially in areas such as digital photogra-
phy, 3D information acquisition, Virtual Reality, Augmented Reality, multimedia, and
networking, has provided a solid technical foundation for the digitization, preservation,
and development of cultural relics. Attempts to integrate digital technology into the field
Chinese ceramics are renowned worldwide, and the Song Dynasty represents a pinnacle
in the history of Chinese ceramic development. Among the many ceramics produced
during the Song Dynasty, Ru Ware is particularly favored for its elegant colors and simple
designs. However, the current display methods of Song Dynasty Ru Ware in museums
are outdated and dull, failing to meet the public’s aesthetic needs. Additionally, the
craftsmanship of Ru Ware is designated as intangible cultural heritage in China. Despite
its cultural importance, public understanding of Ru Ware and its production techniques
is limited, raising concerns about the potential loss of this heritage. Introducing digital
technology into the conservation and exhibition of Ru Ware can greatly contribute to the
dissemination of Ru Ware culture and the inheritance of Ru Ware production techniques.
Ru Kiln, one of the five famous kilns of the Song Dynasty including “Ru, Guan, Jun,
Ge, and Ding”, derives its name from its location in Ruzhou (now Ruzhou City, Henan
Province). Ru Ware refers to celadon ceramics fired in the Ru Kiln during the Song
Dynasty. As shown in Fig. 1, Ru-kiln celadon features an ash-grey body with a light
azure glaze coating. The coating was usually covered with fine crackles, commonly
known as “ice crackles”. Typical forms include bowls, brush washers, and zun goblets.
The extremely high value of Ru Ware is primarily reflected in the following aspects:
Looking back at the history of Chinese porcelain making, there are hardly any terms
like “Tang porcelain” or “Yuan porcelain” that associate dynasties with porcelain. How-
ever, “Song porcelain” exists as an independent term and has gained widespread recogni-
tion. Song porcelain has transcended its role as mere daily utensils of ancient people and
has become a symbol reflecting various aspects of the Song Dynasty, including politics,
economy, and culture.
Secondly, Ru Ware is the most representative type of porcelain in the Song Dynasty,
with the saying in Chinese ceramic history that “Ru Kiln ranks first.” Ru Kiln not only
broke the tradition of “southern celadon and northern white” that had existed since
the Tang Dynasty but also elevated the technique of celadon firing to unprecedented
Digitization of Cultural Relics 417
Fig. 1. Some Ru Kiln porcelain from the Song Dynasty, originating from the Taipei Palace
Museum. In clockwise order from the top left in the figure are: Narcissus basin with bluish-green
glaze, Brush washer with celadon glaze, Feng-hua mallet vase with greenish-blue glaze, Dish with
celadon glaze, Lotus-shaped warming bowl in light bluish-green glaze, Gallbladder-shaped vase
with green glaze. [5]
inclination when asked if they would be willing to experience such exhibitions, indi-
cating a low level of popularity for digital artifact exhibitions at present. Nevertheless,
people generally hold a positive attitude towards the integration of digital technology
with artifact exhibitions. In terms of avenues for obtaining information about digital arti-
fact exhibitions (this question allowed multiple selections), the majority of respondents
relied on online sources, with 64.41% obtaining information through social media pro-
motion and 33.9% through internet searches. Therefore, online advertising placements
and social media promotions should be the primary channels for promoting digital arti-
fact exhibitions. Following an initial understanding, further research was conducted on
the user group that had experienced digital artifact exhibitions, aiming to gain insights
into their views on existing digital artifact exhibitions. The survey results are shown in
Table 1.
From the table, it can be seen that users generally have a slightly above-average
impression of digital artifact exhibitions. However, many users believe that these exhi-
bitions do not meet the convenience needs of visitors, and some feel that the existing
digital projects lack diversity and attractiveness in terms of content. Therefore, reducing
user operations and improving the quality of content have become important factors in
enhancing user experience.
Users’ Awareness of Ru Kiln and Ru Ware. Ru Kiln and Ru Ware hold a significant
position in the world’s material cultural heritage, but public understanding of them is
inadequate. Among the 99 respondents, only 3 selected “very familiar,” 18 selected
“quite familiar,” and even 10.1% chose “never heard of.” The number of people who
have visited Song Dynasty Ru Ware relics is even smaller, but 93.22% of those who have
not visited express a willingness to do so. In the questionnaire for the group that has
visited Ru Ware relics, 50% of respondents feel “neutral” about the current exhibition
form of Ru Ware, 25% “quite like it,” and 17.5% “not very fond of it.” Regarding areas
for improvement in the current Ru Ware exhibitions (this question allowed multiple
selections), 70% of respondents hope for enhanced interactivity, 65% wish for richer
exhibition forms, 57.5% desire more comprehensive introductions, and 42.5% hope
420 J. Zhou and X. Liu
for increased historical and substantial senses, while 2.5% believe no improvement is
necessary. Based on the above research, it is believed that people’s understanding of
Ru Ware is low, and the current exhibition forms of Ru Ware lack sufficient attraction.
Utilizing digital technology to assist in the display of Ru Ware relics may enhance their
visibility and promote the inheritance of Ru Ware production techniques.
Based on the user research and field investigation in this section, the design goal
for this project is defined as follows: an easily operable and engaging Ru Ware artifact
exhibition, with augmented reality technology as an auxiliary tool.
Augmented Reality (AR) Technology Overview. Augmented Reality (AR) is a tech-
nology that cleverly blends virtual information with the real world. The concept was first
proposed by Tom Caudell and his colleagues at Boeing in the 1990s. Currently, there are
two authoritative definitions of augmented reality: 1. The Reality-Virtuality Continuum
proposed by Paul Milgram and Fumio Kishino in 1994, where AR is situated at the
mixed reality end closer to the real environment.[8] 2. Ronald Azuma’s definition in
1997: AR as a system has the following three characteristics: Combines real and virtual,
Interactive in real time, Registered in 3D. [9] Augmented Reality emerged as a branch
of Virtual Reality but differs by seamlessly integrating virtual and real worlds, offering
more natural interaction capabilities, and providing a new way for people to perceive and
experience the objective world, making it a more widely applicable human-computer
interaction technology.
In an Augmented Reality system, the real-world environment is first established
through analysis and processing of input images. Virtual objects are then generated by
the computer and embedded into the real-world space based on geometric consistency,
creating an augmented reality environment that combines virtual and real elements. This
combined output is then presented to the user through display systems (see Fig. 2).
Sensor
Coordinate
Virtual Object
conversion
Fig. 2. Workflow of Augmented Reality System
“no-touch” operations, the entire AR exhibition process should minimize user interfer-
ence. Projection and AR glasses are the preferred media for AR displays, as they require
less interaction from the audience. Considering the personalized viewing preferences
of users, different viewing options should be provided for different users. Projection
displays have a wider range of influence and may cause noise and color interference for
non-audience groups during viewing activities. In comparison, wearing AR glasses for
viewing provides a more personalized and individualized experience.
One notable example is the AR exhibition project collaborated on by Rokid and
over 200 museums in China. The exhibited content includes cultural relics such as the
Chime-bells from the Tomb of Marquis Yi of Zeng State and Tang Dynasty figurines,
fossils like the Yellow River elephant skull and dinosaur fossils. Users on-site only need
to wear Rokid AR glasses to be guided by virtual tour guides. By simply staying in front
of the relics and watching, users can automatically identify and play video animations.
It’s worth mentioning that the exhibition project at the Kaifeng Museum, in cooperation
with Rokid, provides personalized display solutions for audiences of different ages. The
AR videos in this project not only include professional explanations suitable for adult
audiences but also feature more lively hand-drawn animation scenes tailored for younger
audiences.
According to the preliminary research, it is found that the Augmented Reality (AR)
technology using AR glasses as a medium, combining with physical artifacts, has the
advantages of high flexibility, personalization, good presentation effects, and simple
operation. It is a good choice for displaying Song dynasty Ru ware. For the content
design of this “AR + Ru ware” project, the user needs collected through interviews,
questionnaires, and other forms should be transformed into functional points for product
design. Table 2 shows the user requirements and the corresponding functional points
annotated by the author.
To guide users through the overall operation, we have designed a user-centered
complete exhibition experience flow. We simulated the user experience flow to better
understand the priority sequence and frequency of use of each function, deleting unnec-
essary functions, and designing an AR experience scheme centered around immersive
interactive experiences. Before the visit, the smart guide briefly introduces the history
of Ru kiln and Ru ware to the visitors. When the audience stops in front of this artifact,
the system tracks the location information and triggers the playback of an animation
video depicting the process of making Ru kiln porcelain. Following the instructions
of the voice of the elderly gentleman providing the introduction, users can personally
participate in the process of making Ru kiln porcelain, including clay preparation, glaze
mixing, glazing, and kiln firing. Upon completion of the production, visitors will also
receive the “Exemplar of Ru ware craftsmanship inheritance” medal and can take a photo
with the AR Ru ware artifact they participated in making.
The Augmented Reality content in this solution utilizes Rokid AR Studio (Rokid
Station Pro + Rokid Max Pro) [10], developed jointly using Unity and YodaOS-Master.
422 J. Zhou and X. Liu
The hardware components include: Rokid Max Pro, which supports nearsighted adjust-
ment within 600°, has a refresh rate of 120 Hz, weighs 75 g, addressing issues such as
inconvenience, excessive weight, and dizziness caused by wearing traditional AR display
devices. In terms of interactive functionality, it supports 6 Degrees of Freedom (6DoF),
3D gestures, object recognition, and image recognition. Rokid Station Pro serves as the
terminal device for Rokid Max Pro, equipped with Snapdragon XR2 + chipset, 12 GB of
Random Access Memory (RAM), and 128 GB of Read Only Memory (ROM), ensuring
smooth application performance.
The project production process involves 3D model scanning and modeling, Unity
development package creation, SDK importation, application creation, packaging, and
file publishing. Specific operational steps are not detailed here, focusing instead on
gesture interaction and design specifications.
Gesture Interaction. In the AR Ru ware pottery-making experience, users are required
to participate in the virtual process of Ru kiln pottery making, including shaping, glaze
preparation, glazing, and kiln firing. Therefore, a program for recognizing and respond-
ing to the user’s hand gestures needs to be set up. The UXR2.0 SDK provides four
hand gesture states: Open Pinch, Pinch, Palm, and Grip. The current gesture type can be
obtained using “Ges Event Input. Instance. Get Gesture Type (HandType handType)”.
Similarly, replacing the content inside the parentheses with “Skeleton Index Flag flag,
Hand Type type” can retrieve the skeletal information of the hand represented by Hand
Type. Fig 3 shows the correspondence between finger bone nodes and their names. Dur-
ing shaping, the hand needs to be in the “Pinch” state and in contact with the virtual
model to change the model’s state. In other steps, when the hand touches an object, if
the gesture is “Pinch”, the “Throwable” parameter of the object is set to 0; if the gesture
is “Palm”, the “Velocity Estimator” is used to create the effect of the object being put
down.
Digitization of Cultural Relics 423
Fig. 3. Correspondence between finger bone nodes and their names in UXR2.0 SDK
Design Guidelines. AR display differs from traditional screens and virtual reality, as it
allows simultaneous viewing of virtual imagery and the real world. Therefore, in design,
it is necessary to consider the relationship between users, virtual content, and the real
environment. Key design principles to consider include:
In AR systems, black represents non-illumination, i.e., transparency, while white
represents strong light, similar to staring directly at the sun’s brightness. Therefore, in
design, it is essential to use black space and avoid large areas of white. Using a black
aperture at the edge of the virtual scene can achieve a more realistic and integrated visual
effect.
In AR environments, the fixed position of the screen’s light-emitting points results
in unchanged focal depth of the eye. However, users’ eyes require variable focal depths
to obtain images of objects at different depths. This creates a conflict and may cause
visual discomfort. Through testing, it was found that when the virtual object is 2 m away
from the user, the conflict is minimized, and viewing is most comfortable. Therefore,
the observation point is set at a distance of 2 m from the display to ensure users have a
better visual experience.
Taking the “Feng-hua mallet vase with greenish-blue glaze” currently housed in the
Taipei Palace Museum as an example, Fig. 4 depicts a rendered view of the Ru kiln
porcelain production process from the perspective of visitors, including the four main
steps of Ru kiln production.
After completing the project, the author conducted a user experience survey, which
included participants ranging from 5 to 67 years old. Through the process of user experi-
ence testing, it was found that people spent 208% more time at the exhibition booth with
AR-assisted Ru ware artifacts compared to purely Ru ware exhibitions. When inviting
visitors from both environments to participate in a questionnaire survey related to Ru kiln
and Ru ware knowledge, the group that accepted the combination of AR and Ru ware
exhibition had an average questionnaire score of 87.2/100, while the group that accepted
the traditional exhibition format had an average score of only 56.8/100. In subsequent
interviews, the majority of respondents found that viewing Chinese Song dynasty Ru
ware exhibitions based on AR technology was “interesting”, “fun”, “inspiring to learn”,
424 J. Zhou and X. Liu
Fig. 4. Partial rendering of the visitor’s perspective of the Ru kiln porcelain production process.
and “novel”. A few people believed that the projection content interfered with the tex-
ture and color of the artifacts. In response, we believe that appropriately increasing the
weight of AR virtual videos to give them a sense of history may be a good solution.
4 Conclusion
The study concludes that the collision between digital technology and traditional artifacts
presents a new opportunity for both. For artifacts, the use of digital technologies such as
Virtual Reality (VR) and Augmented Reality (AR) as aids can recreate the real historical
context of artifact production and use, enhancing the viewer’s experience and revitalizing
artifacts in the digital age. Taking the AR display of Song dynasty Ru ware as an example,
a series of processes including intelligent guidance, detailed introduction of artifact
history, 3D animation, and interactive mini-games have enhanced user interest during
the visit and strengthened the effectiveness of artifact information dissemination. This
allows users to truly immerse themselves in the world of Ru ware production, bringing
cultural heritage closer to the public and becoming a promotable solution for digital
artifact display
References
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2024
Digitization of Cultural Relics 425
Abstract. The hand-waving dance, originating from the Tujia family in China,
represents an ancient sacrificial ritual and has attained recognition by being
included in the national intangible cultural heritage (ICH) list. This study is com-
mitted to promoting its continuous development while retaining the cultural genes
of hand-waving dance. Our contribution is tripled. First, in order to preserve the
inherent cultural lineage of hand-waving dance, the performances of folk inher-
itors and their interpretation of the meaning of dance movements were carefully
recorded through videos, thus forming a dataset of inheritors’ performances, which
contains dance sequences and corresponding semantic annotations. Secondly, we
introduced innovative choreography into the hand-waving dance with the assis-
tance of artificial intelligence (AI), and then transformed the novel dance sequence
into an experimental performance. Third, with the power of AI, we produced
creative short films based on videos of experimental performances. The author
emphasizes that the cooperation of folk inheritors, professional choreographers,
designers, artificial intelligence engineers and other stakeholders will play an
increasingly important role in the preservation, inheritance and dissemination of
intangible cultural heritage dance.
1 Introduction
The hand-waving dance, an ancient sacrificial dance, is created by the Tujia people liv-
ing in the Central Nanshan Mountains. Although the dance was included in the national
intangible cultural heritage list in 2006, the migration of the Tujia people to modern
lifestyles still has a significant impact on its inheritance. Young people lack the willing-
ness to engage in related jobs because of its reduced cultural appeal and low economic
returns. Therefore, how to adapt to new social and cultural environment through sus-
tainable innovation while retaining cultural genes is a core issue that needs to be solved
in the protection and inheritance of hand-waving dance.
Artificial intelligence opens up new horizons for ICH dance innovation. This research
introduces the mechanism of co-creation of human and AI into the work process. Through
the joint efforts of folk inheritors, professional choreographers, and AI engineers, we
have innovatively choreographed the hand-waving dance, and then transformed it into
energetic live-action performances, as well as creative short films suitable for young
people’s tastes.
This article is structured as follows. Section 1 briefly introduces the objectives of
the study and outlines the structure of the paper. Section 2 summarizes related work.
Section 3 outlines the methodology for dataset construction. Section 4 delves into inno-
vative choreography for the hand-waving dance. Section 5 details the production process
of the creative short film. Finally, Sect. 6 concludes the paper.
2 Related Work
The main technical foundations of this research include pose estimation, semantic seg-
mentation, and artificial intelligence-assisted choreography. The subsequent section
provides an overview of the advancements in related research.
Fig. 1. Field investigation on the hand-waving dance. The left image shows the scene of the
big hand-waving dance performance, and the right image shows a demonstration of the small
hand-waving dance.
Human-AI Co-creation for Intangible Cultural Heritage Dance 429
The construction of the inheritor performance dataset involved several key steps: seman-
tic sequence division, keyframe extraction, skeleton image generation, and annotation
file creation. Based on the inheritors’ demonstration and explanation, we categorized
different semantic dance sequences and selected representative sequences from each
category (see Table 1).
Next, keyframe images for each sequence were extracted using Euclidean distance.
Keyframes, often containing crucial turning points, changes in facial expression, or
climaxes of dance movements, were selected based on thresholds. We adopted a threshold
of 0.9 ensuring effective capture of key turning points and climaxes in the dance (see
Fig. 2). Following keyframe extraction, skeleton images and keypoint coordinates were
obtained using the OpenPose posture estimation algorithm.
4 Innovative Choreography
4.1 Co-creation of Innovative Dance Sequences
The collaborative efforts of human and AI in crafting dance sequences yielded body
movement trajectories that surpassed the bounds of human imagination while retaining
the inherent characteristics of the hand-waving dance. To assess the performance effects
of these innovative dance sequences, the choreographer executed the experimental hand-
waving dance. Throughout this process, the choreographer continually refined the dance
sentences and adjusted postures in alignment with her understanding of the hand-waving
dance style. The performance was recorded and used as material for subsequent short
film creation (see Fig. 4).
Human-AI Co-creation for Intangible Cultural Heritage Dance 431
Fig. 4. Translating innovative dance sequences into experimental performance and short film.
The left images show the scene of the experimental performance, and the right images show the
rendering results of the Fauvism style.
Employing the dance posture estimation and annotation techniques, we initiate the pro-
duction of short films by extracting keyframes from videos of experimental hand-waving
dance. Subsequently, we executed semantic segmentation on the extracted keyframes,
resulting in a probability distribution of categories corresponding to each pixel, encom-
passing elements such as the head, hands, and feet. Category labels were assigned based
on the probability distribution, and a color map associating segmentation categories with
specific colors was applied. This rendered the images with a high level of abstraction
and vibrant colors, reminiscent of the Fauvism art style (see Fig. 4).
Building upon the rendered keyframes, dynamic image effects were generated through
interpolation. Ultimately, a short film emerged from the rendered keyframes. The creative
short film, when compared to the original video, possess distinctive features that captivate
attention. Firstly, abstract shapes emerge due to semantic segmentation dividing the
human body into geometric facets, accentuating the lines and structure of the dancer’s
movements. Secondly, the bright colors introduced through color mapping enhances
visual impact. Lastly, unique textures result from the segmentation process, introducing
noise and irregular edges that contribute to increased variations and details in the images
(Fig. 5).
432 H. Zhu et al.
6 Conclusion
This groundbreaking study marks the inception of a dataset encompassing the fun-
damental sequences and semantics of the hand-waving dance. Leveraging human-AI
co-creation, we successfully achieved innovative choreography for hand-waving dance
and produced creative short film aligning with the preferences of youth groups. The
innovative dance sequences and creative short film seamlessly blends the characteris-
tics of ICH dance with contemporary visual expressions. This not only showcases the
core value and unique spirit of dance but also offers distinct advantages in the realm of
new media communication. We anticipate that this work will inspire broader engage-
ment in the innovation of ICH dance, fostering its living inheritance and sustainable
development. It is crucial to acknowledge that, presently, AI capabilities are confined
to generating dance types existing in the dance database. There is a pressing need for
the creation of semantic meaning-embedded datasets for ICH dance, enabling users to
construct datasets and programs effortlessly. We assert that these efforts will signifi-
cantly contribute to redefining technology, aesthetics, and culture in an era where the
confluence of the arts and AI plays an increasingly pivotal role in shaping cultural values.
Acknowledgments. Funding from the Beijing Social Science Fund Project (No.19XCB007) is
gratefully acknowledged.
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generation with AIST++. In: Proceedings of the IEEE/CVF International Conference on
Computer Vision, Piscataway, NJ, pp. 13401–13412. IEEE (2021)
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choreography via machine learning. arXiv preprint arXiv:1907.05297 (2019)
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Immersion in Theatre: The Emergence
of Immersive Theatre Spaces
Abstract. The interactive design in immersive theatre is diverse for two reasons.
On the one hand, the theatre itself is a fusion of space set, lighting, sound, props,
actors and many other elements of the art form, these elements themselves will
produce a variety of interactive design, and immersive theatre and on this basis,
the audience will be placed in the performance space, and around the audience and
produce a variety of interactive ways, so immersive theatre in the interactive design
contains a variety of types. Large-scale performance theatre and cultural tourism
projects are in addition to the storyline, more than with the application of sound and
light technology to enrich the scene, to enhance the attractiveness of the project, the
small theatre is to choose the plot interaction to enhance the immersive experience.
The author will analyse and summarise the travelogues and evaluations of major
travel platforms, extract keywords and summarise them, and analyse the ranking
of different factors on the immersive experience of tourists in large-scale and
small-scale interpretive theatres. And analyse whether the intervention of digital
images as well as digital interactive devices can enhance the sense of immersion.
1 Introductory
We are familiar with modern immersive entertainment dating as far back as the 1950s
and 1960s, and some of the earliest immersive productions have begun to shift enter-
tainment away from the stage and screen and towards an experience-centred approach
to engaging audiences. The rise of theme parks such as Disney represents the rise of the
immersive entertainment industry. With the booming experience economy, new forms of
immersive entertainment are rapidly emerging. Script killing, which has become popular
among young groups in recent years, is an immersive entertainment activity originating
from abroad and has become widely popular around the world. In this kind of activ-
ity, participants play a variety of different roles, reasoning and solving puzzles through
simulated plots, and interact socially with other players to achieve an immersive expe-
rience. With its strong social attributes, emphasis on intellectual challenges and leisure
and relaxation, this form of entertainment is popular among young consumers and has
become a new growth point in cultural consumption. Currently immersive experience is
mostly used in games, films, performances and other related fields, with the continuous
emergence of various new digital technologies and new products, immersive experience
is constantly enriched, which makes the fantastic symbolic world constructed by digital
objects have stronger characteristics, so that the immersive space has the characteristics
of big spectacle, super shock, omni-directional experience, and logic force [1]. Advances
in technology have provided brand new possibilities in various fields, from script-killing
games to large-scale theme parks, and from single performances to immersive theatres,
all of which have enhanced the user’s sense of participation and interactivity in various
aspects.
The intersection of culture and technology is bringing immersive experiences to the
forefront of the public’s attention. Bai et al. (2021) and Cole and Chancellor (2009)
suggest that actors, scenes and performances, have a positive impact on immersive
aesthetic experiences [2], the author argues that the number of actors, scene creation,
and the form of performances are not the same in different sizes of theatres, and that
the three elements that visitors perceive as having a positive experience for themselves
are not the same as the number of actors, scene creation, and the form of performances.
The influences that visitors perceive as having a positive experience are also different,
and the field of immersive experience design is entering a golden age by creating new
content and forms using new scenarios, new species, and new media arts. The scope
of immersive experiences encompasses immersive theatre, immersive exhibitions, and
immersive performing arts, all of which are seeing unprecedented growth.
itself has a sense of immersion and presence, the current new forms of theatre continue to
appear, with the help of all kinds of new digital technology means to strengthen people’s
sense of presence experience.
Immersive experience is a multi-sensory, instantaneous and controllable industrial
form. Immersive experience, called “flow experience”, refers to the state of mind in which
visitors are completely captivated by an activity and have a high level of enjoyment in
it, and affects the satisfaction of the participants mainly by triggering an emotional
response (Shisi, 2021). It transcends the traditional mediums of performing arts, film
and television, music, and exhibitions to form a service model that includes the full
experience of sight, sound, and touch (Hua Jian, 2019). The core of which immersive
experience lies in the immediate interaction, which makes the experience and participa-
tion both enhanced. The relationship between immersive experience and interactivity is
very complex and close. Interactivity is one of the main influencing factors of scene com-
munication mode in immersive experience. The interactivity of immersive experience
has game qualities, which are mainly reflected in three aspects, such as digital multi-
media, improvisation and play with context, and socialised community (Wu Fan, 2021)
[5]. Scholar Mu Chuqiao points out that the three key elements of immersion are mainly
location, theme and process, and divides immersive art into three categories, mainly
real, virtual, and real-virtual combination approach (Mu Chuqiao, 2020) [6]. Scholar
Li Liqing concluded through experiments and data analysis that immersive experience
is positively influenced by three characteristics: interactivity, anthropomorphism and
entertainment, with anthropomorphism having the most significant effect on immersive
experience (Li Liqing, 2023). According to the author, immersive experience refers to
the feeling and experience of being in an immersive situation through the involvement
of all senses and emotionally, so that the individual is completely immersed in a certain
activity or environment. The purpose of this kind of experience is to make the participant
fully engaged in a virtual or real situation, forgetting everything around them, in order
to obtain a more authentic and rich feeling.
atmosphere or theme. Multilinear and spatial narratives are two ways in which immersive
narrative space can be used to narrate theatre as opposed to traditional linear narratives
[7]. “Immersive” theatre goes beyond the single stage setting, with plays taking place in
multiple spaces simultaneously. A representative example is the early Sleep No More, a
famous immersive theatre work inspired by Shakespeare’s classic tragedy Macbeth, but
also In Sleep No More, the theatre is designed as a real-life abandoned hotel, where the
audience is free to explore the different rooms and corridors and watch the actors perform
in a variety of scenes. The audience is not sitting in their seats as traditional spectators,
but is invited to wear masks and freely move around the theatre stage environment.
Instead of sitting in their seats as traditional spectators, the audience is invited to wear
masks and roam freely around the theatre stage environment.
Theatre itself is a multi-element art form, and these elements affect the interaction
design in many ways, which makes the interaction design in immersive theatre diverse
[8], traditional theatre is completely dependent on literary narrative, emphasizing the
space of literary narrative formed under the continuation of time, while contemporary
theatre forms represented by immersive theatre focus more on spatial narrative [9], the
current npc, video, sound and light interventions so that the theatre also has many projects
in the development of immersive interactive theatre, in the process of this experience,
many theatre performances try to break the fourth wall, the audience is no longer simply
sitting in the seat to watch, but according to the plot of the marching performances,
such as the cultural and tourism projects located in Henan: For example, in the Henan
Cultural Tourism Project, the audience follows the actors in the theatre in a marching
style, or they are an NPC in the plot, so that they are involved in each storyline, and
this process deepens the audience’s experience of the place. In addition, the project sets
up different forms of performance in different sizes of theatre, and in the four large
theatres, virtual images are used to assist in the design of immersive theatre scenarios,
and sound and light are one of the foundations of immersive scenarios. At the same
time, the theatre is also divided into daytime and nighttime tour mode, through the night
lighting, digital images, and the creation of light and shadow atmosphere to design the
night experience scene, the addition of light scenes to enrich people’s visual experience.
Immersive theatre with the current scientific and technological improvements, but also
in the continuous enrichment of their own scene shaping, and then for example, the fire
of the world’s projects: “Money World”, get the audience unanimous praise, the main
selling point is in the original plot settings, the audience is the actor, the audience is
involved in the development of the plot throughout the whole process, a virtual identity
is their own immersive experience of the key in the play.
between the audience and the theatre scene, and the enhancement of sensory experience.
In the process of participating in the experience the audience can freely explore the
spatial environment of the theatre, interact with the actors, and even participate in the
development of the plot. This form of theatre breaks down the barrier between the audi-
ence and the actors in traditional theatre, making the audience a part of the theatre rather
than just passively watching, and enabling the audience to participate more actively in
the plot through various interactive methods, such as role-playing, task completion, and
object collection. In immersive theatre, story, plot and narration each play different roles
and at the same time collaborate with each other to create a personalised and unique
journey for the audience, forming an integrative hybrid intermingling, which creates
an unpredictable but inevitable immersive experience in its entirety (Wu Fan, 2021)
[5]. Immersive theatre focuses on the generation of episodic events, and the audience’s
actions and choices will directly affect the development and ending of the story, so
each performance may present a different outcome and bring different surprises, which
enhances the authenticity of the audience in the process of participation.
The breakthrough of immersive theatre is that it redefines the interaction between
the audience and the actors, and breaks the traditional mode of theatre viewing. Com-
pared to traditional theatre, immersive theatre is no longer confined to a fixed stage and
auditorium, but travels freely throughout the performance space. Actors can interact
with or around the audience, and are no longer confined to a fixed position on the stage,
but are free to move through the performance space and interact with the audience in
close proximity. The audience is also free to choose where they want to watch, which
characters they want to participate in, and which storyline they want to follow.
express the theme, transform the scene and enhance audience’s emotional experience.
Music can echo the development of the plot and the emotional changes of the charac-
ters through different rhythms, melodies and timbres, and music can also become an
independent role in the theatre, guiding the expression of emotions.
Immersive theatre space is still inseparable from the basic choreographic composition
of the traditional theatre space, in the traditional theatre space in the form of visual
design and auditory design is more diversified and enriched, the use of all-encompassing
theatre space, a strong visual, auditory and other sensory effects reward to guide the
audience’s attention, attracting them close to the focus of the plot. Under the premise
of the development of digital technology, the space of immersive stage is also choosing
to add more technological means to make the stage immersive effect better. Immersive
theatre in the digital era usually adopts more innovative forms of expression, such as
real-time projection, holographic projection, panoramic sound, live interactive, naked-
eye 3D technology and other elements are fused together to create a unique theatre scene
[11], so that the audience can experience a sense of immersion never before experienced.
Through the application of mobile devices or other interactive devices, the audience can
choose different directions for the development of the play, interact with the actors, and
even participate in the stage performance.
The development of immersive theatre is inextricably linked to its intense sensory
stimulation, which to a large extent continues to benefit from the development of digital
media technology. In particular, the highly integrated and digitally controlled systems
for sound, light, electrical elements and visual effects have provided important support
for the formation of immersive theatre. A representative example is the popular “Only
Henan Theatre Mirage City” and the series “See You Again”, in which surround sound
and holographic projection are used to enhance the visual effect in many parts of the
theatre (Fig. 1).
Augmented Reality (AR) and Virtual Reality (VR) technologies are key tools for
immersion. These technologies can bring users into the virtual world, allow them to
interact with the digital environment, and provide realistic audiovisual experiences.
Through head-mounted displays, handheld devices, or specialised glasses, users can
interact with their surroundings as if they were in an alternate reality, thus deepening
the sense of immersion. Most current VR theatre, on the other hand, is an adaptation of
a play that has already been performed successfully; Hamlet 360: Thy Father’s Spirit, a
new play being developed by Commonwealth Shakespeare Company in 2019, is a VR
version of the play Hamlet, with a VR space to watch the performance.
participation and allow them to interact with the stage and the actors, and even to be able
to access the same opportunities for improvisation as the actors [14].
The study analysed and aggregated travelogues and reviews from tourism platforms,
used ROST CM software to analyse the word frequency of network text data from two
different scales of immersive theatre, extracted high-frequency words and keywords
and converged them, and, after filtering meaningless words, carried out a co-occurrence
analysis of the network text and formed a semantic network graph summary to analyse
the connections between the concepts in the different spatial types of immersive the-
atre and reveal the significance of the concepts connections, and reveal the importance
relationship, relevance and hierarchical relationship between concepts.
A total of 300 reviews of “Only Henan, Theatre Mirage City” in Ctrip were selected
and summarized.
As shown in Fig. 3, “Henan” is located in the centre of the semantic network and is the
absolute central word, connecting almost all the words. In addition to the word “Henan”,
the words “theatre”, “drama” and “culture” are close to the centre of the semantic network
and have a close relationship with other words and have a close relationship with other
words. It is determined that this type of theatre mainly revolves around stories about the
history of Henan, and that the “close association of the words shocking, immersive, and
moving” expresses the highly visual and auditory experience on the theatre stage.
A total of 100 reviews of Sleepless Night in Ctrip were selected and summarised.
As shown in Fig. 4, “actor” is located in the centre of the semantic network, which
is the absolute central word, connecting almost all the words. In addition to the word
“actor”, words such as “drama”, “performance”, “show”, etc. are close to the centre of
the semantic network and have a close relationship with other words and are closely
related to other words. It is determined that this type of theatre focuses mainly on the
performance of the actors and the play, and that the close connection of the words
442 M. Zhu and K. Cao
Fig. 3. Semantic Network Diagram of “Only the Dream of the Red Chamber, Theatre Mirage
City” (Source: ROST CM6 software)
Fig. 4. Semantic network diagram of “Sleepless Night”. (Source: ROST CM6 software)
“experience”, “follow” and “immerse” is an expression of “the way in which the theatre
is viewed”. The way of watching this type of theatre is to follow the development of
the play, and a high degree of immersion is indispensable for a change in the way of
watching the play.
Immersion in Theatre: The Emergence of Immersive Theatre Spaces 443
5 Conclusion
This paper discusses the current types of immersive theatre space, and by analysing the
definition of immersive theatre, its characteristics, spatial design and the impact of the
digital age on it, we find that immersive theatre, as an emerging art form, is influencing
the development of various industries, and new forms of performances are appearing,
ranging from large-scale cultural tourism to small theatre. The innovative interpretation
covers the interaction between actors and audience, the multiple identities and multiple
choices of the audience, the multi-dimensional presentation of space, and the multi-linear
development of the script [15], through innovative spatial design, diversified forms of
expression and the application of digital technology at different spatial scales. The focus
of the performance is different at different spatial scales. Large cultural tourism theatre
pay more attention to the audience’s sensory-emotional experience, using digital tech-
nology to enhance the audio-visual effect, providing the audience with a more immersive
theatre-going experience, and allowing the audience to feel as if they were in the world of
the theatre. Smaller immersive theatre pays more attention to the actors’ performances,
the logic of the plot, audience interaction and other practical experiences to promote the
development and ending of the plot, and this type of theatre emphasis the attractiveness
of the plot and the audience’s participation. Both enrich the means of expression of the-
atre art. Although immersive theatre is currently developing rapidly in China, there is a
need to consider issues such as the continuous iteration of technology and innovation, the
balance between artistry and spectacle, and the relationship between immersive theatre
and traditional forms of theatre.
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Author Index
© The Editor(s) (if applicable) and The Author(s), under exclusive license
to Springer Nature Switzerland AG 2024
C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 445–447, 2024.
https://doi.org/10.1007/978-3-031-61950-2
446 Author Index
M V
Margetis, George 82 van de Camp, Florian 137
Mathioudakis, Georgios 82
Mellili, Kalli 33 W
Mi, Xiaolei 285 Wang, Chunpeng 128
Wang, Hongrun 147
N Wang, KaiXiang 119, 128
Nakatsu, Ryohei 228 Wang, Oliver 137
Ntoa, Stavroula 82 Wang, Shisi 405
Whitig, Andrew B. 22
O Wu, Weilong 159
Oikawa, Yasuhiro 237 Wu, Zhihong 325
Okano, Kana 22
Ou Yang, Li 292, 303 X
Xia, Yukun 9
P Xu, Jie 220
Papadaki, Eleni 82 Xu, Linxi 343
Park, Donggun 92
Park, Sang Jun 92 Y
Peng, Zhijun 276 Yang, Benzhi 147
Pott, Katja 102 Yang, Haoyuan 343
Yang, Wanlin 354
Q Yang, Xiaoran 354
Qian, Ke 312 Yang, Xingqiao 354
Yasuda, Arisa 169
R Ye, QiShan 335
Rokudo, Miwa 228 Yue, Wei 325
Yun, LiJia 365
S
Santoso, Markus 33 Z
Seo, Soo-Min 114 Zhang, Jiayi 378
Shen, Yudan 325 Zhang, Shichao 378
Shi, Juanjuan 119, 128 Zhang, Tianyue 354
Smaczny, Simon 137 Zhang, Xinru 190, 387
Smith, Marisa 22 Zhao, Qinqin 405
Son, Yu Gyeong 92 Zhao, Yuanfang 190, 312, 387
Author Index 447