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HCI International 2024 Posters: Constantine Stephanidis Margherita Antona Stavroula Ntoa Gavriel Salvendy

The document outlines the proceedings of the 26th International Conference on Human-Computer Interaction (HCII 2024) taking place in Washington, DC, from June 29 to July 4, 2024. It highlights the conference's history, the editorial board, publication process, and the thematic areas covered, as well as the significant number of submissions and accepted papers. The conference aims to advance knowledge in the field of HCI through peer-reviewed research and collaboration among experts from various sectors.

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0% found this document useful (0 votes)
18 views463 pages

HCI International 2024 Posters: Constantine Stephanidis Margherita Antona Stavroula Ntoa Gavriel Salvendy

The document outlines the proceedings of the 26th International Conference on Human-Computer Interaction (HCII 2024) taking place in Washington, DC, from June 29 to July 4, 2024. It highlights the conference's history, the editorial board, publication process, and the thematic areas covered, as well as the significant number of submissions and accepted papers. The conference aims to advance knowledge in the field of HCI through peer-reviewed research and collaboration among experts from various sectors.

Uploaded by

Victor Cen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Constantine Stephanidis

Margherita Antona
Stavroula Ntoa
Gavriel Salvendy (Eds.)

Communications in Computer and Information Science 2116

HCI International 2024


Posters
26th International Conference
on Human-Computer Interaction, HCII 2024
Washington, DC, USA, June 29 – July 4, 2024
Proceedings, Part III
Communications
in Computer and Information Science 2116

Editorial Board Members


Joaquim Filipe , Polytechnic Institute of Setúbal, Setúbal, Portugal
Ashish Ghosh , Indian Statistical Institute, Kolkata, India
Lizhu Zhou, Tsinghua University, Beijing, China
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Topics
The topical scope of CCIS spans the entire spectrum of informatics ranging from foun-
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Constantine Stephanidis · Margherita Antona ·
Stavroula Ntoa · Gavriel Salvendy
Editors

HCI International 2024


Posters
26th International Conference
on Human-Computer Interaction, HCII 2024
Washington, DC, USA, June 29 – July 4, 2024
Proceedings, Part III
Editors
Constantine Stephanidis Margherita Antona
University of Crete and Foundation for Foundation for Research
Research and Technology - Hellas (FORTH) and Technology – Hellas (FORTH)
Heraklion, Crete, Greece Heraklion, Crete, Greece

Stavroula Ntoa Gavriel Salvendy


Foundation for Research University of Central Florida
and Technology – Hellas (FORTH) Orlando, FL, USA
Heraklion, Crete, Greece

ISSN 1865-0929 ISSN 1865-0937 (electronic)


Communications in Computer and Information Science
ISBN 978-3-031-61949-6 ISBN 978-3-031-61950-2 (eBook)
https://doi.org/10.1007/978-3-031-61950-2

© The Editor(s) (if applicable) and The Author(s), under exclusive license
to Springer Nature Switzerland AG 2024

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the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of
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Foreword

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.

July 2024 Constantine Stephanidis


HCI International 2024 Thematic Areas
and Affiliated Conferences

• HCI: Human-Computer Interaction Thematic Area


• HIMI: Human Interface and the Management of Information Thematic Area
• EPCE: 21st International Conference on Engineering Psychology and Cognitive
Ergonomics
• AC: 18th International Conference on Augmented Cognition
• UAHCI: 18th International Conference on Universal Access in Human-Computer
Interaction
• CCD: 16th International Conference on Cross-Cultural Design
• SCSM: 16th International Conference on Social Computing and Social Media
• VAMR: 16th International Conference on Virtual, Augmented and Mixed Reality
• DHM: 15th International Conference on Digital Human Modeling & Applications in
Health, Safety, Ergonomics & Risk Management
• DUXU: 13th International Conference on Design, User Experience and Usability
• C&C: 12th International Conference on Culture and Computing
• DAPI: 12th International Conference on Distributed, Ambient and Pervasive
Interactions
• HCIBGO: 11th International Conference on HCI in Business, Government and
Organizations
• LCT: 11th International Conference on Learning and Collaboration Technologies
• ITAP: 10th International Conference on Human Aspects of IT for the Aged Population
• AIS: 6th International Conference on Adaptive Instructional Systems
• HCI-CPT: 6th International Conference on HCI for Cybersecurity, Privacy and Trust
• HCI-Games: 6th International Conference on HCI in Games
• MobiTAS: 6th International Conference on HCI in Mobility, Transport and
Automotive Systems
• AI-HCI: 5th International Conference on Artificial Intelligence in HCI
• MOBILE: 5th International Conference on Human-Centered Design, Operation and
Evaluation of Mobile Communications
List of Conference Proceedings Volumes Appearing
Before the Conference

1. LNCS 14684, Human-Computer Interaction: Part I, edited by Masaaki Kurosu and


Ayako Hashizume
2. LNCS 14685, Human-Computer Interaction: Part II, edited by Masaaki Kurosu and
Ayako Hashizume
3. LNCS 14686, Human-Computer Interaction: Part III, edited by Masaaki Kurosu and
Ayako Hashizume
4. LNCS 14687, Human-Computer Interaction: Part IV, edited by Masaaki Kurosu and
Ayako Hashizume
5. LNCS 14688, Human-Computer Interaction: Part V, edited by Masaaki Kurosu and
Ayako Hashizume
6. LNCS 14689, Human Interface and the Management of Information: Part I, edited
by Hirohiko Mori and Yumi Asahi
7. LNCS 14690, Human Interface and the Management of Information: Part II, edited
by Hirohiko Mori and Yumi Asahi
8. LNCS 14691, Human Interface and the Management of Information: Part III, edited
by Hirohiko Mori and Yumi Asahi
9. LNAI 14692, Engineering Psychology and Cognitive Ergonomics: Part I, edited by
Don Harris and Wen-Chin Li
10. LNAI 14693, Engineering Psychology and Cognitive Ergonomics: Part II, edited by
Don Harris and Wen-Chin Li
11. LNAI 14694, Augmented Cognition, Part I, edited by Dylan D. Schmorrow and Cali
M. Fidopiastis
12. LNAI 14695, Augmented Cognition, Part II, edited by Dylan D. Schmorrow and
Cali M. Fidopiastis
13. LNCS 14696, Universal Access in Human-Computer Interaction: Part I, edited by
Margherita Antona and Constantine Stephanidis
14. LNCS 14697, Universal Access in Human-Computer Interaction: Part II, edited by
Margherita Antona and Constantine Stephanidis
15. LNCS 14698, Universal Access in Human-Computer Interaction: Part III, edited by
Margherita Antona and Constantine Stephanidis
16. LNCS 14699, Cross-Cultural Design: Part I, edited by Pei-Luen Patrick Rau
17. LNCS 14700, Cross-Cultural Design: Part II, edited by Pei-Luen Patrick Rau
18. LNCS 14701, Cross-Cultural Design: Part III, edited by Pei-Luen Patrick Rau
19. LNCS 14702, Cross-Cultural Design: Part IV, edited by Pei-Luen Patrick Rau
20. LNCS 14703, Social Computing and Social Media: Part I, edited by Adela Coman
and Simona Vasilache
21. LNCS 14704, Social Computing and Social Media: Part II, edited by Adela Coman
and Simona Vasilache
22. LNCS 14705, Social Computing and Social Media: Part III, edited by Adela Coman
and Simona Vasilache
x List of Conference Proceedings Volumes Appearing Before the Conference

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

47. LNCS 14730, HCI in Games: Part I, edited by Xiaowen Fang


48. LNCS 14731, HCI in Games: Part II, edited by Xiaowen Fang
49. LNCS 14732, HCI in Mobility, Transport and Automotive Systems: Part I, edited
by Heidi Krömker
50. LNCS 14733, HCI in Mobility, Transport and Automotive Systems: Part II, edited
by Heidi Krömker
51. LNAI 14734, Artificial Intelligence in HCI: Part I, edited by Helmut Degen and
Stavroula Ntoa
52. LNAI 14735, Artificial Intelligence in HCI: Part II, edited by Helmut Degen and
Stavroula Ntoa
53. LNAI 14736, Artificial Intelligence in HCI: Part III, edited by Helmut Degen and
Stavroula Ntoa
54. LNCS 14737, Design, Operation and Evaluation of Mobile Communications: Part
I, edited by June Wei and George Margetis
55. LNCS 14738, Design, Operation and Evaluation of Mobile Communications: Part
II, edited by June Wei and George Margetis
56. CCIS 2114, HCI International 2024 Posters - Part I, edited by Constantine
Stephanidis, Margherita Antona, Stavroula Ntoa and Gavriel Salvendy
57. CCIS 2115, HCI International 2024 Posters - Part II, edited by Constantine
Stephanidis, Margherita Antona, Stavroula Ntoa and Gavriel Salvendy
58. CCIS 2116, HCI International 2024 Posters - Part III, edited by Constantine
Stephanidis, Margherita Antona, Stavroula Ntoa and Gavriel Salvendy
59. CCIS 2117, HCI International 2024 Posters - Part IV, edited by Constantine
Stephanidis, Margherita Antona, Stavroula Ntoa and Gavriel Salvendy
60. CCIS 2118, HCI International 2024 Posters - Part V, edited by Constantine
Stephanidis, Margherita Antona, Stavroula Ntoa and Gavriel Salvendy
61. CCIS 2119, HCI International 2024 Posters - Part VI, edited by Constantine
Stephanidis, Margherita Antona, Stavroula Ntoa and Gavriel Salvendy
62. CCIS 2120, HCI International 2024 Posters - Part VII, edited by Constantine
Stephanidis, Margherita Antona, Stavroula Ntoa and Gavriel Salvendy

https://2024.hci.international/proceedings
Preface

Preliminary scientific results, professional news, or work in progress, described in the


form of short research papers (4–11 pages long), constitute a popular submission type
among the International Conference on Human-Computer Interaction (HCII) partici-
pants. Extended abstracts are particularly suited for reporting ongoing work, which can
benefit from a visual presentation, and are presented during the conference in the form
of posters. The latter allow a focus on novel ideas and are appropriate for presenting
project results in a simple, concise, and visually appealing manner. At the same time,
they are also suitable for attracting feedback from an international community of HCI
academics, researchers, and practitioners. Poster submissions span the wide range of
topics of all HCII thematic areas and affiliated conferences.
Seven volumes of the HCII 2024 proceedings are dedicated to this year’s poster
extended abstracts, in the form of short research papers, focusing on the following
topics:
• Volume I: HCI Design Theories, Methods, Tools and Case Studies; User Experience
Evaluation Methods and Case Studies; Emotions in HCI; Human Robot Interaction
• Volume II: Inclusive Designs and Applications; Aging and Technology
• Volume III: eXtended Reality and the Metaverse; Interacting with Cultural Heritage,
Art and Creativity
• Volume IV: HCI in Learning and Education; HCI in Games
• Volume V: HCI in Business and Marketing; HCI in Mobility and Automated Driving;
HCI in Psychotherapy and Mental Health
• Volume VI: Interacting with the Web, Social Media and Digital Services; Interaction
in the Museum; HCI in Healthcare
• Volume VII: AI Algorithms and Tools in HCI; Interacting with Large Language
Models and Generative AI; Interacting in Intelligent Environments; HCI in Complex
Industrial Environments
Poster extended abstracts were accepted for publication in these volumes following a
minimum of two single-blind reviews from the members of the HCII 2024 international
Program Boards, i.e., the program committees of the constituent events. We would like
to thank all of them for their invaluable contribution, support, and efforts.

July 2024 Constantine Stephanidis


Margherita Antona
Stavroula Ntoa
Gavriel Salvendy
26th International Conference on Human-Computer
Interaction (HCII 2024)

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

The 27th International Conference on Human-Computer Interaction, HCI International


2025, will be held jointly with the affiliated conferences at the Swedish Exhibition
& Congress Centre and Gothia Towers Hotel, Gothenburg, Sweden, June 22–27, 2025.
It will cover a broad spectrum of themes related to Human-Computer Interaction,
including theoretical issues, methods, tools, processes, and case studies in HCI design, as
well as novel interaction techniques, interfaces, and applications. The proceedings will
be published by Springer. More information will become available on the conference
website: https://2025.hci.international/.

General Chair
Prof. Constantine Stephanidis
University of Crete and ICS-FORTH
Heraklion, Crete, Greece
Email: [email protected]

https://2025.hci.international/
Contents – Part III

eXtended Reality and the Metaverse

Unraveling the Meta Quest 3: An Out-of-Box Experience of the Future


of Mixed Reality Headsets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Michelle Aros, Colton L. Tyger, and Barbara S. Chaparro

Exploring the Influences of Virtual Reality Experiences


from the Perspective of Children’s Cognition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Zijie Ding, Yan Gan, and Yukun Xia

Selection in Stride: Comparing Button- and Head-Based Augmented


Reality Interaction During Locomotion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Aaron L. Gardony, Kana Okano, Andrew B. Whitig, and Marisa Smith

Investigating How Interaction with Physical Objects Within Virtual


Environments Affects Knowledge Acquisition and Recall . . . . . . . . . . . . . . . . . . . 33
Ryan Garrett, Justin Gast, Spencer Henry, Kalli Mellili,
Seung Hyuk Jang, Markus Santoso, and Angelos Barmpoutis

Generative AI Tool Pipeline for Creating Artificial Historical Characters


for Cultural Heritage XR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Jan Gemeinhardt, Michael Zöllner, and Celina Jahn

Force Characteristics to Reproduce Writing Pressure Introduction


of Writing Task Characteristics into Virtual Reality . . . . . . . . . . . . . . . . . . . . . . . . . 47
Manabu Ishihara

The Optokinetic Nystagmus as a Physiological Indicator


of Cybersickness – A Vergence-Based Evaluation . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Judith Josupeit and Leonore Greim

SongScape: A Song Dynasty-Style Architectural Scene Design System


Based on CGA Rules and Virtual Reality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Ruyi Li and Chunrong Liu

XR Empowers a New City Landmark in Qingdao: Hi Metaverse . . . . . . . . . . . . . 75


Jing Liang, Siqi Fan, and Fan Chen
xx Contents – Part III

ColorIt: An Augmented Reality Application for Object Recoloring . . . . . . . . . . . 82


George Margetis, Stavroula Ntoa, Eirini Sykianaki,
Konstantinos C. Apostolakis, Eleni Papadaki,
Georgios Mathioudakis, and Maria Bouhli

A Comparative Study on Methods to Interact with Close-Distance Objects


in Mixed Reality Environment: Direct Method vs. Raycasting Method . . . . . . . . 92
Sang Jun Park, Min Joo Kim, Yu Gyeong Son, Donggun Park,
and Yushin Lee

Spatial Computing Through an HCI Lens - UX Evaluation Based


on Situatedness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Katja Pott and Doris Agotai

Exploring the Impact of Virtual Reality on Viewer Experience: A Cognitive


and Emotional Response Analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Soo-Min Seo and Ju Young Lim

Research on Interactive Design of AR Books . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119


Juanjuan Shi, KaiXiang Wang, and Jie Hao

Research on Human-Computer Re-Interaction in AR Books . . . . . . . . . . . . . . . . . 128


KaiXiang Wang, Juanjuan Shi, and Chunpeng Wang

A Comparative Analysis of Spectator Placement Methods in Virtual


Reality Environments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
Oliver Wang, Simon Smaczny, Gabriel Unmüßig,
and Florian van de Camp

Exploring the Relationship Between the Interactive Range of Objects


and the Performance of Freehand Grasping Interaction in Glasses-Free 3D
Scenes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
Hongrun Wang, Wenjun Hou, Yucheng Cao, and Benzhi Yang

Virtual Reality: A Window into the Future of Journalism . . . . . . . . . . . . . . . . . . . . 159


Weilong Wu and Liyang Ling

Does the Metaverse Conflict with Social Goods? Challenges


at the Intersection of the Metaverse and SDGs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
Arisa Yasuda

Interacting with Cultural Heritage, Art and Creativity

Exploring Relationships Between Personality and Creativity . . . . . . . . . . . . . . . . . 183


Daniel Badro, Olayele Adelakun, and Xiaowen Fang
Contents – Part III xxi

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)” . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
Lijian Chen, Xinru Zhang, and Yuanfang Zhao

“Landscape-Drama”: Innovative Applications of Digital Projection Art


in the Renewal of Chinese Old City Communities . . . . . . . . . . . . . . . . . . . . . . . . . . 200
Xingyu Chen, Xiang Liu, and Hongtao Zhou

The Interaction Between Architectural Heritage and the Public:


Augmented Reality in Preservation Interpretation . . . . . . . . . . . . . . . . . . . . . . . . . . 211
Daoxin Chen

Han Opera Interactive Exhibition and App Design Based on the Theory
of Cultural Three Factors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220
Xinyi Huang and Jie Xu

Realization of Kimono Fashion by Fusing Digital Art and Digital Textile


Printing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 228
Minori Jonoo, Miwa Rokudo, Harumi Kawamura, Naoko Tosa,
and Ryohei Nakatsu

The Relationship Between Sound of VR Concert and Motion Activity


of Audience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 237
Aki Kishimoto and Yasuhiro Oikawa

Prediction of a Musical Show Liking Using Bio-signals of an Audience . . . . . . . 245


Chang-Gyu Lee and Ohung Kwon

RAR (Reality-Augmented Reality) Experience Awakening Urban


Influence - “Fu Metaverse” in Fuzhou, China . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 251
Jing Liang, Yiheng Zhong, Yancheng Cao, and Fan Chen

Research on Interactive Experience Design of Culture-Themed Exhibition


Based on Environmental Psychology—Take the “Wu Yun Jiangnan”
Theme Exhibition as an Example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258
Lin Lin and Lang Lu

Suzhou Garden Dynamic Image Design Based on Digital Media


Programming and Sound Visualization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 266
Muqing Liu, Zhuxuan Chen, Qingyi Li, and Xinlin Li

Research on the Digital Exploration and Inheritance of Tibetan Cultural


Landscapes—Take the Mani Heap as an Example . . . . . . . . . . . . . . . . . . . . . . . . . . 276
Zhiming Liu, Han Sun, and Zhijun Peng
xxii Contents – Part III

The Information Visualization Design Research on Turquoise Along


the Silk Road . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 285
Xiaolei Mi, Bailu Guo, and Xiang Li

Translation and Visual Presentation of Cultural Symbols of Chaoshan Mid


Autumn Festival Sacrifice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 292
Li Ou Yang and Han Li

The Cross-Cultural Application of Cantonese Opera Costume Elements


in 3D Pop-Up Card Design: Focusing on Youth and Intangible Cultural
Heritage Elements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 303
Li Ou Yang, Ying Guo, Jinrong Liu, and Jie Ling

Research on Public Identification and Influencing Factors of Public Art


in Urban Subway: A Case Study of Shenzhen Subway . . . . . . . . . . . . . . . . . . . . . . 312
Ke Qian and Yuanfang Zhao

Enhancing Digital Interaction with Intangible Cultural Heritage: A Study


on User Experience and Acceptance of the Zhuhai Intangible Cultural
Heritage Database . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 325
Yudan Shen, Zhihong Wu, Xiawei Fang, and Wei Yue

Reviving He Xiangning’s Artistry in the Digital Age: An Exploration


of Music Visualization and Interactive Design Techniques . . . . . . . . . . . . . . . . . . . 335
Weilin Su, Jie Ling, ZhongCheng Luo, and QiShan Ye

Constructing a New Interactive Visual Narrative of Contemporary Digital


Wooden Carving Window Decorations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 343
Linxi Xu, Haoyuan Yang, and Lin Lin

Research on the Application of Shangri-La Regional Color Extraction


in the Design of Cultural and Creative Products . . . . . . . . . . . . . . . . . . . . . . . . . . . . 354
Xingqiao Yang, Ren Long, Tianyue Zhang, Xiaoran Yang,
and Wanlin Yang

Design of NiNiGou Cultural and Creative Products Based


on KANO-AHP-QFD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 365
LiJia Yun

A Study on the Dissemination of Xiamen’s Urban Image Through


the BiliBili Platform . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 378
Jiayi Zhang, Weiqi Li, Kunhe Li, and Shichao Zhang
Contents – Part III xxiii

Between Mountains and Rivers, Reality and Virtuality: Empowering


Traditional Intangible Cultural Heritage Plant-Dye Apparel Design
and Display Through Virtual Digital Technology . . . . . . . . . . . . . . . . . . . . . . . . . . . 387
Xinru Zhang, Lijian Chen, and Yuanfang Zhao

Immersive Virtual Reality Embodied Interaction Design for the Ephemeral


Monument of Tengwang Pavilion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 397
Yue Zhao and Rui Tang

Visualization and Interactive Design of Cultural Heritage Information . . . . . . . . . 405


Qinqin Zhao and Shisi Wang

Digitization of Cultural Relics: Augmented Reality Display of Ru Ware . . . . . . . 415


Jie Zhou and Xinyue Liu

Human-AI Co-creation for Intangible Cultural Heritage Dance: Cultural


Genes Retaining and Innovation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 426
Hongtao Zhu, Xiaoxuan Zhou, and Huiwen Liu

Immersion in Theatre: The Emergence of Immersive Theatre Spaces . . . . . . . . . . 434


Mengyao Zhu and Kaizhong Cao

Author Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 445


eXtended Reality and the Metaverse
Unraveling the Meta Quest 3: An Out-of-Box
Experience of the Future of Mixed Reality
Headsets

Michelle Aros(B) , Colton L. Tyger, and Barbara S. Chaparro

Embry-Riddle Aeronautical University, Daytona Beach, FL 32119, USA


[email protected]

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.

Keywords: Extended Reality · Mixed Reality headset · First Impressions ·


Out-of-box Experience · User 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].

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 3–8, 2024.
https://doi.org/10.1007/978-3-031-61950-2_1
4 M. Aros et al.

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.

unnecessary components to enhance user convenience. Additionally, users encountered


challenges in locating and accessing the box containing the charging components, which
was hidden within the packaging. The lack of clear instructions or intuitive design ele-
ments hindered users’ ability to navigate the packaging effortlessly, detracting from the
overall unboxing experience (Fig. 1).
Thus, the unboxing stage of the Meta Quest 3 comprised both delights and frustrations
that influenced users’ initial impressions of the device and its packaging. While aspects
such as organization and compactness elicited positive feedback, challenges such as
cumbersome packaging and hidden components presented hurdles to user satisfaction.

4 Use Case 1: Using Controllers to Play a Game


The first use case stage marks the transition from unboxing to active engagement with
the Meta Quest 3 and its controllers. During this phase, users encountered a spectrum of
delights and frustrations that shaped their initial experiences interacting with the device.
First Encounters is a preloaded application that scans the user’s physical environment
and incorporates it into an interactive game chasing aliens. Delights were evident in
users’ interaction with many expressing satisfactions with the intuitive controls and
immersive gameplay. One user remarked, “The game controls were intuitive, and the
game’s interaction with the real environment was enjoyable,” demonstrating the smooth
integration of virtual and physical elements.
However, users also encountered frustrations that impeded their enjoyment and
usability of the Meta Quest 3. Foremost among these was the challenge of adjusting
the head strap for the best comfort and fit. Users reported discomfort and pressure on
their face and cheeks, attributing it to improper adjustment of the head strap. One user
stated, “The headset is starting to hurt my face as well as my cheeks because I didn’t
adjust it right.” Similarly, users expressed frustration with the complexity and duration
of the adjustment process, with some users having to make multiple attempts to achieve
a satisfactory fit. One user expressed, “This takes way too long, so many adjustments,
like 6 times I had to change it.”
In addition to challenges with hardware adjustment, users also encountered difficul-
ties with the instructions of the game itself, which were too brief and disappeared too
quickly. This limited exposure hinders their overall learning curve and immersion in the
game experience.
Ultimately, the first use case stage of the Meta Quest 3 showcased various delights
and frustrations that influenced users’ initial impressions and experiences with the
device. While aspects such as intuitive gameplay and immersive interactions elicited
positive feedback, challenges such as head strap adjustment difficulties and insufficient
instructions caused issues for users.

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.

6 Post Study Assessment

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
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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.
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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

Zijie Ding, Yan Gan(B) , and Yukun Xia

Huazhong University of Science and Technology, Wuhan 430074, Hubei, China


[email protected]

Abstract. VR (Virtual reality) technology is the technology of computer-


generated environment, and its immersive and intelligent interaction make it
widely used in children’s education, entertainment and sports and rehabilitation
therapy in recent years. From the perspective of children’s cognition, this study
proposed research hypotheses based on relevant literature to explore the relation-
ship between various influencing factors of VR experience. In the specific research
process, 159 valid sample questionnaires were collected for children aged 4 to 12,
and the data were analyzed by SPSS and AMOS tools. The results showed that
when providing children’s VR experience, special attention should be paid to the
quality of system elements and the stimulation of use motivation, and the influ-
ence of design factors should also be considered. This study further discusses the
differences of design optimization analysis under different motivations. The study
found that children pay more attention to the immersion and depth of VR expe-
rience when they pursue distracting experiences; In the pursuit of entertainment
and relaxation, they pay more attention to fun and playability. When social inter-
action is the purpose of experience, children pay more attention to interactivity
and immersive feeling. The pursuit of a sense of accomplishment, on the other
hand, focuses more on complex interaction mechanisms and interesting scenarios
and character elements. Therefore, future VR experience research can focus on
these design recommendations, so as to effectively enhance children’s enjoyment
of VR experiences.

Keywords: Children’s cognition · virtual reality · AMOS model · Influencing


factors

1 Background

1.1 A Subsection Sample

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’

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 9–21, 2024.
https://doi.org/10.1007/978-3-031-61950-2_2
10 Z. Ding et al.

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.

2 Research Hypothesis Model from Children’s Cognitive


Perspective
2.1 Children’s Cognitive Perspective

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.

2.2 Factors that Affect VR Experience

VR experience denotes a fully immersive encounter facilitated by virtual reality tech-


nology, enabling users to engage with either the physical or virtual realm as if they were
there in a fictional setting [8]. Prior research has predominantly focused on examining the
influence of virtual reality (VR) on the cognitive abilities of adults. These studies have
identified and consolidated the key aspects that determine the VR experience, namely
immersion, presence, agency, and the interplay between VR experience and these fac-
tors [9–11]. Furthermore, the emotional aspects of consumers are crucial considerations
Exploring the Influences of Virtual Reality Experiences 11

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.

Fig. 1. VR experience factor extraction

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.

2.3 Research Hypothesis Model

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).

Fig. 2. Research hypothesis model

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.

No. Hypothetical content


H8 Mechanic play has a significant positive effect on motivation (distraction)
H9 Role modeling has a significant positive effect on motivation (distraction)
H10 Scene content has a significant positive effect on motivation (distraction)
H11 Background music has a significant positive effect on motivation (distraction)
(continued)
Exploring the Influences of Virtual Reality Experiences 13

Table 1. (continued)

No. Hypothetical content


H12 Mechanic play has a significant positive effect on motivation (seeking entertainment and
relaxation)
H13 Role modeling has a significant positive effect on motivation (seeking entertainment and
relaxation)
H14 Scene content has a significant positive effect on motivation (seeking entertainment and
relaxation)
H15 Background music has a significant positive effect on motivation (seeking entertainment
and relaxation)
H16 Mechanic play has a significant positive effect on motivation (social interaction)
H17 Role modeling has a significant positive effect on motivation (social interaction)
H18 Scene content has a significant positive effect on motivation (social interaction)
H19 Background music has a significant positive effect on motivation (social interaction)
H20 Mechanic play has a significant positive effect on usage motivation (achievement)
H21 Role modeling has a significant positive effect on motivation (achievement)
H22 Scene content has a significant positive effect on motivation (achievement)
H23 Background music has a significant positive effect on usage motivation (achievement)

3 Analysis of Research Results


3.1 Research Method
The research subjects consisted of children between the ages of 4 and 12. A total of
159 valid questionnaires were acquired through the utilization of both online and offline
questionnaires, as well as the collection of research data. Out of the total, 82 individuals
(51.6%) were males, while 77 individuals (48.4%) were girls. Additionally, 38 individ-
uals (23.9%) were between the ages of 4 and 6, while 121 individuals (76.1%) were
between the ages of 7 and 12. The valid questionnaire data was processed and analyzed
using IBM SPSS Statistics 26.0 and IBM SPSS Amos 26.0 in this study.

3.2 Model Reliability and Validity Test


Firstly, the internal consistency of each dimension was examined using the clonal Baring
coefficient reliability test. The results indicate that all of the scale coefficients fall within
the range of 0.75–1 and are greater than 0.6, suggesting that the measurement model
exhibits favorable detection outcomes.
Subsequently, the CFA model underwent a fit test, yielding a CMIN/DF (Chi-square
degree of freedom ratio) value of 2.319, falling within the acceptable range of 1–3.
Additionally, the RMSEA (root mean square error) was calculated to be 0.071, which is
considered satisfactory as it is below the threshold of 0.08. Furthermore, the test results
for IFI, TLI, and CFI all above the satisfactory threshold of 0.8. Hence, the exhaustive
14 Z. Ding et al.

analysis findings of this study demonstrate that the CFA model of the research outcomes
exhibits a strong fit.

3.3 Hypothesis Model Test Results

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.

Table 2. Test values of model parameters and validation of research hypotheses.

Model path Estimate S.E. C.R. P Result


H1 Design factor <— System element .772 .122 7.873 *** Set up
H2 Design factor <— User experience −.208 .403 −1.288 .198 false
H3 Design factor <— Use motive .450 .054 6.941 *** Set up
H4 Liking degree <— System element .985 .520 2.368 ** Set up
H5 Liking degree <— User experience −.326 .751 −1.082 .279 false
H6 Liking degree <— Use motive .907 .197 3.843 *** Set up
H7 Liking degree <— Design factor .815 .486 4.239 *** Set up
Note: *** means P < 0.001; ** means P < 0.01; * indicates P < 0.05.
Exploring the Influences of Virtual Reality Experiences 15

3.4 Influence Effect Analysis

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.

Fig. 3. Model hypothesis verification and path coefficient

Therefore, these discoveries emphasize the importance of prioritizing the excellence


of system components and the drive to utilize them when creating and providing virtual
reality experiences for children. Additionally, it is crucial to consider the impact of design
aspects. Considering these aspects collectively can enhance a child’s virtual reality (VR)
experience and augment their level of involvement and happiness.
16 Z. Ding et al.

3.5 Multiple Regression Analysis

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

model Unnormalized Standardization coefficient B has a 95.0%


coefficient confidence interval
B Standard Beta t significance floor Upper
error limit
(constant) 0.359 0.247 1.453 0.048 −0.129 0.848
SJ1 0.091 0.104 0.091 0.878 0.382 −0.114 0.297
SJ2 0.208 0.086 0.207 2.417 0.017 0.038 0.378
SJ3 0.286 0.117 0.279 2.446 0.016 0.055 0.517
SJ4 0.233 0.101 0.23 2.321 0.022 0.035 0.432

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

model Unnormalized Standardization coefficient B has a 95.0%


coefficient confidence interval
B Standard Beta t significance floor Upper
error limit
(constant) 1.151 0.204 5.638 0.000 0.747 1.554
SJ1 0.323 0.083 0.339 3.9 0.000 0.159 0.486
SJ2 0.206 0.092 0.215 2.242 0.026 0.024 0.387
SJ3 −0.04 0.094 −0.041 −0.42 0.675 −0.225 0.146
SJ4 0.283 0.082 0.303 3.456 0.001 0.121 0.445

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

model Unnormalized Standardization coefficient B has a 95.0%


coefficient confidence interval
B Standard Beta t significance floor Upper
error limit
(constant) 0.668 0.248 2.693 0.008 0.178 1.158
SJ1 0.239 0.101 0.243 2.375 0.019 0.04 0.437
SJ2 0.126 0.111 0.127 1.127 0.262 −0.095 0.346
SJ3 0.236 0.114 0.237 2.062 0.041 0.01 0.462
SJ4 0.058 0.099 0.06 0.582 0.561 −0.139 0.254

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

model Unnormalized Standardization coefficient B has a 95.0%


coefficient confidence interval
B Standard Beta t significance floor Upper
error limit
(constant) 1.026 0.226 4.534 0.000 0.579 1.473
SJ1 0.252 0.092 0.257 2.752 0.007 0.071 0.434
SJ2 0.2 0.102 0.204 1.972 0.049 0.000 0.401
SJ3 0.183 0.091 0.19 2.015 0.046 0.004 0.362
SJ4 0.118 0.104 0.119 1.134 0.258 −0.088 0.324

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.

Table 7. Results of research hypothesis verification

No. content result No. content result


H9 SJ2 <—DJ1 valid H16 SJ1 <—DJ3 valid
H10 SJ3 <—DJ1 valid H18 SJ3 <—DJ3 valid
H11 SJ4 <—DJ1 valid H20 SJ1 <—DJ4 valid
H12 SJ1 <—DJ2 valid H21 SJ2 <—DJ4 valid
H14 SJ3 <—DJ2 valid H22 SJ3 <—DJ4 valid

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

4 VR Experience Design Optimization Suggestions


This study centers on the diverse motives of children in utilizing virtual reality (VR)
based on the analysis results. Additionally, it provides optimization recommendations
to enhance the VR experience.
Distraction and Exploration. Children seek immersion and depth in VR experiences
for distraction. To enhance this, improve character modeling, scene content, and back-
ground music for better engagement. Simplify gameplay mechanics to reduce interaction
complexity.
Entertainment and Relaxation. When it comes to entertainment, give priority to activ-
ities that are enjoyable and engaging. Improve the attractiveness of gameplay, expand
the ways players can interact (including using multiple senses and motion recognition),
and make sure the characters’ behavior matches popular animation styles. Align the
background music with the experience to enhance the overall quality.
Social Interaction. Emphasize interactive and immersive virtual reality (VR) experi-
ences designed for engaging in social interactions. Highlight collaborative interactions
by incorporating novel components, and integrate extended reality (XR) aspects with
scene content to enhance engagement.
Achievement and Learning. To cultivate a feeling of fulfillment, incorporate intricate
interaction mechanisms to stimulate cognitive capabilities. Implement incentive struc-
tures and ranking systems to enhance motivation. Ensure that the character modeling
and scene content are designed to align with the cognitive abilities of youngsters, in
order to provide them with valuable feedback on their accomplishments.

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

Aaron L. Gardony1,2(B) , Kana Okano2 , Andrew B. Whitig2 , and Marisa Smith2


1 U.S. Army Combat Capabilities Development Command (DEVCOM) Soldier Center, Natick,
MA, USA
[email protected]
2 Center for Applied Brain and Cognitive Sciences (CABCS), Medford, MA, USA

Abstract. Military users of augmented reality (AR) head-mounted displays must


interact with their heads-up displays (HUDs) effectively and while on the move.
Yet, there is a paucity of human-computer interaction (HCI) studies investigating
AR multimodal interfaces (MMIs) and interaction methods during locomotion. We
conducted a mixed methods study comparing stationary and ambulatory button-
and head-based AR interaction methods. Utilizing a within-participants design,
Soldier participants completed a simple task sequence in an AR HUD while walk-
ing on an omnidirectional treadmill and standing still using both a chest-mounted
controller alone (C) and a head-gaze cursor with button input for selection (C +
HG). Quantitative task performance analysis revealed faster time-on-task for the C
+ HG method when stationary. However, when walking, the C method generally
surpassed the C + HG method. Careful analysis of selection and head-gaze hover-
ing inputs reflected participants’ difficulty in stabilizing their head while walking
which led to inaccuracies in menu icon selection and necessitated additional selec-
tion input. Moreover, several participants reported difficulty with stabilizing their
head-gaze as well as greater preference for and better success using the C method
to perform the task sequence while walking. Taken together, these findings support
the idea that while head-gaze is a promising AR interaction method in relatively
stationary contexts, the fact that it requires good head stability for reliable interac-
tion negatively impacts task performance and user experience during locomotion.
This study brings attention to the challenges of MMIs in ambulatory AR usage
contexts and the need for more research in this area.

Keywords: Augmented Reality · Interaction Methods · Locomotion · Military

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

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 22–32, 2024.
https://doi.org/10.1007/978-3-031-61950-2_3
AR MMIs During Locomotion 23

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.

2.3 Experimental Design and Procedure


We employed a 2 × 2 fully factorial within-participants design, crossing walking con-
dition (stationary vs walking) with interaction method (C vs C + HG). Participants
always completed the stationary interaction blocks first followed by the walking blocks.
This ensured participants were familiar with the AR task before walking on the omni-
directional treadmill. The order participants used each interaction method was coun-
terbalanced within each walking condition block. The study lasted approximately 1.5
h. Upon arrival, the participant completed a demographics questionnaire and watched
a three-minute tutorial video explaining the HUD and two interaction methods used
in the experiment. The researcher then briefed the participant on the goals of the study,
assisted them with donning the tactical vest, Xbox controller, and tracking belt used with
the treadmill, and explained the button mappings. Next, the participant completed HL2
eye tracking calibration to calibrate its display. The researcher then launched the HUD
application and verbally guided the participant through a prescribed task sequence using
both the C and C + HG methods. The task sequence and its corresponding controls for
each interaction method are depicted in Fig. 1. The task sequence involved: (1) toggling
the visibility of the HUD, (2) unlocking it (i.e., making it interactable), (3C) entering
menu navigation (menu nav) or (3H) head-gaze interaction mode, (4C/4H) selecting
AR MMIs During Locomotion 25

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

3.1 Quantitative 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.

3.2 Qualitative Results


Interview Feedback. 8/15 participants (53%) reported difficulty with the C + HG
method while walking. 7/15 participants (47%) specifically relayed difficulties with
hovering over the icons due to sensitivity of the tracker to head bob. Some participants
reported head-gaze was useful because it was silent and hands-free while others reported
they thought head-gaze would be useful as an emergency option if an alternative inter-
action, such as eye-tracking, were degraded or denied in combat. Yet, some also felt that
the controller added equipment burden that could present a disadvantage when carrying
objects or during combat.
Lastly, participants reported their binary preference for each interaction method in
stationary and ambulatory usage contexts. In stationary contexts, participants (8/15,
53%) slightly preferred the C method over the C + HG method, while in ambulatory
contexts, participants (13/15, 87%) overwhelmingly preferred the C method.
28 A. L. Gardony et al.

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)

Digital Worlds Institute, University of Florida, Gainesville, FL 32611, USA


{rgarrett,justin.gast,spencer.henry,kmelilli}@ufl.edu,
{hyuk,markus,angelos}@digitalworlds.ufl.edu

Abstract. This paper introduces a small-scale study that examines the


utilization of a simple physical object as the primary interactive tool in
a gamified educational virtual reality (VR) application. The study aims
to evaluate the impact of passive haptics on the learning process within
VR environments. The findings suggest that incorporating passive haptic
interfaces in VR has the potential to enhance the learning experience
and overall outcomes. Specifically, the results indicate that participants
exhibited increased confidence when using a physical object (a jar) rather
than traditional VR controllers. This confidence led to more accurate
interactions, such as pouring liquids, and contributed to an enhanced
sense of immersion. Additionally, results from recall tests suggest that
participants demonstrated improved memory retention when knowledge
was acquired through the haptic VR experience.

Keywords: Virtual Reality · Tactile and haptic interaction · Passive


Haptics · User Perception

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.

were randomly assigned to two identical virtual reality environments, differing


only in the substitution of the VR controller with a physical jar.
Pre- and post-study surveys were administered to gauge user perceptions
regarding interaction accuracy and realism, as well as their ability to recall
acquired knowledge (specifically, the list of components) from their virtual expe-
rience. Statistical analyses, including chi-square tests, were performed on the
collected data, with detailed results outlined in this paper.
Two key findings emerged from the study: (a) the presence of the physical
jar significantly heightened perceived interaction accuracy, particularly in pre-
cise liquid pouring tasks, and (b) users exhibited improvement in knowledge
recall when the knowledge was acquired using the physical jar as opposed to
a conventional VR controller. These results establish a compelling correlation
between the integration of passive haptic objects in VR and knowledge acquisi-
tion and recall. Despite the study’s small size, which limits the conclusiveness of
the results, the findings clearly indicate that the use of passive haptic interfaces
in VR can improve the learning experience and outcomes, and this project lays
the groundwork for a larger-scale research study in the future.
The rest of the paper is organized as follows: Sect. 2 describes the VR appli-
cation that was developed for the purposes of this study, Sect. 3 presents the
details of the user study protocol, and Sec. 4 discusses in detail the results col-
lected from the pilot study.
Investigating Knowledge Acquisition and Recall in Virtual Environments 35

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.

Table 1. Results from post-condition questionnaires

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).

Table 2. Results from post-test comparative questionnaire

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

Table 3. Results from the recall test

Compound Components Control Recall Test Recall Δ Recall %


Aluminum Iodine 3 1.00 2.00 1.00 33.3%
Caesium 2 −0.40 0.33 0.73 36.6%
Thermite 2 −0.80 −0.83 −0.03 −1.6%
Golden Rain 4 0.80 1.50 0.70 17.5%
Luminol 4 1.20 2.16 0.96 24.1%
Belousov 6 0.00 4.00 4.00 66.6%
Mean 3.5 0.30 1.52 1.22 29.4%
Median 3.5 0.40 1.75 0.85 28.7%
Std. Dev. 1.5 0.81 1.65 1.40 22.7%

(VR controller) identified, on average, 1 out of the 3 components, while subjects


who had the test experience first (real jar) identified, on average, 2 out of three
components, representing a 33.3% increase.
By observing the mean and median differences, it is evident that participants
who acquired the knowledge with the real jar in their first experience demon-
strated approximately 29% better recall than those who acquired the knowledge
with the conventional VR experience. This finding indicates that the presence of
passive haptics in virtual reality can positively affect knowledge acquisition and
recall. Furthermore, it suggests that the modality (haptic or conventional VR) of
the first experience during which new knowledge is acquired plays a significant
role.

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.

Disclosure of Interests. The authors have no competing interests to declare that


are relevant to the content of this article.

References
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dynamic repurposing of passive haptics for enhanced virtual reality experiences. In:
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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

Jan Gemeinhardt , Michael Zöllner(B) , and Celina Jahn(B)

Hof University, Alfons-Goppel-Platz 1, 95028 Hof, Germany


[email protected], [email protected]

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.

Keywords: Generative AI · Cultural Heritage · Extended Reality (XR)

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

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 41–46, 2024.
https://doi.org/10.1007/978-3-031-61950-2_5
42 J. Gemeinhardt et al.

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].

3 Generative AI Tool Pipeline


3.1 The AI Toolchain
The creation of historically accurate characters involved a multi-step approach, begin-
ning with the enhancement of the original historic upper body portraits. Further steps
involved the removal of unwanted elements such as background objects and adding gen-
erative details to compensate for missing or obscured features, such as the hair in Queen
Luise’s original portrait.
The second step involved utilizing text-to-image AI capabilities provided by the tool
‘gencraft.com’ [5]. However, the success of this approach was only partially successful
upon the precision and clarity of the provided text prompts. Despite detailed text descrip-
tions, the resulting images often fell short of our expectations due to their unsatisfactory
appearance and overly modern aesthetic, which did not align with the original portraits.
Despite our best efforts to articulate the desired characteristics, the generated images
failed to capture the essence of historical accuracy we sought. This discrepancy pre-
sented a challenge in achieving the intended fidelity to historical representations within
our project.
Continuing the pipeline, we used Adobe’s Photoshop’s [1] AI feature to augment
the generated images by creating new poses and seamlessly integrating objects into the
characters’ hands. This step proved crucial, as it addressed a limitation of scenario.com
Generative AI Tool Pipeline 43

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).

3.2 Challenges and Limitations

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’.

XR Application. Further limitations showed up in generating human physiology of the


characters, such as hand gestures and specific wanted body poses, which have not yet
been a characteristic in the input imagery.
To overcome the challenges, it was necessary to work closely with historical experts
and maintain historical accuracy. Regarding the body poses, we were able to use Photo-
shop’s generative expanding functionality to expand the lower body and other objects in
the portrait imagery with text prompts, which opened new opportunities in generating
the content.

4 Usage in Our XR-Application


Before the generated portrait video of the historical character could be integrated into the
XR application, it needed further processing. The background first had to be removed
using keying in video editing software, allowing the speaking character to be embedded
alone without any background. For our purposes, an Alpha Channel Export with the
video codec format. webm was necessary to enable the videos to be played in XR later
via click events (Fig. 3).
Generative AI Tool Pipeline 45

Fig. 3. The historical character ‘Queen Luise von Preussen’ in a WebXR Application setting.

5 Conclusion and Future Work


In this paper, a Generative AI tool pipeline for the creation of historically accurate
characters for cultural heritage and extended reality (XR) applications was introduced.
Leveraging state-of-the-art AI models, such as text-to-image and text-to-voice, we aimed
to bring historical figures to life in an immersive XR environment. Our motivation
centered on authentically portraying the historical characters and allowing audiences to
engage with their stories from a personal and historical correct perspective.
Despite the challenges and limitations encountered, including ensuring historical
correctness and addressing inaccuracies in human physiology generation, our pipeline
demonstrated good results. By working closely with historical experts and utilizing
software tools like Photoshop, we were able to overcome the posing obstacles and were
able to produce more variety in the representations of historical personalities.
Looking ahead, future work could focus on further enhancing the reproducibility
of our approach for other historical characters within the XR application. This involves
refining the tool pipeline to accommodate a wider range of historical figures and scenar-
ios, as well as improving the accuracy and fidelity of generated content. Additionally,
continued collaboration with historians and interdisciplinary experts will be essential in
ensuring the ongoing authenticity and relevance of our XR experiences.

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
17-9
10. Ramesh, A., Dhariwal, P., Nichol, A., Chu, C., Chen, M.: Hierarchical text-conditional image
generation with CLIP latents. arXiv (2022)
11. Scenario: AI-generated game assets. https://www.scenario.com/. Accessed 20 Mar 2024
Force Characteristics to Reproduce Writing
Pressure Introduction of Writing Task
Characteristics into Virtual Reality

Manabu Ishihara(B)

National Institute of Technology, Tokyo College, Hachioji, Tokyo 193-0997, Japan


[email protected]

Abstract. In this study, we used a force-sensing device to measure the threshold


and subjective equivalence points of tactile perception of frictional force. We were
able to determine the correlation with the actual tactile sensation by measuring
the correlation between the friction force presented by the force-sensing device
and the value set by the PHANToM. When friction is presented by a force sensing
device, it is observed that a force above approximately 0.3 [N] is the value at which
the user can determine the difference.
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.

Keywords: Virtual reality · force-sensing device · vertical drag force

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.

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 47–57, 2024.
https://doi.org/10.1007/978-3-031-61950-2_6
48 M. Ishihara

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.

2.2 Hardware Configuration


A force-sensing display called the PHANToM DeskTop E Device from Sensable Tech-
nologies was used for this experiment. Section 2.2.1 presents the details of the device.
The control computer has an Intel®Core™i5-4430 CPU @3.00 GHz with 8.00 GB of
RAM. A digital force gauge (DPS-5, IMADA CORPORATION was used to measure
the frictional force.
The PHANToM DeskTop comprises a 3–6 DOF position sensor and feedback mecha-
nism. It is a force-sensing device that enables a user to manipulate objects within a virtual
space on a PC to obtain a high-precision force sensation. Figure 1 depicts the appearance
of the PHANToM used in this study. Figure 1(b) illustrates the PHANToM Omni and (a)
depicts the PHANToM DeskTop. Table 1 lists the detailed specifications of PHANToM.

(a)PHANToM DeskTop (b)PHANToM Omni


Fig. 1. Appearance of PHANToM Device.
Force Characteristics to Reproduce Writing Pressure Introduction 49

Table 1. PHANToM Specifications.

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%)

2.3 Software Configuration

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.

3 Experimental Investigation of the Coefficient of Presented


Friction
3.1 Objectives of the Experiment

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

Pr(x0.25 < a) = 0.25 (5)

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)
−∞

where (x; μ, σ) represents the probability density function of a normal distribution


with μ denoting the mean and σ denoting the standard deviation. The hypothesis that
the distribution is normal is called the phygamma hypothesis.

3.2 Experimental Methods

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 2. Parameters for the experiment

stimulus Comparative stimulus CS


pattern
difference sadist1 sadist2 sadist3 sadist4 sadist5 sadist6 sadist7
A ±1.0 1.0 2.0 3.0 4.0 5.0 6.0 7.0
B ±0.8 1.6 2.4 3.2 4.0 4.8 5.6 6.4
C ±0.6 2.2 2.8 3.4 4.0 4.6 5.2 5.8
D ±0.5 2.5 3.0 3.5 4.0 4.5 5.0 5.5
E ±0.4 2.8 3.2 3.6 4.0 4.4 4.8 5.2
f ±0.2 3.4 3.6 3.8 4.0 4.2 4.4 4.6

Table 3 shows the measured results of several frequency distributions from a to f.


Force Characteristics to Reproduce Writing Pressure Introduction 53

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.

comparative Number of decisions Criteria


stimulus S4 <Si S =S4i S4 >Si average decentralization for
mu sigma Judgment
sadist1 0 10 40 c
sadist2 0 16 34 3.696 0.783 0.432
sadist3 3 19 28
sadist4 19 19 12 upper sub-
discrimination
discrimination dialectal
sadist5 40 5 5 threshold
threshold threshold
Z0.75
sadist6 50 0 0 μ+Z0.75 μ-Z0.75
0.528 4.224 3.168
sadist7 49 1 0

(b)Frequency distribution of Pattern E. and Parameter values for Pattern E.


comparative Number of decisions Criteria
stimulus S4 <Si S =S4i S4 >Si average decentralization for
mu sigma Judgment
sadist1 4 5 41 c
sadist2 8 10 32 3.720 0.674 0.185
sadist3 13 8 29
sadist4 27 9 14 upper sub-
discrimination
discrimination dialectal
sadist5 37 9 4 threshold
threshold threshold
Z0.75
sadist6 46 3 1 μ+Z0.75 μ-Z0.75
0.455 4.175 3.265
sadist7 50 0 0

3.3 Experimental Results


Table 4 presents the measurement results. As explained earlier, the set values were those
that could be set on the PHANToM side, and the measurement results were averaged
by excluding the maximum and minimum values from the force gauge measurement
results. The friction coefficients were derived from these values and weights.
Figure 4 depicts a graph of these results. These results demonstrated that the correla-
tion between the setpoint and friction coefficient was not linear; thus, an approximation
was made [9].
A comparison of the approximations with the measurement results demonstrated
that the approximations were accurate because the approximate curves were within the
54 M. Ishihara

Table 4. Frictional forces presented by PHANToM

(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:

M = 0.042p2 + 0.0045p + 0.0236 (8)

Fig. 4. Correlation between setpoint and coefficient of friction.

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

Fig. 5. Probability distribution diagram for dynamic friction experiment in Pattern C.

Fig. 6. Pattern C after conversion.

Fig. 7. Probability distribution diagram for dynamic friction experiment in Pattern E.


56 M. Ishihara

Fig. 8. Pattern E after conversion.

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
7. Link, S.W.: The Wave Theory of Difference and Similarity. Lawrence Erlbaum Associates,
Hillsdale (1992)
8. Luce, R.D., Galanter, E.: Handbook of Mathematical Psychology. Wiley, New York (1963)
9. Masuyama, M.: Jikken Koushiki no Motomekata, Takeuchi Shoten Sinsya, p. 26 (1978). (in
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

Judith Josupeit1(B) and Leonore Greim2


1 Engineering Psychology and Applied Cognitive Research, TU Dresden, Dresden, Germany
[email protected]
2 TU Chemnitz, Chemnitz, Germany

Abstract. The application of virtual reality (VR) is increasing steadily. However,


cybersickness - a diffuse set of symptoms like discomfort and nausea - remains
an accessibility problem for VR. The eye movement hypothesis stresses the role
of the optokinetic nystagmus (OKN), a distinct eye movement pattern for gaze
stabilizing in moving scenes, in the genesis of cybersickness symptoms. Thus,
we postulate a time lag between OKN and cybersickness onset, as well as an
explorative approach for using the OKN as a diagnostic criterion. For the study,
70 subjects were exposed to two VR environments in a randomized order. One
of the VR environments aimed at achieving a naturalistic VR use case scenario
while the other used an optokinetic drum in VR for inducing the OKN. Each par-
ticipant rated cybersickness Pre/Post-VR on a symptom questionnaire and during
VR on a single-item questionnaire every two min. To reduce the error probability
in velocity-based eye event coding we applied a 3-dimensional vergence-based
algorithm for the pre-processing of the eye-tracking data. The results show that
cybersickness was successfully induced in both VR environments but with differ-
ent main symptom facets. However, there was a negative correlation between the
frequency of occurrence of OKN and upcoming reported cybersickness. None of
the OKN parameters served as diagnostic predictors for cybersickness. We discuss
methodological limitations regarding the applicability of physiological indicators
for predicting cybersickness and the advantages of openness.

Keywords: Virtual Reality · Eye-Tracking · Cybersickness · Optokinetic


Nystagmus · Vergence · Pupil Labs · Open Source

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%

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 58–66, 2024.
https://doi.org/10.1007/978-3-031-61950-2_7
The Optokinetic Nystagmus as a Physiological Indicator of Cybersickness 59

to 13% have to discontinue) [2]. Cybersickness manifests in symptoms ranging from


general discomfort to dizziness, headaches, or nausea [3, 4]. To increase the accessibility
of VR, the working mechanisms of cybersickness need to be understood.
Among the cybersickness theories, the eye movement hypothesis [5] focuses on
the optokinetic nystagmus (OKN). Following the theory, the OKN not only stabilizes
the gaze in moving scenes but also coincidentally stimulates the vagus nerve—which
innervates the intestines and is crucial for bodily self-calibration [6, 7]. Thus, not only
nausea but also balance impairments become explainable. The OKN comprises a slow
phase (smooth pursuit eye movements following the moving object) and a fast phase (a
saccade in the opposite direction of the movement), resulting in a distinctive sawtooth
pattern. For discomfort induced by physical motion correlations between the symptom
severity and the frequency of the OKN have been reported [8].
This study aims to convey the findings of physical motion to VR. In line with previous
research, a temporal dependency between OKN frequency in a given interval and the
upcoming cybersickness rating is hypothesized. In addition to previous research, we
test the diagnostic validity of the OKN onset and offset without any visual stimulation
present (optokinetic after-nystagmus – OKAN) [9] for predicting cybersickness not only
in the virtual optokinetic drum, which induces the OKN, but also in a naturalistic VR
application representing well-established applications.
To sample the eye events while striving for high transparency, a Pupil Labs add-on
eye tracker, for which software and algorithms are available on GitHub, was deployed.
For labeling the eye events, the velocity information from the raw data is required.
Instead of trigonometric calculations known from fix-base eye trackers, which would
have been prone to measuring inaccuracies, we applied a three-dimensional vergence-
based algorithm [10]. In contrast to depth perception in the physical world that couples
accommodation and vergence information, in VR vergence exclusively is a valid eye
metric for depth perception [11].

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

A custom-built computer with an Intel Core i7-9700K processor and an NVIDIA


GeForce RTX 2070 graphic controller rendered the VR applications. An HTC Vive
was used as VR-Headset (HTC 2018). As room-scale VR is allowed for the naturalistic
60 J. Josupeit and L. Greim

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

2.4 Design and Measures

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

1 To test the effect of the VR application on cybersickness, non-parametric longitudinal anal-


yses were run with the assessment time for the symptom questionnaire (VRSQTotal Score raw
ATS(2.8,59) = 58.47, p < .001) and single-item questionnaire (MISC ATS(2.8,59) = 58.47,
p < .001) as a within-factor, before applying baseline correction to the data. As a significant
main effect of time was found, sequential post-hoc contrasts were run (VRSQTotal Score raw all
 

p < .001; in both applications only for the MISCBaseline vs. Min 2 p < .001).
62 J. Josupeit and L. Greim

Fig. 1. Boxplots of cybersickness ratings by application in dependency of the assessment time.


A) Items from the symptom questionnaire B) Single-item questionnaire. For the assessment of
8 min of VR exposure, only C data are available.

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.

Table 1. FGLS estimator of the linear panel regression.

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

While the applicability of any physiological indicator for predicting cybersickness in


another environment might be challenging due to various reasons (e.g. environment
dependent symptom facets, exclusion of participants, filtering data, etc.), the current
study offers insights into affordable open-source methods for user-related VR research.
Future studies should equally apply transparent and comprehensible rationales for
exploring the relationship between eye movements and cybersickness.

Acknowledgements. We acknowledge A. Klingenfuss for collecting the experimental data.

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

Ruyi Li and Chunrong Liu(B)

School of Design, Shanghai Jiao Tong University, Shanghai, China


{lry_sjtu,cheeronliu}@sjtu.edu.cn

Abstract. The digital preservation and representation of ancient archi-


tecture hold significant importance, and the rapid and effective creation
of stylized ancient buildings is a worthy research topic within this field.
This paper, based on the ancient Chinese text “Yingzao Fashi,” ana-
lyzes the external features of Song dynasty architecture, including both
palace-style and mansion-style buildings. Utilizing the CGA (Computer
Generated Architecture) grammar rules, we propose CGA rules capable
of generating Song-style architecture and explore the design concepts and
implementation strategies. Building on this foundation, we have devel-
oped a design system within a virtual reality environment that supports
the adjustment of parameters for individual buildings and collaborative
design among multiple users. This system facilitates the rapid creation of
Song-style architecture and offers new practical examples for immersive
collaborative design.

Keywords: Procedural content generation · Ancient architecture ·


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.

2 Procedural Generation of Individual Song-Style


Buildings Based on CGA
2.1 CGA Programming Language
The CGA (Computer Generated Architecture) language is used for procedural
architectural modeling, involving operations like translation, splitting, extru-
sion, scaling, and roof construction. It utilizes parameters and functions for
diverse modeling. CityEngine supports CGA rule files for designing and script-
ing, enabling efficient procedural architecture generation.

2.2 Characteristics of Song Dynasty Architecture


This study focuses on the architectural styles of palace and mansion buildings
from the Song dynasty, conducting an analysis and extraction of the appearance
characteristics of Song-style architecture. According to the ancient Chinese text
“Yingzao Fashi,” the wooden frame structure of the palace is formed by vertically
overlapping multiple layered wooden frameworks [2–4]. A typical palace usually
comprises three structural layers: the column frame layer, the puzuo (bracket
sets) layer, and the roof layer (Fig. 1). The mansion structure is based on the
palace structural system, differing only in specific dimensions and roof styles,
thus exhibiting minimal differences in external structural features. Therefore,
the characteristics of both are discussed together.

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.

structure, the number of frontal bays in palace-type buildings generally ranges


from three to thirteen, while mansion-type buildings range from three to seven,
indicating a certain difference in the scale of the two types of architecture.

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.

2.3 Design of CGA Rules for Song-Style Architecture

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):

middleW idth = 2 ∗ sideDoorW idth + (roomN um − 2) ∗ middleDoorW idth (1)

In the equation, middleWidth represents the main width of the building,


sideDoorWidth denotes the width of the jinjian, roomNum indicates the total
number of rooms, and middleDoorWidth refers to the width of the dangxinjian
and cijian (Fig. 2).

Fig. 2. Schematic diagram of the column frame layer elevation segmentation.

Upon completing the initial subdivision, it is necessary to iteratively refine


the details of the doors and windows. The overall design is governed by rules
set according to the specification that the dangxinjian and cijian feature four
doors, while the jinjian have either two doors or windows. This part is primarily
achieved through multiple recursive subdivisions, with the relevant areas utilizing
the insert (i) command to place lattice door or mullioned window model resources
(Fig. 3).

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

Fig. 3. Architectural facade detail iteration diagram.

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):

X = middleDoorW idth/(bujianN um + 1) (2)


In the equation, X represents the distance between the column head puzuo
and the intermediate puzuo, middleDoorWidth is the width of the dangxinjian,
and bujianNum is the number of intermediate dougong. Upon completion of the
calculation, the dougong areas corresponding to the dangxinjian and the cijian
are segmented according to these parameters.
Considering the issue of the rotation angle of corner puzuo, it is necessary to
formulate rules separately for the front two jinjian and the rear two jinjian. The
method involves partitioning a portion of the area on either the left or right side
to serve as the corner puzuo region. After segmentation, the rotate command is
used to adjust the orientation of the corner puzuo model, ensuring its alignment
with the Song dynasty architectural style (Fig. 4).

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. 5. Saddle roof procedural generation.

Generation Results of Song-Style Architecture. The final generation


results of the Song-style palace and mansion using CGA rules are as illustrated
in the Fig. 6.

Fig. 6. Procedural modeling effects of Song-style architecture based on CGA rules.


SongScape: A Song Dynasty-Style Architectural Scene Design System 73

3 Song-Style Architecture Scene Design System


This paper utilizes the Oculus Quest 2 virtual reality hardware, with the assis-
tance of OculusVR, Vitruvio, and Prefab Tool plugins, to implement interactive
functionalities. The system supports the adjustment of parameters for individual
buildings as well as collaborative design among multiple users.

3.1 Adjustment of Parameters for Individual Buildings


The functionality for adjusting parameters of individual ancient buildings in
VR interaction is based on the “raycasting metaphor.” Rays emitted from the
controller capture real-time intersections with the collision boxes of the generated
architectural primitives. These architectural primitives are primarily generated
using the Vitruvio plugin, which can import CGA rule files from CityEngine
into Unreal Engine for generation and modification. Upon capture, the Vitruvio
primitive component detected is stored in the blueprint as the architectural
primitive variable to be adjusted, and the Generated Models component under
this primitive is accessed.
After the primitive capture is completed, as shown in Fig. 7, a user panel gen-
erated at the controller displays adjustable architectural parameters, including
the number of rooms, door and window styles, and roof types. When the user
moves the slider or selects a roof type, the new parameters are instantly fed back
to the captured Vitruvio component, changing the corresponding CGA rule data
for regeneration. This allows users to immediately see the updated Song-style
architecture. The implementation of this interactive functionality enables users
to intuitively observe the generation effects and make improvements, thereby
making the scene generation results more satisfactory to the designer’s needs.

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.

3.2 Collaborative Design Among Multiple Users


The collaborative design within this system is facilitated by the session sys-
tem in Unreal Engine. Through a local area network, multiple users can join
74 R. Li and C. Liu

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

Jing Liang1(B) , Siqi Fan1 , and Fan Chen2


1 College of Design and Innovation, Tongji University, Shanghai, China
[email protected]
2 College of Architecture and Urban Planning, Tongji University, Shanghai, China

Abstract. The concept of the metaverse, centered around XR (Extended Real-


ity) technology, has explosively impacted the market. XR technology, playing an
important role in digital planning in urban development, is expected to innovate
models in urban smart governance. Against this backdrop, we have created the “Hi
Metaverse” project in Qingdao, China, integrating actual maritime scenery with
augmented reality. This project marks global firsts with a marine XR show, user
co-created digital landmarks, and a massive metaverse media publicity. Through
the “Hi Metaverse” application, users can experience a comprehensive, free XR
encounter in real urban environments. It transcends the constraints of physical
space and promotes maritime culture and knowledge. With the advent of the new
era of spatial computing and the emergence of smaller devices, the continuous
innovation of XR-based virtual and real content is anticipated, providing users
with more immersive experiences and ushering in new modes of consumption,
entertainment, and production.

Keywords: XR · Metaverse · Co-creation · Urban Planning

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].

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 75–81, 2024.
https://doi.org/10.1007/978-3-031-61950-2_9
76 J. Liang et al.

2 Design and Implement: Hi Metaverse

“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

It transcends the limitations of physical space, incorporating local historical stories


from Qingdao and technological elements such as the Jiaolong submersible, popularizing
local marine culture and knowledge to tourists and public (see Fig. 2).

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.

Fig. 3. Q Bridge: Envisioning future city landmarks through AR technology.

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.

3 Evaluation and Discussion


During the first week after the project was officially launched, the design team conducted
user surveys (see Fig. 5), collecting real feedback and impressions from users of different
age groups, and made daily optimizations to enhance the user experience based on the
XR Empowers a New City Landmark in Qingdao: Hi Metaverse 79

Fig. 4. Overall Design of the “Hi Metaverse” System.

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”.

Fig. 5. On-site user surveys.

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.

Fig. 6. The interface of “Hi Metaverse” app.

As for the economic benefits, we also created a super-large metaverse publicity


media, superimposing virtual elements and digital logos on the real buildings (see Fig. 7),
attracting brands to enter, and promoting the transformation of the digital economy of

Fig. 7. Future city: Metaverse Mega Advertising Platform.


XR Empowers a New City Landmark in Qingdao: Hi Metaverse 81

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,
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ColorIt: An Augmented Reality Application
for Object Recoloring

George Margetis , Stavroula Ntoa(B) , Eirini Sykianaki,


Konstantinos C. Apostolakis , Eleni Papadaki, Georgios Mathioudakis,
and Maria Bouhli

Institute of Computer Science, Foundation for Research and Technology-Hellas (FORTH),


70013 Heraklion, Crete, Greece
[email protected]

Abstract. Selecting the color of a consumer product during a preproduction


phase can be a time-consuming and costly process, requiring the involvement
of specialized professionals and multiple iterations. However, the integration of
Augmented Reality technology offers an easy-to-use solution by streamlining
decision-making processes for individuals and companies, effectively reducing
the required resources in terms of effort and time. This poster introduces Col-
orIt, an AR mobile application designed to facilitate the virtual recoloring of
objects, applied in the context of plastic objects. This innovative tool allows users
to explore different shades, select preferred tones, and customize the color of plas-
tic objects in real-time, using a diverse range of plastic colorants. The application
enhances efficiency and accuracy in the selection of plastic object colors, offering
the potential to revolutionize manufacturing, reduce costs, and increase customer
satisfaction.

Keywords: Recoloring Objects · Augmented Reality · Mobile Application

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

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 82–91, 2024.
https://doi.org/10.1007/978-3-031-61950-2_10
ColorIt: An Augmented Reality Application for Object Recoloring 83

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

AR technology has a wide range of applications in various domains, including marketing,


medicine, education, entertainment, and architecture [9, 10]. Several researchers, as
described below, have explored the application of AR for recoloring objects across
various contexts. However, none have specifically focused on real-time recoloring of
plastic surfaces. Addressing this gap could create new opportunities for innovation and
advancement across various industries, including color masterbatch manufacturing.
AR Museum [11] is a mobile app where users can interact with paintings using AR.
By pointing their device’s camera at a painting, users can view a virtual version overlaid
on the real one. They can then personalize the artwork by adding colors to different
areas. However, the user modifies the virtual version of the painting instead of directly
altering its form as captured by the camera. Marino et al. [12] presented AR recoloring
methods to improve visualization by adapting virtual content to real backgrounds, but
once again, the recoloring was applied only to virtual objects. Moreover, Meka et al.
84 G. Margetis et al.

[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 .

3.1 User Interface

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.

(a) (b) (c)


Fig. 2. (a) User selects the plastic item they want to color, and (b) applies one color, then (c)
applies another color.

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.

Fig. 4. The form for requesting additional color information.

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.

3.2 Recoloring Algorithm

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)

Pukyong National University, 45, Yongso-Ro, Nam-Gu, Busan, Republic of Korea


{dgpark,ysl}@pknu.ac.kr

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.

Keywords: Mixed reality · Hand direct method · Hand raycasting method ·


Usability · Preference

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

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 92–101, 2024.
https://doi.org/10.1007/978-3-031-61950-2_11
A Comparative Study on Methods to Interact with Close-Distance Objects 93

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.

2.2 Experimental Setting

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

2.3 Experimental Design

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

2.4 Experimental Procedure and Task

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

2.5 Data Analysis

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

3.1 Task Performance

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.)

3.2 Subjective Evaluation

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.

Declaration. All the co-first authors equally contributed.

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Spatial Computing Through an HCI
Lens - UX Evaluation Based
on Situatedness

Katja Pott(B) and Doris Agotai

University of Applied Sciences and Arts Northwestern Switzerland FHNW, Institute


of Interactive Technologies IIT, Windisch, Switzerland
[email protected]

Abstract. The field of spatial computing is attracting increasing atten-


tion. Despite this, aspects related to user experience and evaluation
methods are not yet established. The current state of the art in UX and
UX evaluation needs to be extended to include aspects that are usually
not considered when interacting with mobile or desktop applications.
In spatial computing, devices are aware of 3-dimensional physical
space and enable human actions with spatial meaning. However, it is
important that applications consider not only the user’s environment
from a spatial perspective, but also other relevant contextual aspects
such as the emotions of a place, the surrounding community, and the
broader goals of the activity. This approach provides a new perspective
and is complementary to the current state of the art.
This paper presents three examples of applications in spatial com-
puting and demonstrates the potential aspects to be considered in the
context of the experience and how the interaction could be evaluated,
using an open-ended interpretive methodology. It explores methods and
aspects relevant to spatial computing, highlighting opportunities and
tools for evaluating the user experience. This encourages a more com-
prehensive approach and allows to analyse a situation holistically. The
results indicate that while methods and considerations exist, there is
currently no coherent methodology that integrates all relevant aspects.
This finding may provide the basis for a new perspective on spatial com-
puting and highlights the great potential of this technology to provide
exceptional user experiences.

Keywords: Spatial Computing · Augmented Reality · UX Evaluation ·


3D Interaction · Perception

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.

2 Subject of Investigation: Example Applications

As the field of spatial computing is extensive, three promising example appli-


cations are being chosen for in-depth analysis and which aspects may have an
influence on the user experience. The aspects presented are currently not widely
considered in applications, but are highly relevant to spatial computing. The
three applications will be the subject of an investigation in order to identify
considerations in the user experience and potential instruments for the evalua-
tion of the introduced aspects.
Spatial computing includes various technologies, which can be categorized
as: (1) Mobile Augmented Reality, the use of mobile devices to augment the
104 K. Pott and D. Agotai

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.

2.1 Subject 1: Mobile Augmented Reality

(a) Simulation of plants in physical (b) Collaboration with expert through Mo-
room with Mobile AR bile AR

Fig. 1. Mobile AR Application of feey

Mobile Augmented Reality can be a useful way to visualise products in the


physical space and help users make decisions through simulation [30]. Elements
can be analysed based on aspects such as size, appearance, and integration into
the real world. The online shop feey provides such an example for buying plants
as illustrated in Fig. 1.
Feey’s AR application is used in consultation with an expert to find the
right plant for the user, serving as a decision support system [30]. It is a web
application which allows to have a video call with the expert and at the same
time show the environment of the user, providing information through simula-
tion of the plant in the space and expertise by the remote consultant [29,37].
In collaboration, the expert and the user can discuss the room settings as well
as the user’s needs with regard to the plants. By sharing the environment, the
user can provide the expert with relevant contextual information in order to
gain a richer experience of the place and thus enable informed recommendations
[22]. They can also select different plants and position them in the room to
Spatial Computing Through an HCI Lens 105

simulate their appearance and discuss their suitability. By highlighting objects


in the augmented environment, visual references are being created, which can
simplify communication by using deictic references, allowing expressions such as
“this one” [20,38]. Through the simulation, the user is able to gain meaning and
analyse the plant based on contextual data, leading to a higher level of decision
comfort and a reduction in cognitive load [21,29,32]. However, manipulating dig-
ital objects in multiple degrees of freedom to simulate different spatial positions
can make interaction uncomfortable and complex [15]. Ergonomics must also be
taken into account, as prolonged holding of a smartphone or tablet in an upright
position can lead to pain and fatigue [3,41].
Possible Evaluation Methods and Findings
A method for evaluating the effectiveness of a decision support system (DSS)
is presented by Häubl et al. [19]. Their approach evaluates amount of search for
product information (the number of products for which detailed information is
obtained), consideration set size (the number of products the user considers for
purchase), consideration set quality (the proportion of products in the consider-
ation set that are suitable for given attributes), and decision quality (whether
the final product selected is the best product given the desired attributes of a
product and the degree of confidence in a purchase decision) for a DSS.
The impact of augmented reality (AR) simulation and visual reference cues
on communication and collaboration can be evaluated using the Social Pres-
ence Questionnaire (SoPQ) [18]. The SoPQ measures attention and social pres-
ence, with subscales for co-presence, attention allocation, and perceived message
understanding. It assesses whether attention is more focused on the partner in
collaborative settings or on other items, such as the AR simulation. It can also
provide information on whether communication was easy to facilitate, even with
the use of deictic references, using the principle of least effort for collaboration.
The Handheld Augmented Reality Usability Scale (HARUS) evaluates the
manipulability and comprehensibility of digital objects for mobile AR [41].
Manipulability evaluates the ease of manipulating the application during use
and identifies ergonomic problems, while Comprehensibility evaluates the ease
of understanding the content presented in AR and considers perceptual prob-
lems. The Rapid Upper Limb Assessment (RULA) provides further information
on ergonomics [31]. It assesses the user’s upper body posture based on the posi-
tion of the upper and lower arm, wrist, neck, trunk and leg. The result indicates
whether the posture is acceptable for the application or requires further investi-
gation, suggesting possible changes either soon or immediately.
Lastly, the Intrinsic Motivation Inventory (IMI) could be useful to analyse
the perceived usefulness and competence after using the application [40]. This
could deliver insights as how useful the application is seen overall for the use case
of purchasing a plant and if the feelings of competence for making a purchase
decision could be increased.
106 K. Pott and D. Agotai

2.2 Subject 2: Head-Mounted Displays

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

Fig. 2. Head-Mounted Display Application of Arigo

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

Possible Evaluation Methods and Findings


To evaluate whether the visual cues are effective for orientation and naviga-
tion, the spatial mental model may be assessed using the technique of drawing in
combination with a verbal report [12], [24]. This allows the user to draw the spa-
tial references they use for orientation and to verbalise the relationship between
the different objects to assess if the spatial link of information objects are appro-
priate. If the application aligns with the spatial mental model of the users, the
interaction is less cognitively demanding [17], which could be assessed with the
questionnaire by Leppink et al. [27]. It measures the intrinsic load (task complex-
ity & prior knowledge of the user), the extraneous load (unsuitable instructional
features) and the germane load (beneficial instructional features). The distinc-
tion in the cognitive load could also indicate whether the temporal aspects of
the step-by-step instructions are being used in an appropriate way.
Whether the visual cues reduce situational awareness by drawing too much
attention could be assessed with the Augmented Reality Immersion (ARI) ques-
tionnaire [14]. It is a potentially useful tool that covers a number of aspects
and can provide useful cues for situational awareness, by including usability and
attention. Further insights could be gained through an analysis of the semiotics
of space [28] to assess the perception of a visual cue (sign) and its interpretation,
followed by an action of the user. Combined with spatial mental model analysis,
it provides more detail if the visual cues are linked correctly, which influences
interpretation and the resulting action.

2.3 Subject 3: Spatial Augmented Reality Based on Projection


Mapping

Exhibitions often pursue hedonic qualities in technology which promotes discus-


sions about the content in society, in ways other presentation forms couldn’t [6].
Spatial Augmented Reality (SAR) can promote those qualities as it breaks out
of the traditional screen and shows information in a different form which can
promote visual storytelling [35]. Such an installation are the interactive books
from i-art [4]. They use projectors and sensors placed on the ceiling to show
information on a physical book and allow for interaction with the digital content
as in Fig. 3.
The books are usually placed in museums to provide an interactive experience
that is novel to many visitors, which may increase attention of the installation by
its novelty [23]. The physical integration opens up new possibilities and allows
multi-user scenarios with different interaction possibilities compared to tradi-
tional screens. It has the ability to involve multiple people to varying degrees as
it is not only visible to active users but also to bystanders or observers [34,46],
which creates an opportunity for social learning [53]. The experience is created
by the relationship between the installation, the space in which it is placed,
the architectural design and layout of the space, and the other people in the
space [13]. This creates a complex model of influence that needs to be taken
into account in public space installations for successful social interaction [13].
108 K. Pott and D. Agotai

(a) Physical books overlayed with dig- (b) Interactive books with several
ital content allowing for interaction [4] users, either active or bystanders

Fig. 3. Spatial Augmented Reality Application of i-Art

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.

4 Conclusion and Future Work

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

environment [9]. According to this theory, the actions of individuals should be


interpreted in relation to their specific environmental and contextual factors [9].
To provide exceptional experiences, it is important to consider the various
relevant aspects of a situation. However, it can be challenging to identify these
aspects and appropriate evaluation methods. Consequently, the development
teams look at current applications and common evaluation methods, thus they
end up using traditional and simple methods [36]. However, it is evident that
methods and considerations do exist, but they are not yet well-established and
there is currently no coherent methodology that integrates all relevant aspects.
This raises the question of how these considerations and methods can be estab-
lished in the field to enhance spatial computing experiences.
Further research may develop a comprehensive model of influence in spatial
computing which can be used to assist in the creation of applications. It should
identify potential scenario-relevant issues that might otherwise be overlooked,
and provide guidance on how to assess them by recommending appropriate tools.

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Exploring the Impact of Virtual Reality
on Viewer Experience: A Cognitive
and Emotional Response Analysis

Soo-Min Seo(B) and Ju Young Lim

The Graduate School of Metaverse, Sogang University, Seoul, South Korea


[email protected]

Abstract. The film industry has a history of embracing innovative technologies


like 3D and 4D to enhance audience engagement (Slater & Sanchez-Vives, 2016).
Today, with the rise of the metaverse, Virtual Reality (VR) is revolutionizing the
film experience. This paper focuses on VR movies, which utilize head-mounted
devices like VR headsets to immerse users in virtual environments, transcending
traditional cinematic boundaries. By integrating embodiment theory, it explores
how VR movies offer a unique blend of narrative absorption and interactivity, rev-
olutionizing storytelling and audience engagement. This study aims to understand
how VR technology is transforming the film industry and shaping the future of
cinematic experiences.

Keywords: Metaverse · Virtual Reality · Virtual reality films · Virtual reality


movies · HMD movies · Metaverse Films

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.

1.1 Immersive Storytelling by Technology


Technological advancements in film, from basic cameras to immersive 4D experiences,
have revolutionized storytelling by expanding the ways stories are told and experienced.
The film industry’s continual embrace of new technologies demonstrates its dedication

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 114–118, 2024.
https://doi.org/10.1007/978-3-031-61950-2_13
Exploring the Impact of Virtual Reality on Viewer Experience 115

to delivering sophisticated and engaging cinematic experiences globally. These advance-


ments push the boundaries of visual and sensory stimulation, captivating audiences and
fostering deeper emotional connections with the narrative.
Latest Technological Advancements in Movies. The journey of cinematic evolution
is marked by the adoption of groundbreaking technologies that have redefined the art
of storytelling. In this era, two technologies stand out for their transformative impact:
Virtual Reality (VR) and Artificial Intelligence (AI).
Virtual Reality (VR). The advent of VR technology has ushered in a new paradigm in
the movie-watching experience. By leveraging headsets and interactive interfaces, VR
immerses viewers within a virtual world, transcending traditional passive viewing. This
technology allows audiences to become active participants in the narrative, providing an
opportunity to explore and interact with the story’s elements in a fully immersive manner.
VR’s ability to create a sense of presence and agency takes cinematic storytelling into
uncharted territories, offering a uniquely personal and engaging experience.
The Interplay of Movies and Technology. The evolution of movies is deeply inter-
twined with technological advancements. From the invention of the camera to the immer-
sive capabilities of VR and the creative prowess of AI, these innovations have contin-
uously transformed the way stories are told and experienced. The film industry’s com-
mitment to leveraging cutting-edge technology is pivotal in its growth and evolution.
It enables filmmakers to not only captivate audiences with compelling narratives but
also to explore new horizons of immersive and interactive storytelling. As technology
continues to evolve, so too will the cinematic experiences, promising a future where
movies are not just watched but lived.
Method. This study conducts a comprehensive analysis of the unique elements of
VR movies, with a focus on their impact on audience engagement and immersion. The
research centers on VR films available on platforms like Steam VR Films, Meta Original
Films, Google Original VR Films, and accessible VR films on YouTube. Through a
methodical content analysis of 30 VR films, this study aims to provide insights that
could inform the development of future VR films and enhance the viewer experience.

2 Sample Selection and Characteristics

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.

Table 1. List of the VR films available.

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

Juanjuan Shi(B) , KaiXiang Wang(B) , and Jie Hao

Beijing Institute of Fashion Technology, Beijing 100029, China


[email protected], [email protected]

Abstract. AR technology has been widely used in AR books, bringing readers


an unprecedented reading experience by embedding virtual elements into the real
environment. In the design of AR books, interactive design is a crucial factor.
Based on the analysis of the interactive design principle of AR books, this paper
carries out the application research on the interactive design of AR books “Lost
Time”. 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 is proposed from the perspective
of emotion, narrative, and functionality, so that users can naturally interact with
AR books functionally, provide users with pleasant communication methods close
to human and physical world, and make the interactive experience between users
and AR books natural and efficient.

Keywords: Augmented reality · Interactivity · 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

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 119–127, 2024.
https://doi.org/10.1007/978-3-031-61950-2_14
120 J. Shi et al.

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.

2 The Interactivity of AR Books

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”

Interactive design of AR books refers to from the perspective of users, based on


research and analysis of target users, determine the specific needs of target users, clarify
the psychological and behavioral characteristics of users when interacting with AR
books, take books as the carrier, based on user psychology and cognitive theory, and
use AR technology to study the ways of interaction between users and AR books. Let
users immerse in it, so that the interactive experience of books is stronger, knowledge
memory is more profound, more intuitive, and easier to understand, and provide users
with a natural and pleasant interactive reading experience. As shown in Fig. 1, the
AR interactive popular science book “Science Comes Out Series Dinosaurs Come Out”
written by Claire Smith in the UK studies the psychological and cognitive characteristics
of children users. Children have strong curiosity and pay attention to visual impact and
Research on Interactive Design of AR Books 121

perceptual interactive experience. Because of this, the 3D reality AR interactive book


is developed. Children use the mobile phone camera to interact with the book, jump on
the paper book and appear a virtual dinosaur, which can be interactively controlled by
touching the finger. The dinosaur leaves the book step by step and steps on the floor tile
of the objective world, and the floor tile cracks along with the footsteps of the dinosaur in
the mobile phone lens, realizing the interaction effect of the virtual and real combination.
It gives users a magical and shocking reading experience, improves users ‘interest in
reading dinosaur related knowledge, and lets children users learn happily in a natural
interactive experience, to grasp the relevant science knowledge better.

3 Interactive Design Principle of AR Books

3.1 The Importance of Interactive Design

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.

3.2 The Basic Principles of Interactive Design for AR Books


The interactive design of AR books is the product of the combination of augmented
reality technology and book reading, aiming to provide a richer and more diversified
reading experience. When designing interactive AR books, some basic principles need
to be followed.
First, the interactive design of AR books should pay attention to user experience.
User experience is a core goal of design, and designers need to consider users’ needs and
expectations, as well as how they interact with AR books. Designers should simplify the
interface operations as much as possible, provide an intuitive, easy-to-understand user
interface, and focus on the seamless connection of book content and interaction.
Secondly, the interactive design of AR books should make full use of the charac-
teristics of augmented reality technology. Augmented reality technology can provide
a more direct, immersive experience and designers can combine virtual content with
physical books through AR technology to create a richer and more diverse way to read.
For example, dynamic effects and interactive elements can be added to the book content
through AR technology, enabling readers to interact with the book content in real time.
In addition, the interactive design of AR books should complement the book con-
tent. Designers need to have a deep understanding of the theme and content of the book
and integrate interactive elements with the book’s content to make it more organically
122 J. Shi et al.

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.

4 Research on Interactive Design Application of AR Books “Lost


Time”
Based on the above interactive design principles of AR books, research on the application
of interactive design of AR books “Lost Time” is carried out. In design and research
practice, “empathy” is constantly used to simulate users’ experiences and feelings, and
users can naturally interact with AR books functionally from the perspective of emotion
and narrative.

4.1 The Design Concept of “Lost Time”


“Lost Time” is a series of idiom picture books based on AR technology for children,
including three-story picture books and the AR interaction design of an APP. The overall
design is shown in Fig. 2. After investigation and user demand analysis, the story content
of the picture book is positioned in the type of adventure, taking the zodiac as the entry
point to accompany the protagonist Xiaoyu’s adventure and bring users into the idiom
learning. The Land of Time is thrown into chaos because Xiaoyu wastes time. Which
has lost important hour hands, minute hands and second hands, and it is necessary to
help the residents of the land of Time to recover these hands, so that the land of time can
return to normal, to achieve the purpose of cultivating children’s sense of time. Using
a storyline that moves from real life to a fantasy world and back again to give users a
sense of immersion, Xiaoyu experiences adventures in three different scenarios, each
of which encounters different characters of the four zodiac signs. The three AR picture
books under the main story line are cleverly combined with the learning content of 35
idioms such as “ear life”, “suddenly enlightened” and “at a loss”. The idiom content of
the first book is mainly toward emotional expression, the idiom content of the second
book is the description of seasons and scenery, and the third is the idiom content of
interpersonal communication. By embedding idioms into the story content of picture
books, the author pays attention to the educational significance of the whole storyline
and skillfully combines it with idiom learning. Many hidden education parts are added to
the design of picture books so that children can constantly discover “little accidents” in
reading, increase their reading interest, increase user stickiness, open a variety of interac-
tive ways, achieve the purpose of cultivating children’s physical and mental intelligence,
and easily master and use idioms in the process of reading interesting stories. Combined
with AR technology, AR interactive animation of idiom allusion analysis is introduced
Research on Interactive Design of AR Books 123

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].

Fig. 2. The overall design of “Lost Time”

4.2 The AR Interactive Design of “Lost Time”


Interactive Design of AR Books Based on Emotion. Emotional design is a design
method that takes the poten-tial emotional needs as the main design principle in the
design process [4]. Human beings have the richest emotions, for book users, the cor-
rect AR interaction is not only the physical level of interaction, but also the emotional
resonance and commu-nication at the ideological level. Integrate user emotions and
experiences into AR book interaction design to create a more interesting and inspiring
reading experience. The “Lost Time” series of books adopt bright and bright colors,
and the character modeling reflects the modern sense and fashion sense, and the overall
design of the scene adopts the fantasy style, unique composition, and magical color
matching, which can accurately convey the meaning of the imagination and creativ-
ity while showing the imagination and creativity, and visually stimulate the emotional
reso-nance of users.
A good storyline and theme are crucial elements in AR books’ interaction design.
According to the story plot and the theme of time, AR elements of corresponding idioms
are formulated to increase readers’ deep emotional resonance and make them feel a more
profound and vivid reading experience. The main character of the picture book is Xiaoyu,
a child with extreme “procrastination” who always likes to put things off until later. Once
by chance, she enters a wonderful world, the “Land of Time”, and finds it desolate and
lifeless. After hearing the guardian mouse of the “Land of Time” say that the clock of
124 J. Shi et al.

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.

Fig. 3. Scene design

Interactive Design of AR Books Based on Narrative. The information added by AR


technology can’t be included in the central axis of the story or can’t strengthen the theme
of expression, and the information will be a mutual loss or overflow, and the result can
only destroy the integrity of the work and affect the effect of reading. [5] Narration-
based AR book interaction design requires comprehensive use of various technologies
and methods to integrate the information added through AR technology with the central
axis or theme of the story.
Designers should use a variety of elements and technologies to present diverse and
information-dense content to users. AR books involve different interaction methods such
as vision, sound, and touch, so integrating diverse AR elements can provide a richer,
real, and sensory shock reading experience, and the connection between readers and
virtual content can be enhanced by adding 3D models. The 3D model combined with
the paper narrative content gives full play to the multidimensional characteristics and
dynamic advantages of AR three-dimensional space narrative, and better explains and
explains the characteristics of objects based on the original text narrative, to realize the
complementary benefits of AR three-dimensional space narrative and paper narrative.
Research on Interactive Design of AR Books 125

[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.

Fig. 4. "Learning rich five cars” zodiac ox

Interactive Design of AR Books Based on Functionality. In the interactive design of


functional AR books, we must determine the interaction scene and choose the appropriate
functional interaction mode and display means according to the scene’s characteristics.
This series of picture books mainly focuses on experiencing the function of “finding
idioms” according to the theme scene and designing corresponding interactive ways.
The interactive design of “finding idioms” in the text part. A special graph is designed
to cover up the idioms in the text content of the picture book. Users can first guess
the corresponding idioms by understanding the story scene (annotate the beginning of
the picture book, indicating the hidden AR idiom interaction in the masked part). Fur-
ther, after scanning the corresponding graphics with mobile phones, idioms and related
explanations of the idioms will appear in the masked text part. The interactive design
of “finding idioms” in the hidden content. In the picture book, some idioms of related
animals are arranged for the zodiac characters and corresponding digital interaction is
designed, at the same time the mobile phone is set as a magnifying glass, and children
can use the mobile phone to find out which animals have idioms hidden on the screen,
as shown in Fig. 5. This process of “finding idioms” provides readers with a rich, novel,
and functional experience with practical value, completely breaks the limitations of tra-
ditional paper books, and creates a new reading experience with surreal nature for users.
Through the combination of digital information and the real world, readers can expand
their horizons.
126 J. Shi et al.

Fig. 5. AR interaction design for hidden idioms of animal characters

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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(1997)
2. Hui, W., Jincheng, L.: Application research of augmented reality technology in the field of
book publishing. China Publ. 38(17), 38–40 (2015)
3. Yikai, Z.: Application and optimization of AR books in the era of digital publishing. Publ.
Wide Angle 09, 58–60 (2021)
4. Ni, Y.: School of Industrial Design and Engineering, Delft University of Technology. Design
Methods and Strategies: The Delft Design Guide. Huazhong University of Science and
Technology Press, Wuhan, 1 August 2014
5. Min, S.: Situational interaction: the core of AR children’s book design. China Publ. 04, 47–51
(2019)
6. Yanxiang, Z., Weiwei, Z.: Research on narrative design of augmented reality publications. Sci.
Technol. 06, 134–139 (2018)
Research on Human-Computer Re-Interaction
in AR Books

KaiXiang Wang, Juanjuan Shi(B) , and Chunpeng Wang

Beijing Institute of Fashion Technology, Beijing 100029, China


[email protected]

Abstract. With the advancement of technology, the application of Augmented


Reality (AR) technology in the field of books is becoming increasingly widespread.
The common application of this technology involves presenting different virtual
elements by combining them with the real environment. Aimed at enhancing the
fun and richness of the reading experience, this paper explores the enrichment
of human-computer interaction design through the recognition of reader actions
using a camera after the presentation of virtual elements. For action recognition,
the color differences in the image are compared, noise and irrelevant information
are removed, and the color coding of the effective information area is converted
into a binary graphic form, displayed as “bright” (assigned “1”) in the constructed
matrix; while the ineffective area is displayed as “dark” (assigned “0”). When
actions change, the areas of “1” and “0” in the matrix also adjust accordingly,
thus achieving real-time recognition of dynamic actions. Based on this process,
human-computer interaction design captures reader actions through the camera
and triggers responses related to the invoked virtual elements. This not only pro-
vides readers with a more immersive reading experience but also enhances the
richness of the displayed virtual reality content. Additionally, it offers new per-
spectives for interactive book design. The focus of this paper is on exploring
the potential application of action recognition technology in interactive design
methods within AR books.

Keywords: Human-Computer Re-Interaction · Skin color detection · Building a


Matrix

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.

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 128–136, 2024.
https://doi.org/10.1007/978-3-031-61950-2_15
Research on Human-Computer Re-Interaction in AR Books 129

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.

2 Interaction and Presentation Modes of AR Books

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.

Fig. 1. Dinosaurs Run Out

Currently, this interactive format often involves a process of “presenting after a


one-time scan,” and in terms of post-presentation re-interaction design, it typically only
employs screen tapping. For example, as shown in Fig. 1, after scanning and presenting
virtual content, the re-interaction involves guiding the dinosaur’s movement through
simple screen taps. While this approach produces decent results, it still appears some-
what monotonous in terms of interaction. A more enriched interactive experience can be
achieved by utilizing the front camera, in addition to scanning and capturing real scenes
with the main camera, to recognize reader’s gesture actions. Combining the recognized
gesture actions with virtual content is sure to generate a more diverse interactive expe-
rience. For instance, if the front camera captures and recognizes a “waving” motion (as
shown in Fig. 2), it could make the virtual object turn in the direction of the reader’s
movement. Similarly, if the front camera captures a “hand with five extended fingers”
gesture (as shown in Fig. 3), it could halt the movement of the virtual object towards
the reader. Another example is when the front camera captures a “pointing with a single
finger” gesture (as shown in Fig. 4), causing the virtual object to move in the direction
pointed by the finger, and so forth. This represents a process of re-recognizing reader
gestures through the front camera, where the recognized results can trigger a secondary
response to the invoked virtual elements.

Fig. 2. Wave Fig. 3. Stop Fig. 4. Finger pointing


Research on Human-Computer Re-Interaction in AR Books 131

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.

3 Gesture Recognition and Methods


In the AR interaction process, after scanning the book and presenting the corresponding
visuals, it is imperative to further recognize gesture actions through the front camera
of the terminal device. This is a crucial requirement for achieving a more enriched
interactive experience with AR books. The gestures to be recognized can be broadly
categorized into two types: finger gesture recognition and entire hand gesture recognition.
Finger gesture recognition can be employed to control the forward or backward, left or
right movement of virtual elements, or even the swaying motion of these elements. On the
other hand, recognizing the overall hand gesture can be utilized to control fundamental
movements such as rolling or pitching of virtual elements. Of course, gesture recognition
can extend to control various aspects of virtual elements, including image elements,
sound elements, 3D model elements, control of displaying spatial depth, and much more.
It can even transform the presentation of the book into a gamified format or engage in
more complex interactive processes. The design of these controlled elements needs to
commence at the inception of creating virtual elements, integrating the entire process of
gesture recognition with the creation of virtual display elements to achieve the desired
outcome.

4 Skin Color Recognition and Binary Image Conversion

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:

Y = 0.299R + 0.587G + 0.114B (1)

Cb = −0.169R − 0.331G + 0.5B + 128 (2)

Cr = 0.5R − 0.419G − 0.081B + 128 (3)

Among these, Y represents brightness, Cb represents chrominance blue-difference


component, Cr represents chrominance red-interpolation component, while R, G, and
B denote the red, green, and blue color components, respectively. Taking the skin color
of the yellow race as an example, based on experimental statistics, the Cr component is
approximately between 140 and 175, and the Cb component is roughly between 100 and
132 K. Wang et al.

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

Hand Gesture Storage and Detection.


For gesture recognition, the identification of actions can be accomplished by con-
structing relevant matrices based on the size of the binary image. Following a specific
scanning sequence to traverse each pixel in the binary image, the color matching of the
image is used to eliminate noise and irrelevant information. Pixels with a value of 255,
representing “bright” areas in the image, are assigned a value of “1” in the matrix, while
ineffective areas are assigned a value of “0.“ When there is a change in hand gestures,
the recognition of relevant information areas also changes simultaneously. Therefore,
the values “1” and “0” in the matrix are constantly changing, completing the process of
dynamic gesture recognition. The matrices corresponding to the binary images from the
previous section are depicted in Figs. 8, 9, and 10. This completes the basic recognition
of gestures, and it can also recognize actions involving limbs, facial expressions, etc.,
thereby achieving more sophisticated interactive designs.

5 Re-Interaction After Gesture Recognition


Building upon the foundation of gesture recognition discussed earlier, the common one-
time virtual reality interaction processes in AR books can be further enriched. This
enhancement aims to improve knowledge exploration and content expansion [5]. The
solitary content presentation process may appear somewhat limited in terms of inter-
activity. By leveraging both the front and rear cameras of smart terminal devices and
Research on Human-Computer Re-Interaction in AR Books 133

Fig. 8. Waving Image Matrix Fig. 9. Stop Fig. 10. Finger


Image Matrix Image Matrix

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.

5.1 Re-Interaction Based on the Motion of Virtual Elements

In the display of virtual elements in AR books, the movement of characters is a commonly


used expressive form, such as walking, running, jumping, sitting, etc. When user actions
are integrated, it enhances the controllability of characters, thereby elevating the richness
and enjoyment of interaction. For example, when recognizing hand gestures through the
front camera, if identified as a “waving” motion, the character turns to move in the
direction facing the user, simultaneously controlling the perspective relationship of the
receding background. When the gesture changes to “stop,” the character halts in the
current position. If the gesture shifts to a “finger-pointing” direction, the character turns
in the direction of the finger and moves accordingly.
In this process, character control can be achieved through two commonly used meth-
ods. Firstly, creating videos for different movement modes, and during program invoca-
tion, loading different videos based on different gesture actions. The playback position
of the video is then controlled according to the needs of action continuity. Secondly,
treating the character as a separate control object for loading, adjusting its position,
angle, magnification, and all other attributes through the program. The control flow is
illustrated in Fig. 11.

5.2 Re-Interaction Based on Facial Expressions

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.

Fig. 11. “Action Control” Flowchart

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.

Fig. 12. Correspondence of facial expressions

5.3 User-Subjective Intervention Interaction Redesign Based on Color


Recognition
When the user’s body interacts with the virtual character, this interaction becomes a
process of subjective intervention. Visual subjective intervention can provide users with
a more immersive experience, significantly enhancing their sense of involvement. To
achieve this subjective intervention in interaction design, the specific elements in the
virtual content of AR books need to undergo a process of color recognition and com-
parison with elements captured by the camera. For instance, when the user’s body part
Research on Human-Computer Re-Interaction in AR Books 135

(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.

Fig. 13. Subjective intervention interaction

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.

References
1. Bekker, M.M., Antle, A.: Developmentally situated design(DSD): making theoretical knowl-
edge accessible to designers of children’s technology. In: Proceedings of the 2011 Annual
Conference on Human Factors in Computing Systems (2011)
2. Ying, C., Yong-biao, H., Jin, X.: Human-computer interaction gesture recognition model based
on artificial intelligence. Comput. Simul. 38(3), 360–364 (2021)
3. Wenbing, F.A.N., Lianjie, Z.H.U.: A gesture detection and recognition method based on skin
color feature extraction. Mod. Electron. Technol. 40(18), 85 (2017)
4. Microchip, G.: gm6010 /gm6015 Programming Guide. Genesis Microchip Company, Califor-
nia, US, 85p. (2002)
5. Juan-juan, S.H.I., Qian, N.I.E., Kai-xiang, W.A.N.G.: Interactive design of fashion idioms
based on AR technology. Educ. Teach. Forum. 42, 88–89 (2018)
A Comparative Analysis of Spectator
Placement Methods in Virtual Reality
Environments

Oliver Wang1,2 , Simon Smaczny1 , Gabriel Unmüßig1 ,


and Florian van de Camp1(B)
1
Fraunhofer Institute of Optronics, System Technologies, and Image Exploitation
(IOSB), Karlsruhe, Germany
{simon.smaczny,gabriel.unmuessig,florian.vandecamp}@iosb.fraunhofer.de
2
Berlin University of Applied Sciences and Technology (BHT), Berlin, Germany
[email protected]

Abstract. Virtual reality (VR) is becoming increasingly popular, neces-


sitating the development of methods to enhance the viewing experience
in VR presentations. This paper compares three different spectator place-
ment methods designed to optimize immersion and engagement in VR
environments. The first method, Formations, uses predefined patterns
such as circles or lines for positioning spectators. The second, Dynamic
Positioning, involves automatic teleportation around a designated point
with adjustments for visibility and spacing. The third method, Personal
Perspective, allows spectators to share the navigator’s exact position and
view. These methods were assessed based on immersion, comfort, and
overall experience through a combination of subjective questionnaires
and objective tracking data analysis. The paper discusses the advantages
and limitations of each method, providing valuable insights for VR con-
tent creators, designers, and developers to improve VR presentations.
The results aim to guide the selection of the most effective spectator
placement strategies, leading to more captivating and memorable VR
experiences.

Keywords: Virtual reality · collaboration

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.

Fig. 1. Sample positioning of users using the formations method.

including controller-based movement, on-the-spot walking (Room-Scale Track-


ing and Locomotion), and teleportation. Controller-based movement offers pre-
cise control using controllers, similar to video games, but often leads to motion
sickness [1]. Room-Scale Tracking uses special cameras and sensors to capture
the user’s physical movement in space. Treadmills or controller movements can
simulate walking, aiming to replicate real walking and minimize motion sickness.
However, this method has drawbacks such as space requirements for equipment
like treadmills and limited freedom of movement. While Locomotion systems
can create the illusion of movement, they are still confined to the user’s lim-
ited physical space and cannot provide the sensation of complete freedom and
actual physical movement. Moreover, walking in place is the slowest method of
movement [2].
In contrast, teleportation is often seen as a better navigation method in
Virtual Reality, especially in terms of reducing motion sickness. It allows users
to cover large distances instantly, making it highly efficient, and it does not
require additional space. However, teleportation can lead to a phenomenon called
Spatial Desynchronization [6], where the user’s VR positions no longer match
their real-world positions. This issue is only relevant in scenarios where multiple
users are present in the same physical space.
Previous research on this topic exists but focused on less complex environ-
ments and did not concentrate on the specific use case of content presentation
in VR. Weißker et al. [9] explored the properties and challenges of group naviga-
tion in VR and its previous implementations in the literature. They differenti-
ated between Single Workspace and Multiple Workspaces scenarios: in a Single
Workspace, all participants are in the same physical space, while in Multiple
A Comparative Analysis of Spectator Placement Methods 139

Workspaces, participants can be distributed across different locations as long


as an internet connection is available. Users were accordingly classified as Col-
located or Distributed Users. Weißker et al. referred to Tuckman’s model [8]
and categorized the group navigation process into four phases: Forming, Norm-
ing, Performing, and Adjourning. The main issue for Collocated Users is Spatial
Desynchronization, where the user’s spatial perception does not match their
actual position in the virtual environment, leading to confusion and collision
risks with other participants. One solution suggested by Weißker et al. is to
treat Collocated Users as a single entity and navigate them together through
virtual space. For Distributed Users, the problem of Spatial Desynchronization
does not exist. However, past experiences showed that virtual avatars could evoke
negative feelings when too close to a person. It was found to be challenging to
stay together or find each other in a large virtual space when users navigated
individually. It would be beneficial to assign control over group navigation to the
person with the most knowledge and expertise in a field. Additionally, navigation
should be understandable to all group members, avoid obstacles, and position
everyone to clearly view displayed objects [5,7]. The conclusion was that group
navigation in Multi-User VR is still at the beginning of research and four broad
areas are relevant for future research:
Scalability: Previous research mainly focused on small groups. A study with
more participants, from three to seven simulated users, revealed that the biggest
challenges in group navigation are avoiding obstacles and optimizing visibility
while maintaining sufficient distance between participants. For larger groups,
these tasks become more difficult, and a possible solution could be to divide large
groups into smaller subgroups, displaying only avatars from these subgroups and
allowing switching between them to not limit social interaction.
Diversity: Future studies on group navigation should consider more diversity
among subjects, examining participants with different levels of experience and
prior knowledge. It is also important to study the diversity of hardware, as users
may use different VR headsets in real cases, leading to varying results.
Social Factors: It is important to further investigate social factors during the
group navigation process. Especially for Distributed Users, it would be inter-
esting to determine which aspects contribute to social cohesion and a sense of
belonging. Focusing on these effects in the future could help create a better
collective understanding of the virtual environment or improve the analysis of
information in virtual space.
Alternatives to Group Navigation: Which have been discussed due to some users’
dissatisfaction with losing control when navigation is directed by a single person.
There is potential for improvement, such as allowing participants to object to
or block group navigation moves if they feel uncomfortable. Research has shown
that sometimes splitting the group can lead to better task outcomes. There-
fore, it’s important to investigate how users can navigate individually and later
regroup.
140 O. Wang et al.

In a study by Berger and Wolf [1], the World-in-Miniature (WiM) principle


was examined as an alternative to other VR locomotion methods. WiM presents
a miniature version of the virtual environment, allowing users to interact with
it to change perspective and position. This is important in VR, where spatial
orientation can be more challenging. The study compared WiM with two con-
ventional navigation methods: continuous motion using controller joysticks and
teleportation using a line and target marker. WiM was activated on the user’s
right palm, with a marker for changing position within the miniature repre-
sentation. WiM caused the least motion sickness, outperformed other methods
in speed and efficiency for distances over 45m, and provided the best spatial
orientation.
Chheang et al. [3] analyzed group navigation specifically for WiM, focusing
on usability, efficiency, and the experience of both the navigator and the group.
A user study with 20 participants was conducted in a virtual space based on
a real medical training environment. In WiM, the navigator could rotate and
scale a miniature version of the environment and choose from four group forma-
tions: circle, semicircle, grid, and line. The avatars were automatically positioned
to face the center after teleportation, so users could immediately see all other
participants and the intended view.
Obstacle avoidance was addressed by marking preview avatars with a Mesh
Collider in red if they collided with objects or walls, blocking teleportation. Par-
ticipants received haptic feedback when selecting a group formation and could
view a miniature map on a virtual tablet to understand group navigation better.
The WiM navigation method was compared to a conventional teleportation func-
tion that also allowed group formation placement but without the WiM view.
Results indicated that WiM is advantageous for complex environments and long
distances, while the alternative teleportation method was positively received for
navigating immediate surroundings.

3 Methods

3.1 Formations

Positioning with Formations involves the selection of predefined formations, such


as circles, semicircles, or lines, by the navigator. Using a laser pointer, a preview
of the formation is displayed at the endpoint of the pointer. Participants are
then teleported and positioned according to the chosen formation. This method
is based on a previously published implementation.

3.2 Dynamic Positioning

Dynamic Positioning allows the navigator to designate a point in the 3D environ-


ment. Participants are automatically teleported within a limited radius around
this point. To ensure a clear line of sight and maintain sufficient distance from
other participants, automatic positioning adjustments are made.
A Comparative Analysis of Spectator Placement Methods 141

3.3 Personal Perspective

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

To enable a comparison between the three placement methods, we will conduct


a user study (n = 9).
To evaluate the effectiveness of these methods, several factors will be consid-
ered, including time to complete the assignment, correctness, immersion level,
user comfort and overall user experience. A combination of qualitative and quan-
titative metrics will be employed, such as questionnaires and tracking data anal-
ysis. The findings from this study will contribute to a more in-depth under-
standing of the strengths and limitations of each method, helping VR content
creators, designers, and developers make informed decisions regarding spectator
placement techniques. By identifying the best approach, VR experiences can be
enhanced, leading to more engaging and memorable presentations (Fig. 2).

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.

of markings is always hidden. In the study, these hidden markings happened to


be coloured green. If we disregard these green markings from the calculation,
we get another score which puts the Dynamic method at last place. The Forma-
tion method remains the best (Orange bars). On average, participants needed
63.2 s to complete the Formation-based task, 67.2 s for the Dynamic method and
144 O. Wang et al.

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

Fig. 6. Overall ranking of the three methods based on user votes.

6 Conclusion and Future Work

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.

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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
Symposium on Computer-Human Interaction in Play, pp. 205–216. ACM, New York,
NY, USA (2016). https://doi.org/10.1145/2967934.2968105
3. Chheang, V., et al.: Wim-based group navigation for collaborative virtual reality. In:
2022 IEEE International Conference on Artificial Intelligence and Virtual Reality
(AIVR), pp. 82–92. IEEE (2022). https://doi.org/10.1109/AIVR56993.2022.00018
4. Hoppe, A.H., van de Camp, F., Stiefelhagen, R.: Personal perspective: using mod-
ified world views to overcome real-life limitations in virtual reality. In: 2018 IEEE
Conference on Virtual Reality and 3D User Interfaces (VR), pp. 577–578 (2018).
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5. Katz, I.R. (ed.): Human Factors in Computing Systems: CHI 1995 Conference Com-
panion - Mosaic of Creativity. ACM Press and Addison-Wesley, New York, NY and
Reading, Mass (1995)
6. Lacoche, J., Pallamin, N., Boggini, T., Royan, J.: Collaborators awareness for user
cohabitation in co-located collaborative virtual environments. In: Fjeld, M., et al.
(eds.) Proceedings of the 23rd ACM Symposium on Virtual Reality Software and
Technology, pp. 1–9. ACM, New York, NY, USA (2017). https://doi.org/10.1145/
3139131.3139142
7. Pausch, R., Burnette, T., Brockway, D., Weiblen, M.E.: Navigation and locomotion
in virtual worlds via flight into hand-held miniatures. In: Proceedings of the 22nd
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8. Tuckman, B.W.: Developmental sequence in small groups. Psychol. Bull. 63(6),
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9. Weißker, T.: Group Navigation in Multi-User Virtual Reality. Ph.D. thesis,
Bauhaus-Universität Weimar (2021). https://www.tim-weissker.de/preprints/2021-
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

Hongrun Wang1 , Wenjun Hou1,2,3(B) , Yucheng Cao1 , and Benzhi Yang4


1
School of Digital Media and Design Arts, Beijing University of Posts and
Telecommunications, No.10 Xitucheng Road, Beijing 100876, China
[email protected]
2
Beijing Key Laboratory of Network System and Network Culture, No.10 Xitucheng
Road, Beijing 100876, China
3
Key Laboratory of Interactive Technology and Experience System, Ministry of
Culture and Tourism, No.10 Xitucheng Road, Beijing 100876, China
4
China Mobile Research Institute, Beijing, China

Abstract. Target selection is one of the most essential and common


tasks in 3D interaction. Grasping interaction is an innate ability of
human beings. As the most basic form of target selection interaction, it
is widely used in target selection tasks. Previous work has explored the
impact of various feedback factors on the interaction efficiency of grasp-
ing target selection. However, research has yet to focus on the impact
of the interactive range of objects on target selection efficiency. This
study takes the interactive range of objects as the research goal, builds
an experimental platform based on a glasses-free 3D display, and eval-
uates the impact of the interactive range of objects on grasping per-
formance and task load under different interactive object layouts. The
results show that the interactive range of objects significantly impacts the
performance and accuracy of grasping interaction. Reducing the inter-
active range can improve accuracy and increase the time spent on the
task. Increasing the interactive range can shorten the time spent on the
task. However, it will also reduce the accuracy. We also observe that
the interactive range does not significantly impact the task load. This
study initially reveals the relationship between the interactive range of
objects and target selection task performance and experience. It provides
suggestions for the design of three-dimensional interactive applications.

Keywords: Glasses-free 3D · Freehand Interaction · Grasping


Interaction · Interactive Range

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.

obtain an immersive three-dimensional experience without wearing any display


devices [2]. Therefore, creating an environment with high immersion has inter-
ested researchers. Interacting naturally and realistically with virtual objects in
a virtual environment is the key to improving immersion.
Interacting with virtual objects can be divided into two stages: virtual target
selection (considered one of the most basic interactions in the 3D environment
[3]) and virtual object manipulation. Because hands are our most powerful tools
for interacting with the world around us [4], freehand interaction is considered
a natural way of target selection [5]. Freehand interaction collects the user’s
natural gestures and maps them into the virtual scene to complete the interac-
tion process. In addition to eliminating the need for input devices, it also has
the advantage of being more natural and convenient for humans [6]. In order to
improve the experience and efficiency of freehand target grasping interaction in
a 3D interactive environment, the usability and performance of various combi-
nations of factors that affect grasping task performance need to be weighed and
compared [7]. Current research on grasping performance’s effects mainly focuses
on interactive feedback and human grasping behavior.
Many researchers have studied the influencing factors of interactive perfor-
mance, and the results show that color feedback on virtual hands and interactive
objects can improve user performance when performing virtual interactive grasp-
ing tasks [8]. The impact of interactive feedback on grasping performance has
been widely studied. However, more work needs to be done on the factors that
influence interactive performance from the perspective of human behavior. Inter-
action using the distance between thumbs and fingertips is the most common
way to interact with virtual objects in virtual environments that lack execution
feedback [9]. Al-Kalbani’s research show that the distance between the thumb
and index finger decreases when the hand moves to the virtual interaction target
[10]. This phenomenon will cause the user to trigger the grasping interaction in
advance in scenarios where the distance between the thumb and index finger is
used as an interaction intention judgment. Therefore, different interactive ranges
of the same object may affect the interaction experience and performance. This
phenomenon is visually similar to the interactive feedback method in which fin-
gers can penetrate objects [11] in grasping interactions, so it is often regarded
as a type of visual feedback for research. More research is needed on the impact
of this phenomenon on interaction performance from a human behavioral per-
spective.
This study regards the interactive range as a potential factor affecting grasp-
ing interaction efficiency from the perspective of human grasping behavior. It
experimentally evaluates the impact of the interactive range on grasping per-
formance and task load under different spatial layouts of interactive objects.
We focus on the interactive range parameters corresponding to the best interac-
tion performance to ensure the conclusions can provide a reference for building
glasses-free 3D interactive applications. This study mainly makes contributions
in the following aspects: 1. Proposes the interactive range as a parameter that
may affect the performance of grasping interaction. 2. Explores the impact of
Exploring the Relationship Between Interactive Range and Performance 149

the interactive range on the performance of virtual grasping interaction. 3. Make


suggestions for the interaction design of glasses-free 3D applications.

2 Related Work

2.1 Freehand Grasping Interaction in the 3D Environment

In the virtual 3D interactive environment, freehand interaction refers to collect-


ing the position and skeletal information of the user’s hand through computer
vision or data gloves. It constructs a virtual hand model of the user and displays
it in three dimensions, providing a visual reference for the user to operate the
target object directly. Cui et al. believe that gesture interaction aligns more with
the user’s psychological model of 3D interaction [12] and allows users to manip-
ulate virtual objects like natural objects [13]. However, human experience with
gesture interactions on natural objects cannot be directly applied to grasping
virtual objects. Ganias et al. believes that existing finger-tracking methods have
the shortcoming of lack of tactile feedback, resulting in users being unable to
clearly express their intentions for a particular virtual operation [14]. Therefore,
freehand grasping interaction in a 3D environment is regarded as a technical chal-
lenge [15], and many researchers have explored the grasping performance. Geiger
et al. verified that color feedback on the virtual hand or object can improve the
user’s performance during grasping interaction [8]. Through user experiments,
Blaga et al. verified that translucent hands significantly improved interaction
performance [9,12]. The research mainly focuses on the impact of factors such
as feedback during interaction on interaction performance and experience.

2.2 Grasping Interaction Behavior Research

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.

3.2 Experiment Content


This experiment takes the interactive range of virtual objects as the main
research object. It explores the impact of the interactive range on grasping inter-
action performance under different interactive object layouts.

Fig. 1. Three layouts

We conducted tests on three virtual object layouts: vertical layout, horizon-


tal layout, and dispersed layout. In the vertical layout, 12 cubes are placed in a
matrix of 3 rows and four columns. Each cube’s length, width, and height are
14cm, the distance between adjacent cubes is 2cm, the entire matrix is perpen-
dicular to the ground, and the distance between the plane of the cube and the
camera is 64cm. In the horizontal layout, the number, size, and spacing of the 12
cubes are the same as in the vertical layout. The entire matrix is parallel to the
ground. The first row is 32cm away from the camera, the second is 48cm away
from the camera, and the third is 64cm away from the camera. In the distributed
layout, cubes of the same size as the above two layouts are randomly distributed
Exploring the Relationship Between Interactive Range and Performance 151

Fig. 2. Three interactive ranges

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

We recruited 15 participants, including six women and nine men. Participants


ranged from 22 to 25 years old, with a mean age of 23.47 (SD = 0.834). Partici-
pants were all graduate students majoring in art, design, and computer science.
Six participants had experience using VR, and 9 had no experience using VR.
Only one participant used a glasses-free 3D display screen, and the rest had no
experience using it.

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 Accuracy. Record the number of virtual squares selected by par-


ticipants that differ from the voice broadcast as the number of errors. The error
rate is the ratio of the number of errors to the total number of tasks.
152 H. Wang et al.

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.

Semi-structured Interviews. We conducted semi-structured interviews after


the task to better understand the user interaction experience under different
parameters. Questions included, “Can you feel the difference in interaction expe-
rience caused by the interactive range?” “Which interactive range do you like
best and why?” “Which interactive range do you think is more accurate and
why?” “Which interactive range do you think is faster and why?” We used
semi-structured interviews to understand participants’ operational processes and
explain possible outcomes.

4.3 Tasks and Experiment Procedure

Fig. 3. A participant is in the process of grasping interaction

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

experiment, participants completed questionnaires to assess the perceived task


load. After completing all tasks, participants will be invited for a semi-structured
interview, which takes approximately 55 min. The process of participants’ grasp-
ing interaction is shown in Fig. 3.

5 Result

5.1 Task Completion Time

Fig. 4. Task Completion Time

ANOVA analysis of variance was performed on the interactive range in dif-


ferent layouts. The results showed that different interactive ranges in a ver-
tical layout and dispersed layout significantly impact task completion time.
In the vertical layout, the interactive range significantly impacts the interac-
tion completion time (F (2, 87) = 4.078, p = 0.020, ηp2 = 1.883). The 120%
volume interactive range consumes the least time (M = 1.335, SD = 0.407). In
the discrete layout, the interactive range significantly impacts the interaction
completion time (F (2, 87) = 3.347, p = 0.039, ηp2 = 2.756). Among them,
120% of the volume surrounding the interactive range consumes the least time
(M = 1.823, SD = 0.547). In the above two layouts, the interaction in the
120% volume interactive range is completed faster, and the 80% volume inter-
active range is completed slower. The task completion time of tasks with differ-
ent interactive ranges is shown in Fig. 4. In the horizontal layout, the impact
of the interactive range on the interaction completion time is insignificant
(F (2, 87) = 1.022, p = 0.346, ηp2 = 0.660). The interaction completion time of
120% of the volume interactive range is not the shortest.
154 H. Wang et al.

5.2 Error

ANOVA analysis was performed on different layouts’ interactive ranges. The


results showed that in the three vertical, horizontal, and dispersed layouts, the
interactive range significantly impacted the error rate (F (2, 87) = 3.249, p =
0.042, ηp2 = 0.102; F (2, 87) = 5.728, p = 0.005, ηp2 = 0.251; F (2, 87) = 3.145, p =
0.048, ηp2 = 0.135). The 80% volume interactive range has the lowest error rate
(M = 0.150, SD = 0.152; M = 0.117, SD = 0.199; M = 0.163, SD = 0.177).
The task error rate of tasks with different interactive ranges is shown in Fig. 5.
The opposite trend to the time consumption is reflected in the three layouts.
The error rate of the interactive range of the smaller volume is reduced, and the
interactive range of the larger volume is higher.

Fig. 5. Error

5.3 Task Load

Perform an analysis of variance on the interaction range in different layouts.


The results show that the interactive range has no significant effect on task
load in vertical, horizontal, and distributed layouts (F (2, 87) = 2.330, p =
0.103, ηp2 = 564.668; F (2, 87) = 0.730, p = 0.485, ηp2 = 255.604; F (2, 87) =
0.215, p = 0.807, ηp2 = 72.330). From the average task loads of different inter-
action ranges in all layouts, it can be found that the interaction range of 120%
volume interaction range has the highest total task load score, and all sub-item
loads are the highest except for the time requirement sub-item as shown in Fig. 6.
Exploring the Relationship Between Interactive Range and Performance 155

Fig. 6. Mean NASA-TLX Score

6 Discussion

We comparatively analyzed the impact of interactive range on grasping task


performance and user experience under different object layout scenes.
In terms of task completion time, compared with the interactive range of
the same size as the visual volume, the interactive range with a smaller volume
consumes more time, and the interactive range with a larger volume consumes
less time. The reasons for this phenomenon are as follows: (1) In a scene with a
larger interactive range, participants can move their hands within the interactive
range of the object in a shorter time to complete the grasp, thus reducing task
consumption. (2) During the movement, the participants’ hands are prone to
accidentally touching objects with larger interactive ranges passing by, causing
the task to end early and resulting in a shorter overall task completion time.
It is worth noting that in the horizontal layout, the interactive range does not
significantly impact the task completion time, and the larger interactive range
does not reduce the task completion time. This phenomenon may be because
users need to perform horizontal movements that are relatively difficult in three-
dimensional interactions in horizontal layouts. In a horizontal layout, a more
extensive interactive range will make participants worry about accidental touches
and pay more attention to their actions during the interaction, causing the task
time to increase instead of decrease. This explanation is also consistent with the
results of the participant interviews.
Compared with the interactive range of the same size as the visual volume,
the error rate of interactive tasks is lower in the interactive range scenario of
smaller volume, and the error rate is higher in the interactive range scenario of
larger volume. This is because when the interaction range is small, the user needs
to be closer to the object to grab it so that the correct object can be grasped
more accurately. The more extensive interactive range can easily lead to false
touches, increasing errors.
In terms of task load, changes in the interactive range did not significantly
impact the task load. It is worth noting that the more extensive interactive
range only has the highest average value among the other loads regarding time
requirements is not the highest. This phenomenon is because a larger interactive
156 H. Wang et al.

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

Weilong Wu(B) and Liyang Ling

School of Film Television and Communication, Xiamen University of Technology, Xiamen,


China
[email protected]

Abstract. This article explores the application of virtual reality technology in


news reporting, aiming to reveal the great potential and potential advantages of
virtual reality technology in the field of news reporting. First, the inconveniences
and limitations of current news reporting are analyzed, including the limitations of
limited immersive experiences, the inability to participate in reporting remotely,
the limitations of information delivery, the limitations of audience engagement,
the lack of depth of reporting, and the traditional constraints of the news narrative,
which highlight the inadequacies of traditional reporting methods in terms of
information delivery and audience engagement.
Secondly this article explains how virtual reality technology will fill these
gaps. By analyzing the specific use of virtual reality technology in journalism, the
enhancement of the immersive experience brought by virtual reality is highlighted,
allowing the audience to perceive the actual situation of the report more deeply.
Then also detailed in the panoramic experience and interactive enhancement of
360-degree video, panoramic photos and other technical means, which expand the
three-dimensionality of the news coverage, so that the audience can freely explore
and actively participate in the scene.
Finally, the results of the study show that the application of virtual reality
technology in news reporting can provide a more realistic and comprehensive
reporting experience, and at the same time break through the geographical limita-
tions, so that viewers do not need to travel thousands of miles, they can participate
in the whole report, which increases the degree of audience participation. This
innovative narrative not only empowers viewers with a richer perceptual experi-
ence, but also helps to improve their cognitive level of news events, bringing about
a technological and narrative revolution in the field of news reporting.
The significance of this research is to promote technological innovation in
the field of news reporting to enhance audience understanding and engagement
with the news, as well as to provide media outlets and content creators with an
innovative narrative approach that promises to change the paradigm of traditional
news reporting, ushering in a more vivid and engaging narrative future.

Keyword: News Reporting · Virtual Reality Technology · Media Technology ·


Immersive Experience

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 159–168, 2024.
https://doi.org/10.1007/978-3-031-61950-2_18
160 W. Wu and L. Ling

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.

2 Limitations of Current News Coverage

2.1 Limitations of Traditional News Reporting


Traditional news reports primarily employ text and static images to convey information
to the audience [1]. However, this approach restricts the audience’s ability to deeply
immerse themselves. Simultaneously, the absence of real-time interaction and multi-
media elements in traditional news reports hinders viewers from becoming thoroughly
engaged in the content. This limitation affects their perception of event authenticity and
may lead to inaccurate evaluations of the news’ objective accuracy.

2.2 Limitations of Remote Participation and Journalism

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

2.3 Limitations of Passive Audience Reception and Interaction


Viewers are merely passive as information receivers in traditional news reports [2]. This
long-standing pattern of one-way interaction weakens the effectiveness of traditional
news reporting and may impact the value of traditional media applications [3]. For
example, paper newspapers have developed online versions as part of the digital trans-
formation, but some online news platforms conduct editorial reviews of comments to
ensure compliance with community guidelines and regulations. This results in delayed
display of comment board content, hindering real-time interaction between viewers and
news content. The online versions of some paper newspapers offer only limited interac-
tive features. Comments are the only means of interaction, while other more real-time
forms of interaction, such as instant polls, real-time surveys or real-time quizzes are not
online on the site.

2.4 Challenges in an Interactive Environment


Some online news platforms do not adequately integrate social media, limiting viewers’
ability to interact in a more real-time manner through social media platforms [4]. This
makes journalism less interactive. And some online news platforms allow anonymous
comments, which can lead to abusive and low-quality comments, making it more difficult
for editors to filter and maintain an interactive environment of high quality.

3 Specific Applications of VR Technology


3.1 Enhance Audience Immersion
Relative to traditional news reporting, VR news has the quality of significantly enhancing
audience immersion. Through the virtual reality headset, the audience seems to travel
to the actual scene of the report, and perceives the real space and depth of the reporting
environment in an all-round, 360-degree way, so that they can understand the spatial
layout and background of the event in a more comprehensive way. Audiences are able
to interact in real time with the characters and environment of the story, experiencing
the news story with the subject of the event. This interactivity allows the audience to be
less of a passive bystander and more directly involved in the news situation. Immersive
experiences make it easier for audiences to build emotional resonance, and this first-hand
experience triggers a stronger emotional response that can deepen their understanding of
and attention to news events. The immediacy of VR news allows viewers to access up-
to-the-minute stories quickly, no longer having to wait for the sorting and editing process
of traditional media, resulting in a swifter, more immediate immersive experience. This
unique sensation is unmatched by any other form of news.

3.2 Use of Panoramic Photos


The application of panoramic photographs has attracted widespread attention in the field
of news reporting [5]. The technology creates a 360-degree visual integration experience
between the viewer and the news event by providing an immersive viewing experience,
162 W. Wu and L. Ling

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.

3.3 The Important Role of 360-Degree Video


360-degree video with VR technology plays a key role in the field of news reporting. Its
immersive experience provides viewers with a 360-degree all-around visual perception,
making viewers feel as if they were in the scene of the report, deeply participating and
strengthening the perception of the authenticity of the event. Selective viewing from a
panoramic perspective allows viewers to independently explore multiple perspectives
of a reported event, helping to present a more comprehensive and objective report and
reduce the limitations of information. The application of this technology breaks through
the traditional limitations of news narratives, giving viewers the initiative in news report-
ing and stimulating in-depth thinking and participation. The 360-degree video of VR
technology provides a rich expression of interactivity and immersion for news report-
ing, deepens the form of reporting, and enhances the audience’s deep involvement in the
news.

3.4 Applied to News Reporting in Complex Environments


When virtual reality technology is used in news reporting, it is often applied to cover
complex and dangerous environments [6]. For example, fires and accident scenes. By
wearing VR equipment, viewers can look around the place of the incident in 360 degrees
in virtual reality and feel the real scene of smoke and fire. This way of reporting not
only allows the audience to more intuitively understand the extent of the disaster, but
also makes the news report more emotional resonance, stimulating the audience’s con-
cern for the people in the disaster area. The CCTV network VR immersion news in
the "heard" flood "and move, dikes built" orange Great Wall "special report on aerial
photography, 360-degree video and the integration of VR video panels, full of highly
advanced VR technology in the field of news reporting significant value [7].The use of
panoramic pictures plays a vivid and intuitive descriptive role in the aerial photography
of the Yonglexu board in Xinzhou Township, which profoundly presents the severity of
the flood disaster through the high degree of reproducibility of the images. This not only
enhances the information density of the report, but also gives viewers a more intuitive
understanding of the actual situation of the affected areas. The Emergency Rescue of
Armed Police Officers and Soldiers section was presented in the form of a 360-degree
video, an interactive visual experience that not only reinforced the immersion of the
Virtual Reality: A Window into the Future of Journalism 163

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.

3.5 VR Immersion News on CCTV

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.

4 Possible Challenges of VR Technology in Live Interviews

4.1 Network Quality and Stability

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].

4.2 Equipment Costs and Deficiencies

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.

4.3 Insufficient Skilled Personnel

The lack of virtual reality talent in news organizations and the lack of maturity of the
technology.
164 W. Wu and L. Ling

4.4 Level of Technology Affects Immersion

Creating a real-feeling virtual environment requires strong technical support in order to


match the virtual environment with the real environment, and the insufficient level of
technology will also affect the user’s immersion and reduce the user experience. In the
process of real-life interviews, the interview site often has many uncontrollable factors,
such as unchangeable lighting, noise in the background, etc., which creates difficul-
ties in the practical application of virtual reality technology, and requires continuous
improvement of technology to adapt to different environments.

4.5 Threshold of Use and Cumbersome Steps

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].

5 VR Technology Future Directions

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

6.1 Experimental Method


In order to explore the feasibility of applying virtual reality technology in news report-
ing, this study used a questionnaire survey to gain insight into this viewpoint. A total
of 500 questionnaires were distributed to the audience and the survey data were statis-
tically analyzed to understand the audience’s knowledge of virtual reality technology,
their views on the application of virtual reality technology in news reporting, and the
limitations of using virtual reality technology.
Virtual Reality: A Window into the Future of Journalism 165

6.2 Experimental Subjects

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.

6.3 Experimental Content

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.

Table 1. Level of knowledge of VR technology

Level of understanding Journalists(%) Technicians(%) General audience(%)


Profound Understanding 28.15 42.54 6.32
Thorough Understanding 20.17 38.32 12.67
Moderate Understanding 35.42 15.59 22.27
Limited Understanding 12.23 2.33 30.69
No Understanding 4.03 1.22 28.05
Total 100.0 100.0 100.0

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

Table 2. Perspectives on the use of virtual reality technology in journalism

Opinion Journalists(%) Technicians(%) General audience(%)


Strongly Supportive 45.25 34.56 24.46
Strongly Favorable 40.82 35.46 26.73
Neutral 13.46 25.67 32.56
Somewhat Opposed 0.34 2.35 12.69
Completely Unsupportive 0.13 1.96 3.56
Total 100.0 100.0 100.0

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.

Table 3. Limitations in the use of VR technology

Limitations Journalists(%) Technicians(%) General audience(%)


Network quality 24.56 22.43 12.36
Equipment cost 25.65 20.39 13.56
Technical proficiency 12.35 23.09 19.80
Security Concerns 19.64 13.53 28.34
Comfort of use 16.46 15.11 25.69
Other 1.34 5.45 0.25
Total 100.0 100.0 100.0

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.

7 Discussion and Analysis


This study emphasizes the potential impact of virtual reality technology in news report-
ing [13]. Through the case study, it can be found that virtual reality technology can
significantly enhance viewers’ understanding and engagement with the news. Immer-
sive experiences, panoramic photos, 360-degree videos and other technological means
create a more realistic and in-depth reporting experience for viewers, enabling them
to perceive the context of the reported events in a more comprehensive and detailed
way. The impact lies not only in the innovation of the technology itself, but also in the
fundamental change in the paradigm of news dissemination, which has transformed the
audience from passive receivers of information to active participants [14].

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)

School of Computing, Australian National University, Canberra, Australia


[email protected]

Abstract. Information technologies have impacted society and thus the


social good in various fashions. The metaverse is one of the notable tech-
nologies today enabling an immersive virtual meta-world. The metaverse
is a technological novelty and at the same time a social novelty with
diverse implications for the way we live. In this paper we analyze the
societal impacts of the metaverse from the perspective of Sustainable
Development Goals (SDGs). We thereby shed light on how the meta-
verse impacts the social good and based upon that we finally consider
ethical design principles for the metaverse to support the SDGs.

Keywords: Metaverse · SDGs · Social goods

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.

c The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 169–179, 2024.
https://doi.org/10.1007/978-3-031-61950-2_19
170 A. Yasuda

2 Metaverse’s Impact on SDGs: Positive Contributions


The advantages and disadvantages of the metaverse are outlined in the figure
below, along with possible scenarios. First, we evaluate the contributions in a
nutshell. For detailed information, please refer to the Table 1.
First, the metaverse contributes to social issues through the creation of space.
It can create an unlimited number of virtual spaces tailored to our needs. For
example, the metaverse allows users to immerse themselves in the situation,
which encourages a deeper examination of the topic, making it suitable for edu-
cational purposes. In addition, it allows customized education and training. The
metaverse serves as a means of connecting and matching purposes, including
fundraising, recruitment, and trade. Furthermore, it can also serve as a communi-
cation platform for different social networks, providing real-time communication
options.
Secondly, the metaverse is well-suited for managerial purposes; for instance,
organizations may implement remote work arrangements. Furthermore, it is suit-
able for recording and monitoring purposes. For example, blockchain technology
in the metaverse can be important in securing transactions and the trustworthy
flow of financial transactions by being used as a virtual ledger.
Third, the metaverse can create a virtual economy referred to as the “meta-
verse economic zone”, where various economic activities may take place. Conse-
quently, new demands and opportunities may emerge from the metaverse.
Fourth, the metaverse can be utilized for simulation purposes, providing a
way to minimize risks and conserve resources in the physical world while explor-
ing different scenarios and ideas for optimal outcomes. In addition, its vivid
and realistic visualization with XR technologies and 3D modeling contributes to
more realistic experiments and simulations.
Finally, the metaverse has the potential to promote human rights, foster
a more inclusive environment, and facilitate respectful interactions between
users from different backgrounds. It transcends physical boundaries and pro-
vides access to virtual spaces for anyone with the necessary infrastructure.

3 Metaverse Versus SDGs: Identifying Conflicts

In this section we detail how the metaverse conflicts with the SDGs.

3.1 Metaverse Causes Gap

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

Table 1. Metaverse’s Impact on SDGs

(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).

3.2 Concentration of Power


Metaverse causes a power concentration. It is because most of our information
such as sight, hearing, speech, body movement, and possibly even the content of
thought could in principle be acquired in the fully developed metaverse, which
may accelerate the hyper-supervised society so-called surveillance capitalism [10].
In addition, the metaverse is addictive and immersive [11], users then tend to
spend a significant amount of time there, which increases the overall amount
of information gathered. The metaverse thus reinforces the problem of surveil-
lance in terms of both the variety and quantity of information collected. As a
result, the major technology companies and platforms that control the meta-
verse will have significant power. These platformers will control many things as
governance and there is a risk of manipulating information and user behavior
caused by them. Thus, the metaverse economy could allow some individuals and
companies to dominate the market and build competitive advantages over the
other participants, which sometimes poses additional risks. For example, if food
traded in the metaverse is controlled or manipulated by a few key players, it can
heighten the susceptibility of the food supply chain, potentially compromising
food security (No.2). Another problem is people’s growing anxiety about surveil-
lance capitalism. People may feel uneasy about having their actions monitored.
For example, working in a metaverse provides employees with flexibility and the
freedom to choose when and where they work, but at the same time, it instills
a sense of being watched, as all activities are recorded and monitored. This can
lead to stress and anxiety (No.8). Besides, privacy and security concerns regard-
ing the handling of personal information and digital assets within the metaverse
may be raised against the platformer, which could affect the trust and safety of
the community (No.11).

3.3 Crimes in the Metaverse


New types of criminal activities and amplification of existing crime may emerge
in the metaverse. The first reason is simply the places where people can com-
mit a crime will increase, there are new opportunities for people to cause the
crime in the metaverse. In fact, concerns about privacy breaches and fraudulent
Does the Metaverse Conflict with Social Goods? 175

activities such as hacking incidents, unauthorized sale of stolen data to external


entities, and its misuse for fraud have arisen [12](No. 16). It is true that the
same type of crime occurred on the previous web, however as we get new types
of information, hackers can make use of them. In fact, voices are increasingly
being stolen and used for fraud purposes [13]. Since the metaverse is a treasure
trove of data from which sensitive personal information can be obtained, it is
necessary to consider the possibility that it will be used for criminal purposes
in the future [14]. The second reason is that the boundary between the real
and virtual is blurred, and users could bring existing problems into the meta-
verse. Issues such as violent behavior, bullying, discrimination, and harassment
have appeared in the metaverse (No. 16). Some of these issues are more serious
than in the traditional web. Sexual harassment, in particular, individuals may
encounter more realistic experiences in the metaverse, as users can physically
interact with each other. This tactile dimension makes the impact on the victim
feel more tangible and makes the discomfort (No. 5). The third reason is about
abusing the metaverse as a place of communication. While the metaverse serves
as a platform for information sharing, it can also be used for sharing criminal
information. For example, sharing sales information regarding the distribution
of illegal drugs, alcohol, and tobacco in the metaverse can present both legal and
health risks (No. 3). In addition, if information about illegal fishing and defor-
estation could be shared in the metaverse, it would cause negative real-world
ecological impacts (No. 14 and No. 15).

3.4 Lack of Governance

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

3.5 Metaverse Addiction


Due to the immersive feature of the metaverse, it could blur the distinction
between the real world and the virtual world. This causes a variety of problems,
including health issues. For example, excessive metaverse use could cause what
is known as “Cyber-Syndrome”, which has a negative impact physically, socially,
and mentally [14]. Examples include physical issues such as sleep disorders, social
issues such as isolation, and mental issues such as delusional disorders (No.3).
As the metaverse becomes more prevalent, there is a danger that people will
become overly enthusiastic about it and eventually alienate themselves from the
real community, feeling isolated, and the existing sense of community unity will
fade away (No.11).

3.6 Transition from the Real to the Virtual


The cases of transitioning traditional real-world activities to the metaverse have
been increasing. However, this transition brings difficulties. For example, medi-
cal consultations have moved significantly online since the COVID-19 pandemic
[15]. In the future, some medical consultations will be conducted in the meta-
verse. Making a diagnosis without physically performing laboratory tests and
examinations on a patient offers convenience, however, we have to consider that
it also carries the potential for decreased diagnostic accuracy and missed dis-
eases (No.3). Increased transience to the metaverse may reduce direct face-to-
face encounters and interactions and influence negatively. Decreased direct inter-
action and cooperation, for instance, may limit opportunities for learning and
knowledge sharing, which may negatively impact the quality of education (No.4).

3.7 Environmental Problems


The rapid growth and widespread adoption of the metaverse may cause various
environmental problems.
This trend accelerated the demand for the data center which is a facility or
building where servers are securely stored. According to [16], data centers in
2022 account for 1%–1.5% of global electricity consumption. These days, many
new data centers were constructed, in 2023, data center construction in major
markets will be the largest ever [17]. Each data center indeed requires many
high-performance servers to process large amounts of data at high speed, which
accelerates power consumption and heat generation, resulting in high tempera-
tures inside the data centers. For high temperatures, these data centers require
significant cooling facilities. Data centers use large amounts of water for cooling,
which results in increased digital wastewater (No.6).
Carbon neutrality, which is one of the global action plans to deal with rising
global greenhouse gas concentrations and temperatures, is a vital perspective to
consider environmental problems. It is necessary to not only reduce CO2 emis-
sions but also to remove CO2 from the atmosphere to achieve net-zero carbon or
negative carbon emissions through various social, economic, environmental, and
Does the Metaverse Conflict with Social Goods? 177

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.

4 Ethical Design Principles


Based on the aforementioned social issues, we propose ethical principles in terms
of environmental, economic, social, legal, and governance aspects. For environ-
mental problems, the core principle concerns should involve enhancing energy
efficiency, alongside integrating renewable energy sources to offset any excess
energy consumption. In the economy, we suggest several guidelines to ensure
the proper operation of the metaverse economy. These include guidelines for the
proper handling of data in business activities, guidelines to prevent excessive con-
centration of power, and guidelines to promote employment and a good working
environment. From a social perspective, education needs to take advantage of
the technology and virtual collaboration used in the metaverse, as well as a bet-
ter understanding of literacy in the use of the metaverse. Some problems like
criminal activities in the metaverse can be solved by technology and legislation.
It is also important to take steps to lower the barriers to metaverse use so that
178 A. Yasuda

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

Daniel Badro, Olayele Adelakun(B) , and Xiaowen Fang(B)

DePaul University, Chicago, IL 60604, USA


[email protected], [email protected]

Abstract. Extensive research has been conducted on personality and creativity.


Scholars have been able to identify various factors that influence personality and
creativity. For examples, scholars allude to the fact that those that are creative
exhibit various levels of openness to new experiences and extroversion. However,
the relationship between personality and creativity has yet to be established in
a coherent framework. In this research in progress paper, the authors propose
establishing a new framework to encompass the relationships between personality
and creativity.

Keywords: Relationships · Personality · 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

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 183–189, 2024.
https://doi.org/10.1007/978-3-031-61950-2_20
184 D. Badro et al.

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

Fig. 1. Lin’s framework.

Fig. 2. Nijstad’s framework

Jain et al. [13] conclude that employee creativity is comprised of characteristics of


individuals as well as characteristics of organizations (Fig. 3).

Fig. 3. Jain’s framework.

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.

2.2 Personality and Creativity


It is understood that personality and creativity intertwine one another. Mumford et al.
[23] argue that creativity is a syndrome that requires multiple resources within a person.
Mayer [20] defines personality as the system of psychological attributes that describe
how one feels, thinks, interacts with the social world, and regulates behavior. Goldberg
[10] classifies the Big Five as a dominant model for describing broad personality traits.
The Big Five lists openness to experience, neuroticism, conscientious, agreeableness,
and extraversion as the five factors that influence personality and creativity. Zhao et al.
[36] define openness to experience as a personality dimension that characterizes someone
who is intellectually curious and tends to seek new experiences and explore novel ideas.
Widiger et al. [35] describe neuroticism as the trait disposition to experience negative
affect, including anger, anxiety, self-consciousness, irritability, emotional instability, and
depression. Roberts et al. [28] allude to conscientiousness as the relatively stable pattern
of individual differences in the tendencies to follow socially prescribed norms for impulse
control, to be goal-directed, planful, to delay gratification, and to follow norms and
rules. Ellis et al. [8] state that agreeableness refers to the tendency to concur with others,
especially others high in authority. Lucas et al. [17] argue that extraversion encompasses
sociability, assertiveness, high activity level, positive emotions, and impulsivity.

2.3 Other Factors that Influence Personality and Creativity


Scholars in the creativity research area have conducted research on the various factors
that influence creativity. Mittone et al. [22] list risk preferences, past performances, and
the consequences of failing to innovate as factors that influence creativity. Chen et al.
[5] allude to the fact that there are certain domains of work that improve creativity. Du
et al. [7] conclude that positivity can affect creativity. Scholars have found consensus
as it pertains to the importance of innovation as an influencing factor. Oldham et al.
[25] argue that skill variety, challenges, task identity, task significance, task feedback,
and autonomy predict innovation at work. Caldwell et al. [4] allude to support for risk
taking, tolerance of mistakes, teamwork, and speed of action as factors that influence
innovation. Burpitt et al. [3] mention that leader empowering behavior is a factor that
influences innovation. Ramirez et al. [26] conclude that mutual trust, open exchange,
regular contact, democracy, attendance, and team management influence innovation.

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).

Fig. 4. Amabile’s framework

4 Research Methodology

To further investigate the relationships between Personality Traits and Creativity, an


observational study has been designed in a university in the Midwest region of the
United States. The study will be conducted in an innovation lab within the university.
In this innovation lab, students form teams of 6 to 10 members and work on various
innovative projects with real industry clients for six months or longer. When a project
team is formed, all members will be asked to respond to a 50-item NEO-IP Inventory of
Personality [2]. This inventory is based on the Big-Five Personality Model and assesses
the five personality traits: intellect, conscientiousness, extraversion, agreeableness, and
emotional stability. At the completion level of a project, each team member will be asked
to evaluate the creativity of all other peers on the team by answering the two following
questions. First, what is the most creative talent of this member in comparison to other
team members? Second, could you provide concrete examples of his/her creative talents
demonstrated in this project? The creativity assessment reports will be integrated with
the personality measure in order to examine the relationships between personality traits
and creativity. This content analysis of various creativity assessment reports will also
help explore the different types of creativity.
188 D. Badro et al.

5 Conclusions and Next Steps

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)”

Lijian Chen, Xinru Zhang, and Yuanfang Zhao(B)

College of Art and Design, Shenzhen University, Shenzhen 518060, People’s Republic of China
[email protected]

Abstract. With the rapid development of information technologies such as big


data, the Internet of Things, virtual/augmented/mixed reality, a new technological
revolution centered around three-dimensional virtual reconstruction and virtual
heritage restoration exhibitions has emerged. As a vital component of the intan-
gible cultural heritage represented by Cantonese opera in Guangdong Province,
Cantonese opera costumes hold a significant position in local Chinese opera cos-
tumes and represent a crucial feature of Lingnan culture. However, Cantonese
opera and its costume culture are facing a dual challenge of talent gap and insuffi-
cient value transformation, leading to the risk of no one inheriting this rich cultural
tradition. This study takes the Cantonese opera “Di Nv Hua” as a case study, explor-
ing the construction elements of characters, costume culture, and scenes through
three dimensions: three-dimensional virtual reconstruction, design practice, and
innovative promotion. Employing technical methods such as CLO 3D virtual cos-
tume production, Cinema 4D (C4D), Unreal Engine 5 (UE5) modeling, and Touch
Designer (TD) interactive design, the study creates virtual Cantonese opera digital
characters, showcases virtual Cantonese opera costumes, and simulates interactive
scenes. Combined with related digital cultural and creative product design, NFT
digital collections, and cultural and creative events, this “real + virtual” dual com-
munication approach promotes dynamic heritage. It aims to attract more young
individuals to understand and experience the charm of traditional Cantonese opera
and its costume culture, contributing to the inheritance of this intangible cultural
project with Lingnan cultural characteristics.

Keywords: Vivification Pathway · Cantonese Opera · Case Study · Virtual


Reality Interaction · Virtual Clothing

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

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 190–199, 2024.
https://doi.org/10.1007/978-3-031-61950-2_21
Study on the Vivification Pathway of Lingnan Cantonese Opera 191

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.

2 Virtual-Real Space Interaction and Dynamic Inheritance


of Cantonese Opera
In a broad sense, virtual and real-space interaction refers to the bidirectional interaction
between physical space and digital space. This is achieved through the collaborative use
of technologies such as the Internet of Things (IoT), Augmented Reality (AR), Virtual
Reality (VR), human-computer interaction, and sensors, facilitating the fusion, control,
and feedback between virtual and real spaces 11. However, the scope of this study on
virtual and real space interaction utilizes sensors (Leap Motion), enabling gesture-driven
interactions in the real environment to achieve an interactive visual experience in the
virtual environment. This technology allows users to interact with the real world in
the virtual environment, creating a more immersive and realistic experience. Digital
technology plays a crucial role in the dynamic inheritance of Cantonese opera. By
combining virtual and real space interaction technology with Cantonese opera’s dynamic
inheritance, it achieves the virtualization and immersion of real space, providing new
pathways to address the challenges faced in the inheritance, innovation, and promotion
of Cantonese opera’s intangible cultural heritage.

2.1 Dual Dilemma of Cantonese Opera Intangible Cultural Heritage Inheritance


Talent Gap. In the rapidly changing society of today, one of the primary challenges
faced by Cantonese opera heritage is the phenomenon of talent fragmentation. Traditional
skills require extensive professional training and practice to master. However, in the
fast-paced modern lifestyle, the younger generation tends to prefer more contemporary
and lucrative professions, showing reluctance to invest substantial time in learning and
inheriting the artistic skills of Cantonese opera. This trend has led to a gradual decline
in traditional skills, making the talent shortage a primary obstacle to the inheritance
of Cantonese opera. According to empirical studies, the percentage of young people
disliking Cantonese opera culture has reached 87%, and the overall public affection
192 L. Chen et al.

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).

Fig. 1. Visualization of questionnaire survey data

2.2 Innovative Application of Virtual-Real Space Interaction in Cantonese Opera

The fundamental concept of virtual-real space interaction involves the integration of


virtual and real environments, allowing users to perceive, comprehend, and interact
within this merged environment. The goal of this interaction method is to create a space
that is more realistic and experiential compared to traditional virtual environments,
enabling users to engage in more natural and intuitive operations.
The scope of this study on interactive methods extends beyond virtual reality (VR)
and encompasses sensor technologies and computer technologies. In the context of
Cantonese opera heritage, leveraging virtual-real space interaction technology enables
the creation of three-dimensional virtual Cantonese opera elements, including characters,
Study on the Vivification Pathway of Lingnan Cantonese Opera 193

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].

3 Research Path of “Dynamic Inheritance” Using “Di Nv Hua”


as an Example

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.

3.1 Three-Dimensional Virtual Reconstruction Module

Cantonese Opera Costume and Virtual Digital Character Model Construction


Based on CLO 3D. The core of this phase involves utilizing CLO 3D technology
to conduct three-dimensional virtual modeling of costumes from the Cantonese opera
“Di Nv Hua.“ This includes restoring the details of Cantonese opera costumes, such
as fabric texture and pattern details. Additionally, it involves creating virtual character
models with relatively lifelike movements to inject more vivid performance qualities. If
we designate the role’s costume as C, then Chang Ping’s costume is C1; Zhou Ruiran’s
costume is C2; Zhou Shixian’s costume is C3; and Zhou Zhong’s costume is C4 (see
Fig. 2).
Based on the analyzed information of characters and costume elements, a human
body model is created in CLO 3D, providing the human body with basic hair models,
skin textures, and physical attributes. Analyzing the characteristics of the characters,
integrating with Photoshop software to draw character makeup. Utilizing CLO 3D mod-
els to modify digital character makeup and actions, drawing panels in the 2D interface,
and dynamically adjusting the relationships between panels in the 3D interface. Applying
matching colors and embroidery patterns to costume characters, conducting real-time
fabric simulation for the trial-wearing effect. Throughout this process, continuously
adjusting fabric physical properties and optimizing panel fitting issues to achieve the
best results in virtual simulation.
Modeling Headpieces with Cinema 4D as the Core. After the completion of character
roles and virtual costume creation, headpiece models are produced using modeling tech-
niques centered around Cinema 4D (C4D) to enhance the fidelity of the characters. The
virtual character models created in CLO 3D are exported in FBX format and imported
194 L. Chen et al.

Fig. 2. CLO 3D virtual clothing production process

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).

Fig. 4. Motion capture device test


196 L. Chen et al.

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.

3.2 Design and Practice Module


NFT Digital Collectibles Model Under BIGVERSE Blockchain. The blockchain
digital collectibles in the design and practice module primarily utilize BIGVERSE as
the main medium. The NFT digital collectibles model on the BIGVERSE official website
involves collaboration with the platform for sales. Its blockchain technology ensures the
uniqueness and traceability of digital collectibles, providing a reliable foundation for the
protection and dissemination of digital art. This contributes to increasing the visibility
and market influence of Cantonese opera culture. BIGVERSE utilizes Non-Fungible
Token (NFT) technology to transform digital works of Cantonese opera into unique
Study on the Vivification Pathway of Lingnan Cantonese Opera 197

Fig. 5. Touch Designer virtual space interaction research path

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.

3.3 Innovation and Promotion Module

Douyin (TikTok) Virtual Headgear Special Effects Promotion Model. Utilizing


C4D-produced virtual headgear models, export them to supported file formats such as
FBX. Import these models into the “Xiangsu” platform to create special effects. Export
the special effects files to upload them to Douyin’s creator tools for a final preview and
publication of the special effects. Set parameters for the use conditions of the headgear
effects to enhance the user experience. After passing the review, users can search for
keywords like “Cantonese opera headgear effects” on the Douyin platform to experi-
ence Cantonese opera virtual headgear effects. Within 30 days of launch, the exposure
of Princess Changping’s virtual Cantonese opera headgear effect reached 95,000, and
Zhou Ruilan’s virtual Cantonese opera headgear effect reached 92,000 (see Fig. 6).
China Guanshanyue Art Museum Offline Exhibition Experience. In 2023, the
project’s works were exhibited offline at the China Guanshanyue Art Museum. The
initial version 1.0 of the exhibition mode used VR technology to immerse users in the
virtual Cantonese opera “Di Nv Hua” performance video. Currently, through continuous
iterations and updates, the optimized version 2.0 of the virtual Cantonese opera digital
characters played the role of guides, providing the audience with a more novel interactive
198 L. Chen et al.

Fig. 6. Data of virtual Cantonese opera headwear effect of Princess Changping and Zhou Ruilan

experience, enriching the exhibition’s dissemination format. Through the guidance of


virtual Cantonese opera characters, the audience can interactively explore the charac-
ter settings and costume culture of the otherwise mundane “Di Nv Hua” performance,
presenting a more creative and enjoyable side to the entire exhibition.
The virtual-real space interaction mode transforms the originally unidirectional exhi-
bition space and exhibit content output experience into a bidirectional interaction. Visi-
tors, through participating in interactive activities in the interaction area, can more deeply
and immersively experience the charm of the Cantonese opera performance. This mode
transforms visitors from passive observers into integral parts of the entire production,
fostering a closer interaction with Cantonese opera as a traditional Chinese theatrical
form (see Fig. 7). It enhances the user’s sense of participation and interactive experience,
making the entire exhibition more engaging and educational.

Fig. 7. Virtual Cantonese Opera online exhibition effect picture

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

innovative promotion demonstrates significant potential applications in the inheritance


of Cantonese opera in the Lingnan region. In the process of application and promo-
tion, the constructed virtual Cantonese opera digital characters, virtual Cantonese opera
costumes and virtual headgear special effects experiences, as well as the interaction
between real and virtual spaces, have enhanced users’ profound understanding of Can-
tonese opera culture, laying a solid foundation for the realization of “digital + Cantonese
opera” dynamic inheritance.
Practical results indicate that through the mode of virtual and real space interaction,
the inheritance of Cantonese opera in the Lingnan region has not only found new channels
of dissemination but has also revitalized under the catalysis of modern technology. Users,
through virtual experiences, not only participate but also deepen their understanding of
traditional culture. However, to further promote the application of this inheritance path,
continuous improvement and optimization of technological means and user experiences
are still necessary. In future research, the author will continue to delve into innovative
applications of virtual and real space interaction in the protection and utilization of
cultural heritage, contributing more beneficial experiences and practical outcomes to the
inheritance and development of intangible cultural heritage.

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).

References
1. Li, L., Hu, Y.: Connotation, architecture, and promotion path of digital twin campus. Digital
Educ. 9(6), 22–29 (2023)
2. Xu, J., Xi, T.: Research on interactive digital art based on multi-modal sensory theory. Indust.
Design 3, 97–99 (2018)
3. Wen, B., Xiao, Y.: Research on the spread of cantonese opera on douyin short video platform
in the new media era. New Media Res. 7(23), 48–50 (2021)
4. Wang, T.: Application of Digital Interaction Technology in the Promotion of Cantonese Opera
Culture. Beijing University of Technology (2017)
5. Fu, X., Su, R.: Logical evolution, space interaction, and sensory thinking of the logic of
symbiotic communication. Youth Journalist 22, 9–13 (2023)
6. Chen, S., Zhang, Q.: Di Nv Hua. Hong Kong and Taiwan Original Edition, Hong Kong
Commercial Press, Reader (2020)
“Landscape-Drama”: Innovative Applications
of Digital Projection Art in the Renewal
of Chinese Old City Communities

Xingyu Chen1,2 , Xiang Liu2 , and Hongtao Zhou1(B)


1 College of Design and Innovation, Tongji University, Shanghai 200092, China
[email protected]
2 Sichuan Fine Arts Institute, Chongqing 401331, China

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

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 200–210, 2024.
https://doi.org/10.1007/978-3-031-61950-2_22
“Landscape-Drama” 201

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.

3.1 Site Selection


Taking the intervention of the Chongqing International Light and Shadow Art Festival
into the Huangjueping Old Town Community as an opportunity, we will focus on the
“Landscape-Drama” 203

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.

Fig. 1. On-site Image of Warehouse 501 in Huangjueping Community, Chongqing, China

3.2 Drama Case Selection


This study aims to analyze and research the intervention of drama art in the digital pro-
jection creation on the facades of old urban community buildings. The digital projection
artwork “The Magic Flute” showcased at the Chongqing International Light and Shadow
Art Festival is chosen as the primary subject of investigation (Fig. 2). The original drama
“The Magic Flute” is a classic by Mozart, renowned worldwide, with the story revolving
around the prince and princess. It begins with the prince embarking on an adventurous
journey to rescue the princess, leading to their encounter, the emergence and resolution
of misunderstandings, the prince undergoing arduous trials, and ultimately succeeding
in the rescue mission. The point of attraction in this research lies in the emphasis on the
metaphorical similarity between the original drama’s storyline and the process of old
city renewal. Through the protagonist’s arduous struggle for pursuing the ideals of light
and eternal love, it metaphorically reflects the era-changing pains experienced during
the renewal iterations of Chinese old cities, which similarly require steadfast courage to
adhere to the right direction and confront challenges.

3.3 Analysis of the Creative Language Used in “The Magic Flute”


The research entails analyzing comprehensive documentation of the entire creative pro-
cess behind “The Magic Flute,” obtained from the creative team. This includes conduct-
ing interviews with team members to explore their creative language. The objective is
to dissect and organize the most pivotal visual elements of the work, culminating in a
comprehensive synthesis and summary of the visual data.
204 X. Chen et al.

Fig. 2. Images of the live performance of “The Magic Flute”

Spatial Form Construction. The work consists of sixteen scenes interconnected to


form the entire plot, with the performance content progressing layer by layer according
to the storyline (Fig. 3). The core of spatial form construction lies in the utilization of
abstract symbols and symbolic techniques to deeply integrate the landscape forms of the
old community with relevant content from the drama, thereby achieving spatial scene
handling and “actor and character” shaping. Specifically, the creators observed and doc-
umented the old community’s architecture, streets, and cultural landscapes, acquiring
rich visual materials including unique colors and forms found in the local environment.
Simultaneously, elements such as characters, plotlines, and spatial symbols from the
drama narrative were extracted. These two aspects—the images in the community land-
scape and the related content characters in the drama—were synthesized and unified
through a minimalist abstract symbolic language, creating new character features that
encompass both the old city environment and the story characters, without excessive
embellishment. In essence, all spatial elements are involved in every part of the perfor-
mance (Schechner 2001). Additionally, with the expressive power of minimalist stage
lighting, an organic connection and interpretation between the community and the drama,
landscape and characters, light and shadow, and plotlines were achieved.
Surface Visual Shaping. In the research process, the surface visual language of the
creation was interpreted. The creative team conducted extensive on-site image shoot-
ing, totaling over 600 images, aimed at capturing various surface conditions in the
Huangjueping community environment, including natural traces, industrial remnants,
and life imprints (Fig. 4). These photographs covered various surface features at differ-
ent locations within the community, encompassing natural traces such as tree textures,
vegetation growth status, as well as material textures presented by residential wall rem-
nants, and features like wear, rust, weathering, and life imprints such as graffiti on
buildings and traces on streets. These surface visual features are integral components of
the community environment. The image captures not only provided important references
and valuable material resources for the scene creation of digital images but also aided
“Landscape-Drama” 205

Fig. 3. Content Overview of “The Magic Flute”

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.

Fig. 4. Textures of the Environment in Huangjueping Community, Chongqing, China

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.

4 Result and Discussion


4.1 The Value of Drama Intervention
Expression of Drama. The expression of drama is one of the fundamental characteris-
tics manifested in the creation of the digital projection artwork “The Magic Flute.” The
work highlights dramatic elements through performance, narrative, staging, characteri-
zation, and emotional intensity. Performance permeates the main design line, conveying
character emotions and storylines; narrative coherence communicates content through a
complete storyline; staging utilizes space, sets, props, lighting, and sound to create scene
atmospheres; Characterization strategies manifest in the portrayal of actors with diverse
personality traits;emotional intensity creates an emotional atmosphere in the interpreta-
tion; interactivity reflects interactive experiences of plot interaction and audience par-
ticipation. The multifaceted display of these dramatic elements will bring new creative
“Landscape-Drama” 207

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).

4.2 The Organization and Composition of “Landscape-Drama”

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.

Fig. 6. Creative Organization and Composition of Elements in “The Magic Flute ”

4.3 Shift in Technology

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

4.4 Interview Feedback


The Interviewed Audience. On the day of the exhibition, 15 audience members were
selected for questioning. Given that “The Magic Flute” is an experimental contemporary
digital art piece with interdisciplinary nature, it is not surprising to encounter compre-
hension barriers among the general public. Among the 15 interviewees, 9 respondents
expressed support for using the online QR code-assisted reading function. They believed
that this approach could facilitate a smoother understanding of the artwork throughout
the entire exhibition process. Furthermore, individuals could choose to scan specific
segments of the exhibition content that interested them, thereby making the presenta-
tion of the artwork more flexible and spontaneous, and diversifying the experience. Five
individuals, particularly those aged 60 and above, were unable to use smart devices to
scan QR codes. One person felt that the function was not particularly useful, preferring
the continuity of the purely on-site experience. Regarding the overall impression of the
artwork, 13 out of the 15 interviewees found it satisfactory, while 2 considered it aver-
age. Generally, the public’s reception of the visual content of the artwork is positive, the
online assistance system for comprehension is also deemed necessary to be integrated
into future exhibitions.
The Interviewed Artists. The 5 new media artists interviewed unanimously regarded
the experimental nature of the work as high, which contributes significantly to artistic
exploration. They found that the artistic expression in the work is notably sophisticated,
exhibiting an independent performance style distinct from typical digital projection
works. Regarding the use of technology, 4 artists believed that the existing minimalist
and low-tech creative approach suits the current content, while 1 artist suggested that
technological advancements could enhance the diversity of expression and interpreta-
tion in the work. Overall, the artistic style and technical application in this production
represent a challenging yet innovative attempt in artistic expression, demonstrating an
appropriate choice in technology application.

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
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The Interaction Between Architectural Heritage
and the Public: Augmented Reality
in Preservation Interpretation

Daoxin Chen(B)

Graduate School of Architecture, Planning and Preservation, Columbia University,


New York City, NY 10027, USA
[email protected]

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.

Keywords: Augmented Reality · Architectural Heritage · Interpretation · User


Experience

1 Introduction

Preservation interpretation, as defined by the International Council on Monuments and


Sites (ICOMOS), “refers to the full range of potential activities intended to heighten
public awareness and enhance understanding of cultural heritage sites” [1]. In recent
years, digital methods have been introduced and applied to enhance the efficacy of
heritage interpretation, among which digital tools, including Augmented Reality (AR),
play a prominent role. AR stands as a promising avenue for enriching public engagement
with historical buildings, offering immersive experiences. In this context, the design of
AR experiences emerges as pivotal, serving as intermediaries that facilitate connections
between cultural heritage practitioners and the broader public. AR designers must incor-
porate thoughtful recreation of heritage information, orchestrate immersive heritage
experiences, and strategically utilize AR technology to realize these visions effectively.
This paper aims to explore the role of AR experience design in historic preservation
and its contributions to heritage interpretation. Focusing on the design of AR products for

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 211–219, 2024.
https://doi.org/10.1007/978-3-031-61950-2_23
212 D. Chen

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.

2 The Dimensions of Heritage Preservation


In 2008, ICOMOS outlined seven principles for interpreting cultural heritage sites
to enhance public appreciation and understanding, focusing on accessibility, context,
authenticity, sustainability, inclusiveness, and ongoing research and evaluation [1].
Despite extensive discussions on heritage interpretation, there were no specific principles
for digital heritage interpretation. Recognizing this gap, Hafizur Rahaman developed the
PrEDiC framework for digital heritage interpretation, emphasizing presentation, cul-
tural learning, and interactive engagement in a dialogic environment [2]. Rahaman’s
framework underscores the importance of a multi-faceted, user-oriented approach that
fosters participant involvement and dialogue, aiming for a comprehensive interpretation
of digital heritage [2].
The ICOMOS heritage interpretation principles and the PrEDiC framework both
emphasize the importance of diverse content, user involvement, and creating personal
connections between users and heritage. However, they diverge in their focus areas and
approaches: ICOMOS primarily addresses broad cultural heritage interpretation with
an emphasis on authentic, on-site experiences, while PrEDiC specifically targets digital
heritage from an end-user perspective, covering various forms of digital interpretation.
This paper explores the integration of both frameworks to enhance on-site heritage
interpretation through digital tools.
The framework for evaluating digital heritage interpretation integrates principles
from both ICOMOS and PrEDiC, focusing on five key aspects: effective presentation,
authenticity, active participation, accessibility and inclusiveness, and cultural learning.
Effective Presentation: this aspect assesses how heritage values are represented com-
prehensively and innovatively, evaluating the diversity of heritage values presented and
the novelty of the presentation methods.
Authenticity: crucial for both tangible and intangible value of architectural her-
itage, authenticity involves ensuring accurate and meaningful representations of her-
itage. It also focuses on whether AR experiences enhance or detract from the heritage’s
authenticity.
The Interaction Between Architectural Heritage 213

Active Participation: highlighting embodiment interaction and meaningful collabo-


ration, this aspect examines if AR experiences facilitate user engagement and whether
user feedback influences the AR experience’s design and improvement.
Accessibility and Inclusiveness: this aspect assesses whether the AR experience
accommodates people with diverse demographic and cultural backgrounds, and provides
various modes or options to meet different user needs and preferences.
Cultural Learning: this aspect concerns whether the AR experience enables users
to connect meaningfully with the heritage, promoting reflection, communication, and
shared experiences that encourage further exploration.

3 The Dimensions of AR Experience


Bekele (2018) underscores AR technology’s role in cultural heritage preservation, high-
lighting its use for three-dimensional reconstructions, enriching educational experiences,
and boosting tourism at historical sites [3]. Hammady (2019) outlines the functionalities
of AR in museums, such as visual communication, guidance, and interaction, which
this paper further explores alongside the techniques supporting these functions [4]. AR
is defined by three key features: combining real and virtual environments, real-time
interaction, and 3D registration, supported by computer displays, tracking systems, and
interaction interfaces [5]. This paper proposes three dimensions for analyzing AR in
cultural heritage: information, interaction, and navigation, focusing on AR designers’
considerations.
Information examines how heritage data is presented in AR, looking at the content’s
organization, and the modalities of virtual delivery to users.
Interaction explores user engagement with virtual heritage, including the range of
interactive activities and types of input methods for user interaction.
Navigation assesses how AR aids users’ spatial and contextual orientation within
heritage sites, focusing on navigation tasks, guidance indicators, and user movement
patterns within the virtual space.
These dimensions aim to provide a structured approach for investigating the design
of AR products in cultural heritage, emphasizing the importance of information delivery,
interactive engagement, and navigational support in enhancing the user experience.

4 The Proposed Framework


This chart is developed by combining the dimensions of digital heritage interpretation
and the dimensions of AR experience design, which will be used to describe the design
of AR experience for heritage and evaluate the function of AR for heritage interpretation
(Table 1).

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

Table. 1. The proposed framework

Dimensions Information Interaction Navigation


Effective How well does the How well does the How well does the
Presentation information provided interaction provided navigation make it easy
by AR enrich the by AR enrich the to follow the
content of the content of the presentation?
presentation? presentation?
Authenticity How well does the How well does the How well does the
information presented interaction methods navigation system
in AR respect the respect authenticity of respect authenticity of
authenticity of heritage? heritage?
heritage?
Active How well does the How well does the How well does the
Participation information collection interaction between navigation system
in AR encourage active users and digital encourage active
participation? heritage encourage participation?
active participation?
Inclusiveness and How well do the How well do the How well does the
Accessibility languages used in interaction methods navigation system
information consider consider inclusiveness
presentation consider inclusiveness and and accessibility?
inclusiveness and accessibility?
accessibility?
Cultural Learning How well does the How well does the How well does the
information supported interaction supported navigation supported by
by AR contribute to by AR contribute to AR contribute to culture
culture learning? culture learning? learning?

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).

Fig. 1. The AR experience design of Mogao Cave

Evaluation in Interpretation Aspects. The AR experience at Mogao Caves focuses


on the religious narratives and symbolism of the cave paintings, offering insights into
the artistic significance while omitting broader historical context of Mogao Caves. The
presentation employs animations, targeted lighting, and audio to highlight key elements
and stories, with specific techniques enhancing learning, such as enlarging hard-to-see
details for closer inspection. Despite its focus, the experience misses the opportunity to
provide a comprehensive understanding of the caves’ multifaceted significance.
Authenticity is preserved by limiting visitor numbers and drawing from archival
research for content, ensuring an authentic representation of the heritage.
Active participation is limited, with users mainly engaging in a passive manner by
watching animations and following the virtual tour guide. Interaction with virtual objects
is minimal, and user feedback post-experience is not solicited.
216 D. Chen

Accessibility is addressed by offering the experience with simple terminology


and multiple activation options (image recognition, screen taps, voice commands),
accommodating diverse users.
Cultural learning is facilitated through detailed presentations and personal narratives,
allowing users to closely observe the details on the paintings and obtain better under-
standing. However, the experience is individual-centric, limiting shared exploration or
discussion.

5.2 La Pedrera Magic Vision

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

Fig. 2. The AR experience design of La Pedrera Magic Vision

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

Xinyi Huang and Jie Xu(B)

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.

Keywords: Han Opera Art · Cultural Three Factors · Digital Experience ·


Information Visualization

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

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 220–227, 2024.
https://doi.org/10.1007/978-3-031-61950-2_24
Han Opera Interactive Exhibition and App Design 221

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.

Fig. 1. Visual Infographics

3.2 Application Development


The information architecture of the Han Opera Art-HanSheng App is structured into three
main parts. The first part encompasses two modules: “Exploration” and “Experience”.
The second part introduces the “Interaction” module, while the third part incorporates
a “Memory” module at a spiritual level. As illustrated in Fig. 2, these three tiers of
information architecture are integrated into the application’s design to enrich users’
cultural experiences, as elaborated in Fig. 3.
During the experiential phase of the first part, emphasis is placed on leveraging users’
existing cognition and social experiences to unearth their points of interest in Han Opera
through prior engagements. Users can actively explore Han Opera knowledge, browse
graphics, and watch videos to gain a deeper understanding of its content. Subsequently,
based on users’ preferences, the system can precisely deliver content, helping users in
furthering their understanding of cultural heritage [12].
In the second part, users primarily acquire long-term memory cognition through
interactive experiences with cultural heritage products. Throughout this process, users
accumulate additional knowledge through reflection and practice to facilitate better mem-
ory retention [13]. Augmented Reality (AR) serves as a pivotal experiential tool for
cultural heritage learning. AR intervention guides users through a more natural and
efficient learning process, incorporating narrative teaching, integrated offline experi-
ences, and human-computer interaction, all aimed at helping users construct personalized
behavioral memories [14].
In the third part, users delve into the spiritual dimension of cultural heritage through
the “Memory” module, fostering cultural identification and emotional resonance, thereby
further enhancing the user experience.
224 X. Huang and J. Xu

Fig. 2. APP Information Architecture

Fig. 3. Chinese opera software real-time learning interactive interface design

3.3 User Experience

The significance of exhibition design in cultural heritage cannot be overstated. Exhi-


bitions emphasize interaction with visitors, transforming passive “viewing” behaviors
into active participation. Visitors can explore and discover more about cultural heritage
through exhibitions, thus sparking their interest [15, 16]. The Han Opera exhibition
brings precious cultural artifacts to life using multimedia, showcasing the splendid cul-
ture of China in a tangible form while fostering interaction with visitors. The exhibi-
tion hall revolves around the associative effects of “material”, “social organization”,
and “spiritual life”, presenting the “cultural structure” of Han Opera through alternat-
ing spatial layouts. From the “material” aspects such as cosmetics, costumes, props
(weapons), and musical instruments used in Han Opera performances, to the “social
organization” aspects involving major social classes and factions, and further to the
“spiritual life” aspects encompassing philosophical and social perspectives, visitors can
Han Opera Interactive Exhibition and App Design 225

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,

Fig. 4. Exhibition Venue Design

Fig. 5. The Effect of Augmented Reality Technology in Chinese Opera Exhibition


226 X. Huang and J. Xu

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.

4 Conclusion and Future Work

We developed an interactive exhibition and accompanying mobile application (APP)


based on the Cultural Triad Theory applied to Han Opera. By visualizing Han Opera
information through a series of charts and diagrams placed within the exhibition hall,
participants can immerse themselves in the exhibition and use the accompanying APP
to scan areas of interest within the visualized data. Based on user feedback collected
during the actual exhibition, the majority of young attendees expressed satisfaction with
the exhibition’s effects, finding the experience both enjoyable and enlightening. Many
actively engaged with the content and gained knowledge about Han Opera arts, with
some expressing a desire to further explore the topic. This study indicates a potential
increase in young people’s interest in understanding Han Opera culture. Future efforts
will focus on addressing any issues identified during the testing phase and validating the
impact of this exhibition format on the public’s perception of Han Opera culture.

References
1. Chen, Z.Y.: A hundred years of research on han opera: history, current situation, and reflection.
Hubei Univ. (Philos. Soc. Sci.) 37(06), 17–22 (2010)
2. Lu, A.: Impact and collision in an era of great changes: problems and challenges facing
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(2021)
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the collection of the metropolitan museum of art. In: 2022 IEEE 21st International Conference
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on ar technology in museums - take the li nationality non-material cultural heritage as an
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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

Minori Jonoo, Miwa Rokudo, Harumi Kawamura, Naoko Tosa,


and Ryohei Nakatsu(B)

Kyoto University, Yoshida-Honmachi, Sakyo, Kyoto 606-8501, Japan


{jonoo.minori.84x,rokudo.miwa.72c,
kawamura.harumi.48z}@st.kyoto-u.ac.jp,
[email protected], [email protected]

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 Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 228–236, 2024.
https://doi.org/10.1007/978-3-031-61950-2_25
Realization of Kimono Fashion by Fusing Digital Art 229

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.

2 Digital Art “Sound of Ikebana”

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.

Fig. 1. A scene from “ Sound of Ikebana”

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)

3 Fashion Production Using Digital Textile Printing Technology


An inkjet printer for sublimation transfer and a thermal transfer equipment (Fig. 2) were
installed in the Tosa Laboratory, Kyoto University. In addition, sewing machines and
other equipment were installed to create an environment where the entire fashion-making
process, from design to sewing, is possible.

4 Kimono Production Using Digital Textile Printing Technology

4.1 Acquisition of Basic Knowledge


We decided to create a luxurious-looking Kimono called “Ohikizuri. The Ohikizuri is a
style of Kimono born in the Edo period (1603–1868), characterized by a longer hem. We
purchased a special Ohikizuri, a Kimono worn by a Maiko-girl in Gion. Figure 3 shows
the scene when our student is wearing the “Ohikizuri.” Then, we asked Mr. Suzuki,who
runs a Kimono production company in Kyoto, to share his knowledge of Kimono with
us.

4.2 Production of Prototype 1

We decided to create a prototype of the Kimono based on the knowledge provided by


Mr. Suzuki. The Kimono pattern has a simple shape, a horizontal rectangle divided by
rectangles (Fig. 4).
Realization of Kimono Fashion by Fusing Digital Art 231

Fig. 3. A student wearing the Ohikizuri.

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.

Fig. 4. Correspondence between Kimono and paper pattern.

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.

4.3 Creation of Prototype 2 and 3

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

Fig. 7. The resulting protype 3.

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.

4.4 Final Kimono Production

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.

4.5 Fashion Show

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.

Fig. 8. Silk fabric on which the design wax printed

Fig. 9. A Japanese dancer wearing a Kimono.


Realization of Kimono Fashion by Fusing Digital Art 235

Fig. 10. The Kimono featured by the Vogue (https://www.vogue.it/moda/branded/global-fashion-


collective-edizione-estate-2024)

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)
5. Tosa, N., Pang, Y., Yang, Q., Nakatsu, R.: Pursuit and expression of Japanese beauty using
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

Aki Kishimoto(B) and Yasuhiro Oikawa

Waseda University, 3-4-1, Ohkubo, Shinjuku, Tokyo, Japan


[email protected], [email protected]

Abstract. In studies on the spectators of events, there have been sev-


eral attempts at analyzing the excitement of spectators. In this work,
we focus on the music performance using VR technology (VR concert)
and propose the kinect-based motion recording system to analyze the
relationship between the sound of VR concert and the motion activity
of the audience in VR concert. For the motion recording system, we
used a head mounted display (HMD), motion capture equipment and
two host computers to show a music performance video to the audience
by Unity and to record motion data of the audience by MATLAB. R
Moreover, we used the equation to calculate the motion activity of the
audience from the mean of whole joint’s inter-frame coordinate transla-
tion in recorded motion data. To evaluate the motion recording system,
we conducted experiments of watching a music performance video includ-
ing background sound and recording motion data on examinees including
3 different conditions: Resting state (C1), watching a music performance
video (C2) and watching a music performance video with sound of stu-
dio version (C3). The result shows that the mean of motion activity in
C3 is larger than one in C2 and that there is few difference in the stan-
dard deviation of motion activity in each condition; which found that
the background sound does not always increase the audience’s motion.

Keywords: Virtual Reality · Kinect-Based Motion · Music


Performance

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

et al. analyzed the excitement of spectators in a sports event by two-stream


convolutional neural network (CNN) with object-based face and upper body
detection [3]. Moreover, the biosignal-based approaches to quantify the excite-
ment of spectators were taken, such as haptic feedback in remote-sports watch-
ing [4] and skin conductance response in video experience [5]. However, these
approaches have yet to be improved because object-based detection would fail
to find the slight motion of body parts [3] and installation of measuring devices
to human directly [4,5] would not be suitable for a large number of people.
In this work, we focus on kinect-based motion data of the audience in VR
concert, and propose that the relationship between the sound of VR concert
and the movement of audience’s motion (motion activity) in VR concert can
be analyzed by kinect-based motion data. Conversion of the motion data to
the motion activity could quantify the audience’s motion and would not need
to install to audience’s head or body, and the motion activity could lead to
analyzing the excitement of audience. Furthermore, we conducted evaluation
experiments to examine whether the motion activity is changed by the sound of
VR concert.

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.

Fig. 1. Overview of the proposed system.


The Relationship Between Sound of VR Concert and Audience’s Motion 239

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.

2.1 VR Concert Viewer

In the host computer to show a music performance video, we developed the VR


concert viewing system in VR space by Unity. There is a large screen to show the
video in VR space, and the video starts on the screen when the Unity’s scene is
played. Moreover, we installed Oculus Integration, the plug-in to make the HMD
available in Unity, and the HMD is connected to a host computer by Quest Link
and to reflect the Unity’s scene.

2.2 Motion Recording

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.

2.3 Analysis of Motion Activity

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].

Fig. 2. Evaluation experiment.

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).

In means and standard deviations of the motion activity in each condition, as


shown in Table 1, there is few difference between Eqs. (1) and (2), and it could
be said that the motion activity is almost same regardless of whether the divisor
242 A. Kishimoto and Y. Oikawa

Table 1. Mean and standard deviation of the motion activity in each condition.

Resting State Watching Music Watching Music


(C1) Performance Video Performance Video
(C2) with Sound of
Studio Version
(C3)
Mean (Eq. (1)) 15.3 21.0 23.4
Standard Deviation 16.1 15.1 14.2
(Eq. (1))
Mean (Eq. (2)) 2.1 2.9 3.8
Standard Deviation 5.1 4.4 5.0
(Eq. (2))

in the right-hand side of equation is constant or not. According to Fig. 3 and


Table 1, the means of motion activity in both C2 and C3 are larger than the one
in C1, and the mean of motion activity in C3 is larger than one in C2. These
results represent that the sound of both C2’s and C3’s music performance videos
increase the audience’s motion and that the background sound of the video does
not increase, on the contrary, decreases the audience’s motion. In addition, there
is few difference in the standard deviation of motion activity in each condition;
which shows that the variation of audience’s motion in each condition is same.

4 Discussion and Future Work

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.

References
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Prediction of a Musical Show Liking Using
Bio-signals of an Audience

Chang-Gyu Lee(B) and Ohung Kwon

Korea Institute of Industrial Technology, Gyeonggi-do, South Korea


{cglee,ohung}@kitech.re.kr

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.

Keywords: Musical show · Liking · Bio-signal · Machine learning ·


Prediction

1 Introduction

Audience liking is crucial information for musical show officials as it directly


impacts the success of the show. According to interviews conducted with musi-
cal show officials, the most common method used to gauge audience liking is
through surveys. However, this method has the disadvantage of relying on audi-
ences willingly taking the time to participate in the survey. Another approach
involves observing reviews left by audience members who have attended musical
shows. Nevertheless, this method suffers from the drawback of not being able to
accurately predict the liking of the entire audience since only a fraction of the
total audience tends to leave reviews. Therefore, studies have been conducted
to predict liking based on the bio-signals of audiences consuming audiovisual
media.
Koelstra et al. [12] presented 40 one-minute music videos to participants and
collected their feedback regarding liking/disliking for each video. While watching
the videos, the participants’ electroencephalography (EEG), electrooculography
(EOG), electromyography (EMG), electrodermal activity (EDA), blood volume
pressure (BVP), temperature, and respiration were measured. By analyzing the
measured bio-signals to predict the audience’s liking, an F1 score of 0.538 (pre-
diction accuracy of 59.1%) was achieved. Since then, various prediction models
have been developed using this dataset. Zhuang et al. [17] achieved a prediction
c The Author(s), under exclusive license to Springer Nature Switzerland AG 2024
C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 245–250, 2024.
https://doi.org/10.1007/978-3-031-61950-2_27
246 C.-G. Lee and O. Kwon

accuracy of 70.5% using an unsupervised generative model, Gupta et al. [10]


achieved an F1 score of 0.65 (67% prediction accuracy) using graph-theoretic
features, Xu and Plataniotis [16] achieved an F1 score of 0.867 (89.2% predic-
tion accuracy) using a deep belief network (DBN)-based model, Amjadzadeh and
Ansari-Asl [6] obtained a prediction accuracy of 66.41% using k-nearest neighbor
(kNN), Alhagry et al. [5] achieved a prediction accuracy of 87.99% using long
short-term memory models (LSTM), and Moon et al. [13] obtained an F1 score
of 0.969 using a deep neural network (DNN). However, because the bio-signals of
liking for a one-minute music video and the bio-signals of liking for an hour-long
musical show are different, the existing data [12] cannot be applied to the one-
hour-long musical show. Therefore, this paper conducted a study to measure the
bio-signals and liking of people watching an hour-long musical show and then
predict liking.
The following section is organized as follows: Sect. 2 provides the configura-
tion and procedure of the experiment, along with the application of signal pro-
cessing, feature extraction, and classification techniques to analyze the measured
data. Section 3 presents the experimental results and discussions, while Sect. 4
concludes this paper with a summary and suggestions for future research.

2 Experiment

2.1 Configuration and Procedure


As depicted in Fig. 1, participants wore three pieces of equipment capable of
measuring EEG (Epoc X [2]), heart rate, temperature, EDA (E4 wristband [3]),
and pupil (Pupil Core [11]). Additionally, their facial expressions were recorded
by a front webcam. The captured facial expressions were utilized to estimate
eight types of emotions (anger, contempt, disgust, fear, joy, sadness, surprise,
and neutral) through Affectiva [1]. Participants were seated comfortably while
wearing the bio-signal sensors, with a 75-inch television and 5.1-channel speakers
positioned opposite for audiovisual display.

Webcam

Visual display
Pupil Core
Epoc X

E4 wristband
Auditory display

Fig. 1. Experimental configuration


Prediction of a Musical Show Liking Using Bio-signals of an Audience 247

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.

2.2 Signal Processing and Feature Extraction


Normalization, noise reduction, feature extraction, and dimensionality reduc-
tion techniques were applied to the measured bio-signals. Normalization was
performed to scale the biosignal data, with the maximum value set to 1 and the
minimum value to 0, considering the varying ranges of biosignals among par-
ticipants. For noise reduction, a Savitzky-Golay filter with a window length of
81 and an order of 2 was utilized [14]. Subsequently, features listed in Table 1
were extracted. A total of 516 features were created, comprising 434 from Epoc
X (EEG), 42 from E4 wristband (heart rate, temperature, EDA), 32 from Pupil
Core (pupil), and 8 from the webcam (emotion), selected based on previous
studies [4] [9]. Finally, principal component analysis (PCA) with a radial basis
function (RBF) kernel, a dimensionality reduction technique, was employed. This
step aimed to prevent issues such as overfitting or decreased prediction accuracy
due to the curse of dimensionality [15]. Additionally, the kernel method was
applied to facilitate classification on nonlinear data [8].

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

Table 1. Biosignal features

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.

3 Results and Discussions


As depicted in Fig. 2, the highest prediction accuracy of 74.38% was achieved
when predicting musical show liking through SVM using the feature combination
of pupil and emotion. This suggests that audience liking can be predicted by
installing a camera and pupil tracking device on the audience.
Among SVM and kNN, it was confirmed that SVM was more suitable for
predicting musical show liking. Specifically, when using data extracted from four
biosignal sensors (Band, Pupil, EEG, and Emotion), SVM yielded the higher
prediction accuracy. Similarly, when using data from three biosignal sensors
Prediction of a Musical Show Liking Using Bio-signals of an Audience 249

100
: SVM
: kNN
80

Prediction accuracy (%)


60

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

Fig. 2. Prediction accuracy of musical liking with respect to sensor combinations

(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.

4 Conclusion and Future Work


In this paper, a biosignal-based system for predicting musical show liking was
developed by analyzing the biosignals and liking surveys of audiences watching
musical shows. Through experiments involving 30 participants and subsequent
analysis, the highest prediction accuracy of 74.38% was achieved when employ-
ing SVM with pupil and emotion features. It was observed that prediction using
SVM resulted in higher accuracy than kNN, with pupil features playing a crucial
role in predicting musical show liking. In future work, we plan to validate our
dataset by comparing it with the Database for Emotion Analysis using Physiolog-
ical Signals (DEAP) dataset [12] and further validate the developed methodology
through live musical shows.

Acknowledgment. This research was supported by Culture, Sports and Tourism


R&D Program through the Korea Creative Content Agency grant funded by the
250 C.-G. Lee and O. Kwon

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

Jing Liang, Yiheng Zhong, Yancheng Cao, and Fan Chen(B)

Tongji University, Siping Road 1230, Shanghai, China


[email protected]

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

1.1 Background of “Fu Metaverse”

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.

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 251–257, 2024.
https://doi.org/10.1007/978-3-031-61950-2_28
252 J. Liang et al.

2 Evaluation About Design Challenge


Given the context of extended reality (XR) design, this domain’s design practices pose
a unique set of challenges to creators due to its three-dimensional and innovative nature.
Previous research has outlined the primary obstacles faced in the XR design pro-
cess, compared to the development of two-dimensional applications [1, 2], with these
challenges being particularly evident in the creation of augmented and virtual reality
(AR/VR) content. This study identifies and analyzes these challenges with the aim of
providing insights for future design practices and theoretical research.
1. Misunderstandings within the team about the medium: Design teams might have
overly optimistic expectations about hardware and software performance, overlook-
ing specific technical limitations and the impact of external environmental factors
on the robustness of sensory inputs. Furthermore, knowledge extracted from two-
dimensional design experiences may not be applicable to three-dimensional media,
leading to compatibility issues between design thinking and XR technologies.
2. Lack of tool support and appropriate methodologies: The XR design field suffers
from a scarcity of tools and spaces specifically designed for designing or testing in
AR/VR environments, complicating the prototype design process, especially when
trying to achieve working prototypes without relying on coding. Moreover, existing
tools and methods often fail to integrate creators’ workflows comprehensively, such
as a lack of design specifications, making it difficult for creators with diverse skills
to collaborate, thereby affecting the quality and reusability of code.
3. Lack of a common language: Within XR design teams, there is a lack of a shared,
precise language for describing system behaviors and design ideas, limiting effec-
tive communication. Inappropriate solution choices (e.g., borrowing from 2D design
practices) may result in final products that do not meet intended goals, reducing the
satisfaction with design outcomes.
In the following sections, this study will analyze the specific challenges present in
the cases under consideration, to further elaborate on the discussion of solution strategies
in greater detail.

2.1 Technical and Scale Challenges: Computational Difficulty in Large-Scale


Environments
The Minjiang River, one of the largest rivers in Fujian Province, also serves as the
mother river of Fuzhou City. With a total length of about 409 km and a basin area of
about 26,000 square kilometers, the river’s section in the Taijiang District of Fuzhou
is approximately 200 m wide. As the urbanization of the Fuzhou metropolitan area
has rapidly advanced, the banks of the Minjiang River have seen a blend of traditional
architecture, which integrates the region’s rich historical and cultural heritage, alongside
modern financial and business districts, characterized by skyscrapers that showcase a
modern urban landscape. With thousands of buildings of diverse styles and varying
heights along its banks, and with its broad expanse, the scale and span of the scene, as
well as the multitude of details that need to be addressed, present a significant technical
challenge.
RAR (Reality-Augmented Reality) Experience Awakening Urban Influence 253

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.

2.2 Content and Creative Challenges: Innovative Content in Specialized


Environments

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.

2.3 Real-World and Media Challenges: Device Coordination in Complex


Environments
The Minjiang River is tranquil and beautiful by day, transforming with lights and shadows
at night. The complex environment along its banks, including sunlight, reflected light,
and shadows at different times, affects the RAR experience.
One challenge is optimizing RAR content display and lighting effects to ensure an
immersive experience at all times. A second challenge is ensuring smooth transitions of
scene angles as users move along the riverbanks, maintaining alignment between virtual
content and the actual landscape in such a vast area. Precise arrangement of real scenes
to complement virtual art is crucial in RAR experiences. Coordinating real-world scene
and lighting setups with virtual content along the vast Minjiang River banks involves
considering the placement of physical lighting, lighting effects, and interaction with
RAR content, marking the third challenge in real-world settings.
254 J. Liang et al.

3 Design Approaches

3.1 Technical Approaches: Innovative Fusion Interpretation, Based on Four


Core Technologies

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.

3.2 Experimental Approaches: Passing on the Culture and Creating a Digital


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

3.3 Limitations and Future Works


This project, rich in local Fujian culture, offers insights for smaller projects but may not
fit all workflows. The fast growth of AR technology, driven by smartphones and web
trends, hints at widespread RAR experiences, enriching travel interactions and benefiting
local culture and tourism. In conclusion, as tech advances and applications broaden, “Fu
Metaverse” can create accessible experiences, shape Fuzhou’s image, and boost digital
tourism.

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

Lin Lin and Lang Lu(B)

School of Arts, Soochow University, Suzhou, Jiangsu, China


[email protected]

Abstract. With the rapid advancement of digital media technology, museums


have gradually transformed from traditional service-oriented spaces to interactive
experience-oriented spaces. The focus of museums has also shifted from “objects”
to “people”. It focuses on the factors affecting people’s psychological changes
in the environment. It then constantly introduces new exhibition methods and
interactive experiences to improve the efficiency of information dissemination.
Based on the theory of environmental psychology, this paper takes the culture-
themed exhibition space as the research object. It explores the influence of envi-
ronmental space and facilities on users’ perception from the perspective of interac-
tive experience, and the main research content includes: 1. Explaining the devel-
opment overview of environmental psychology and analyzing the relationship
between environmental elements and users’ experience; 2. Exploring the relation-
ship between environmental psychology and culture-themed display space; 3. By
constructing narrative spatial sequences and scenes, applying multimedia interac-
tive means, and augmented reality technology to create an immersive experience,
users can obtain a richer physical and mental experience.
The design of interactive and experiential cultural-themed exhibition space
should synthesize various factors such as artistic design, emerging technology, and
user experience and pay attention to realizing the multi-dimensional integration of
the user’s behavioral mode, emotional change, and interactive experience to create
a rich and exciting multi-level, multi-dimensional and diversified culture-themed
exhibition experience space.

Keywords: Environmental Psychology · Culture-themed Exhibitions ·


Interactive Experience

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

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 258–265, 2024.
https://doi.org/10.1007/978-3-031-61950-2_29
Research on Interactive Experience Design of Culture-Themed Exhibition 259

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.

2 Perceptual Experience from an Environmental Psychology


Perspective

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.

3 Analysis of User Requirements for Culture-Themed Exhibition


Space

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.

4 Application and Practical Discussion: An Example of Suzhou


Bay Museum’s “Wu Yun Jiangnan” Theme Exhibition
Located on the shore of East Taihu Lake in Suzhou, Jiangsu Province, China, the Suzhou
Bay Museum, to inherit and develop the historical and cultural heritage of Wujiang, com-
bines the functions of display, cultural experience, public education, scientific research,
exchange, and cooperation, and is committed to creating a new space for Wujiang cul-
ture that connects the ancient and modern worlds. The museum on the 4th-floor set “Wu
Yun Jiangnan—Wujiang history and culture display” theme of the permanent exhibition
display exhibits 442 pieces, including 130 pieces of cultural relics above the third level.
The period of the exhibition is from the Neolithic era to modern times, spanning more
than 7,000 years; there are three exhibition areas, respectively, “Prehistory and Pre-Qin
Period”“Dynasty State Era”and “Into the Modern Society”. By combing various cultural
heritage resources such as the historical development and significant historical events
of Wujiang, the survival and evolution of the people of Wujiang in history, as well as
the position of Wujiang in the history of China, it tells about the production and living
conditions of the people of Wujiang, displays the splendid culture created by the people
of Wujiang, and presents the trajectory of the development of civilization in Wujiang.

4.1 Constructing Narrative Spatial Sequences and Scenes

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

4.2 Application of Multimedia Interactive Tools

According to the content of visual perception and environmental cognition in environ-


mental psychology, it can be found that for different environmental places, the application
262 L. Lin and L. Lu

Fig. 2. Restoration of scenes of villagers’ production and life at the Longnan Site in Meiyan,
Pingwang Township

of multimedia is an essential embodiment of environmental perception and emotional


needs to meet the user’s functional needs and psychological demands. Multimedia inter-
active design can enhance the user’s visiting experience in visual, auditory, tactile, and
even olfactory aspects. In the exhibition, interactive technology makes the screen display
system present information about the exhibits, combined with the display of the exhibits
in the field, to strengthen the user’s understanding of the exhibits [12]. In addition to using
multimedia interactive technology to display pictures, text introductions, etc., you can
also use holographic projection technology to present the evolution of the exhibits in the
form of a form and sound to the audience [13]. Figure 3 shows that the people of Wujiang
embrace the ideal of “science and technology to save the country” and constantly create
the course of progress (see Fig. 3). The viewer sees the story from the perspective of a
character of his or her choice, which provides a stronger sense of immersion and meets
individual needs. Figure 4 shows the movie screening scene of Shengze Grand Cinema,
the first town cinema in Jiangsu Province, China (see Fig. 4). Multimedia technology
is used to enhance the user’s perception of the environment, which is the basis of the
user’s cognition of things, and to help the user identify the relationship between things,
environments, and people in the space of historical and cultural displays, to satisfy the
visitor’s psychological and visual sensory needs.

4.3 Augmented Reality Technology Creates an Immersive Experience

According to the perception theory of environmental psychology, the perception formed


by an individual in the surrounding environment is formed after subjective digestion
and reconstruction of external stimuli. The perception of users in the exhibition space
is generated by their subjective processing of external stimuli and related information.
The combination of physical and virtual space-time, with sound, light, and electricity
technology, is an essential means of historical and cultural exhibition. Chuihong Bridge,
“the first long bridge in Jiangnan”, was created in the Northern Song Dynasty in the eighth
year of the Qingli (1048 AD). Since then, merchants and literati have gathered here. Using
augmented reality technology, the poem and the literati boat tour of Wujiang scenic spots,
enjoying the night scene presented in the form of animation, constituting a stimulus to
Research on Interactive Experience Design of Culture-Themed Exhibition 263

Fig. 3. Application of multimedia technology

Fig. 4. Shengze Grand Cinema Movie Launch Scene

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

5 Conclusions and Outlook


This paper discusses the practical application of environmental psychology theory in the
interactive experience design of culture-themed exhibition space. It proposes a design
strategy that breaks traditional design limitations, adopts multi-perspective and multi-
disciplinary research methods, and integrates modern technology to enhance spatial
experience and interaction. Meanwhile, the Suzhou Bay Museum’s “Wu Yun Jiangnan”
thematic exhibition is taken as a case study to analyze how to effectively promote the emo-
tional resonance and communication between the exhibition content and the audience
through the construction of narrative spatial sequences, the use of multimedia interac-
tive means and augmented reality technology. In the subsequent research, the following
aspects will also be explored in depth: firstly, strengthening user participation, allowing
users to explore in depth according to their interests and preferences through the design
of interactive exhibits and customized experience paths; secondly, developing an intel-
ligent guiding system, guiding users to learn and explore in depth through the question-
and-answer mechanism supported by natural language processing and machine learning
technologies, and enhancing the interactivity and knowledge dissemination efficiency
of the exhibition; and thirdly, using data analysis and artificial intelligence technologies
to optimize the exhibition content and the communication between the audience and the
exhibition and using data analysis and artificial intelligence technology to optimize the
personalized recommendation of exhibition content, to achieve more efficient informa-
tion transmission and more profound educational significance[15]. In future research
on exhibition space design, an interdisciplinary collaborative approach will be adopted,
integrating knowledge and technology from multiple fields, such as visual arts, digital
technology, and psychology, to enrich the exhibition space’s interactivity and educational
function.
In conclusion, by combining the application of environmental psychology in practice,
we can effectively enhance the interactive experience of users in culture-themed exhibi-
tion space, strengthen the depth and breadth of cultural communication and education,
and play a better service and cultural value.
Research on Interactive Experience Design of Culture-Themed Exhibition 265

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integrate local cultural and sociodemographic context to inform conservation (2018)
3. Craik, K.H.: Environmental psychology. Annu. Rev. Psychol. 24(1), 403–422 (1973)
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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)
11. Benson, P.: Space in narrative inquiry on second language learning. System 102, 102602
(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)
13. Li, Y., Yu, Q., Wu, Y., Wei, C.: Research on hologram based on holographic projection
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

Muqing Liu, Zhuxuan Chen, Qingyi Li, and Xinlin Li(B)

Soochow University, Suzhou 215000, Jiangsu, China


[email protected]

Abstract. As an outstanding representative of traditional Chinese garden art,


Suzhou gardens are treasures of human culture. However, its interaction width
and depth of dissemination in the international arena still need to be improved.
As a medium widely accepted by the public, digital media can help global cross-
cultural audiences understand and appreciate the deep aesthetic and cultural values
of gardens and become a link between different cultures. Currently, the integration
and innovation of digital media in traditional garden art still need further devel-
opment, and this revolutionary technology has yet to realize its full potential.
Therefore, the main purpose of this paper is to generate artworks such as interac-
tive installations and dynamic images using programming and sound visualization
in digital media to address the shortcomings and challenges faced by interactive
and generative digital technologies in the application of traditional garden art. This
project began with the field trip research method. Initially, we conducted extensive
fieldwork in Suzhou gardens, including taking photos and collecting data on dif-
ferent elements within the gardens to capture the gardens’ natural landscapes and
culture lag in the application of digital media in the culture of classical Chinese
gardens and fully utilizing the carrying capacity and dissemination capacity of
information technology to breathe new life into the precious cultural heritage of
Suzhou garden art.

Keywords: Suzhou Garden · Dynamic Images · Digital Media · Programming ·


Sound Visualization

1 Introduction

As an outstanding representative of traditional Chinese garden art, Suzhou Garden not


only is famous in China but also has an important historical position and value in the
history of gardens worldwide and is a treasure of human culture. The conservation of
Suzhou garden landscapes has always been highly valued in China, and the Suzhou
municipal government and the garden management department have invested a great
deal of manpower and material resources in conservation and restoration every year,
but its focus still focuses on the shape and structure of the buildings, and its interactive
breadth and depth of dissemination still need to be improved.

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 266–275, 2024.
https://doi.org/10.1007/978-3-031-61950-2_30
Suzhou Garden Dynamic Image Design 267

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.

2.1 Light and Shadow

Table 1. Analysis of the role of light and shadow in gardens [1].

Effect Affect Give an Example


light source The fundamental source Different light sources Sunlight, moonlight,
of light in traditional produce different visual and light are all
gardens is natural light, effects of warm and different in warmth,
and the ancient people’s cold, light and darkness coldness, and intensity
life and labor in the
gardens relied mainly
on sunlight and
moonlight
missile Light itself does not The regular layout of Static projected objects
have a fixed form, but the projected object such as continuous
by modeling the itself can form a regular windows and
projected objects, light projection or shape, equidistant columns;
can be made to have a making the space more dynamic projected
form. The projected interesting and objects such as plants
objects in the garden are rhythmic, giving a swaying in the wind,
rich in variety, the type sense of spatial and when the wind
of projected objects, the dynamics; some of the blows the water, the
scene itself will have an scenery itself is in the reflection in the water
impact on the formation midst of dynamic ripples
of the visual effect of changes, which will
static and dynamic state form a dynamic object
shadow, bringing the
space to the light,
dynamic feeling
receiving surface In the garden, the They work together Walls, bodies of water,
physical environment of with the light source to plants, and rocks all
the entity is the bearer form a perceivable have different textures,
of light and shadow, and physical visual image. which can be projected
they work together with The shapes, interfaces, to produce different
the light source to form materials, and colors of effects
a perceivable visual these elements affect
image of the entity the light and shadow
effects they form

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).

Fig. 1. Graph of time vs. color temperature [2].

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].

Table 2. Statistics for some shrubs in the garden [4].

Shrub Species Specific Shrub Name


Evergreen Shrub June Snow, Moon Season, Palm Bamboo, Fenghuang Bamboo,
Camellia, Camellia sinensis, Hypericum, Red Stepsprings, Ferns
Deciduous Shrub Lilac, Patagonian, Begonia, Show Residue Chrysanthemum, Red
Raspberry, Bauhinia, Wood Hibiscus, Green Maple, French Holly, Bear
Paw Wood, Yellow Poplar, Waxberry
Long Green Shrubs French holly, bearberry, boxwood
270 M. Liu et al.

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].

2.4 Subjective Human Perception of the Above Data

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].

2.5 Programming Combined with Sound Visualization Product Examples

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.

Fig. 3. Robotic Voice Activated Word Kicking Machine https://m.manamana.net/video/detail/


1248

3 Overview of Digital Creative Product Design


3.1 Design Concepts

Product Name: WonderLog.


Product Concept: In a certain year and a certain month, you took a tour in a garden
in Suzhou. This product, as a cultural creation accompanying the tour, converts tourists’
tour data into an interesting and watchable moving image in an artistic form.
Product Composition: The product consists of two parts: a hardware setup and a
motion picture.
Hardware Setup and Material Selection: This product is divided into two layers: the
first layer consists of a wood composite board replica garden window, a window for
hollow design, and the second part consists of a transparent LED display, which is used
to project the generated image. The product is connected to a computer for use, and the
image data are in the form of a file with the body of the device.
272 M. Liu et al.

Motion Picture Generation: Garden Elements Comprising the Moving Picture.


a. Changes in light and shadow patterns:
Changes in light and shadow patterns affect the design of device structures and
the choice of materials.
We chose to use a wooden shell structure and an LED transparent screen to sim-
ulate a flower window precisely because such a structure can better show changes in
light and shadow. The wooden shell can create a natural, warm atmosphere, echo-
ing the garden environment, while the transparent LED screen can display dynamic
images of light and shadow changes in real time, enabling the audience to more
intuitively feel the beauty of the garden.
b. Color:
Color is an important part of the visual effect of the moving image, and the color
in the garden will produce dynamic fluctuations according to the change in season.
This feature can be effectively used in the expression of the moving image: a digital
way to quickly change the color of the wonderful image is more intuitively displayed,
and rich color data can make the content of the moving image more three-dimensional
and vivid. According to our research results, in the time period of 10:00–15:00, the
color temperature is above 5500, and the color temperature is blue in the color table;
in the time periods of 7:00–10:00 and 15:00–17:20, the color temperature is between
3000–5500, and the color temperature is white in the color table; in the time period
of 17:20–10:00 the next day, the color temperature is less than 3000, and the color
temperature is white in the color table; and in the time period of 17:20 to the next
day, the color temperature is less than 3000, and the color temperature is white in the
color table. Values are less than 3000 and appear red in the color table. We extracted
the results of these data and entered them into the moving image code to represent
parts of the image.
c. Tourists:
Understanding and fully utilizing the importance of human involvement in mov-
ing images in creative design can make the image work more attractive and deeper.
Therefore, we investigated people’s emotional response to the gardens, and the data
are summarized as follows: more than half of the respondents had a high level of
comfort in the gardens during nonholiday periods, and more than 90% of the tourists
provided positive feedback on their visit to Suzhou Gardens.
This positive feedback can also increase viewers’ trust and credibility in images,
making them more inclined to accept the information and emotions conveyed by the
images. Finally, based on the positive feedback from visitors, images can also show the
beauty and atmosphere of the garden more vividly.

3.2 Product Design Program

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.

Fig. 5. Conceptual graph.

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)
5. Yaping, W., Xiaolei, X., Mingxia. S.: Research on sound preference of garden waterscapes.
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6. Yide, G.: Preliminary Study on Garden Acoustic Landscape Design. Nanjing Forestry
University, Nanjing (2011). (in Chinese)
Research on the Digital Exploration
and Inheritance of Tibetan Cultural
Landscapes—Take the Mani Heap
as an Example

Zhiming Liu(B) , Han Sun, and Zhijun Peng

Tianjin University, Tianjin, People’s Republic of China


[email protected], [email protected]

Abstract. As a ubiquitous cultural landscape in the Tibetan region, Mani heap,


adorned with the sacred mantra and various Buddhist scriptures, as well as a myr-
iad of Buddha images and meaningful patterns, stand as not just unique cultural
landmarks of the Tibetan people but also as a testament to the intricate interplay of
Tibetan art, rituals, daily life, and nature. These stone piles, integral to the region’s
living cultural heritage and landscape, are currently facing threats from insufficient
preservation efforts and the relentless march of industrial urbanization, leading to
their dismantlement and damage. In response to this crisis, this study advocates
for the digital preservation of Mani heap. Through 34 days of intensive fieldwork
and visual ethnography, we aim to explore a comprehensive set of evaluation met-
rics including coordinates, altitude, scale, color, shape, arrangement, condition,
and interactivity. This approach allows for a rescue-oriented digital preservation
of existing Mani heap through digital archiving. Moreover, building upon current
digital technologies, we propose a structured strategic model for the digital trans-
mission of Mani stone pile heritage. This model encompasses various facets of
digital interaction including storage, retrieval, dissemination, display, communi-
cation, and innovation, offering suggestions and concepts for the digitization of
Mani heap, thus safeguarding and perpetuating this vital aspect of Tibetan cultural
heritage.

Keywords: Intangible Heritage Protection · Mani heap · Digitalization ·


Cultural Preservation and Inheritance

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].

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 276–284, 2024.
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Research on the Digital Exploration and Inheritance 277

As a cultural landscape formed over a long period, Mani heaps play an important
role in religion, history, social interaction, and handicrafts [2].

Fig. 1. Diversity of Mani heap Forms

Currently, there is no clear definition in the academic circle regarding whether


they belong to cultural heritage or intangible cultural heritage. However, according
to UNESCO’s definitions of cultural heritage and intangible cultural heritage, Mani
stone piles not only encompass the “objects of symbolic, historical, artistic, or scientific
importance” found in the definition of cultural heritage but also meet the characteristics
of “inheritance expressions, rituals, festive events, and traditional crafts” found in the
definition of intangible heritage, possessing high cultural and research value.
However, with the development of modernization and industrialization, the tradi-
tional social structure and production methods of ethnic minorities have been signifi-
cantly changed, and Mani stone piles face severe situations of damage and abandon-
ment. The urgent rescue and inheritance of Mani stone piles need relevant attention and
response.
As the digital landscape rapidly evolves, the use of digital means to inherit and protect
intangible cultural heritage (ICH) and cultural heritage has become a practical necessity
of our times. This approach not only bridges the gap between traditional and modern
worlds, igniting the contemporary relevance and value of traditional cultures but also
serves as a crucial method for integrating ICH and cultural heritage into everyday life,
enhancing cultural creativity and outreach. The digitization process supports the three-
phase development of ICH and cultural heritage, including digital archiving, creation,
and utilization. Among these, digital archives, 3D scanning models, and photography
stand as essential tools for the digital preservation of ICH [3]. The application of digital-
ization and Information and Communication Technology (ICT) has been considered an
effective means of protecting cultural heritage, producing a large amount of beneficial
results and achievements. In previous research on digitalization of cultural heritage and
intangible heritage, scholar HOU discussed the importance of digitalization of intangi-
ble heritage. The paper also emphasized the development of interactive narrative and
educational purposes of intangible heritage through a comprehensive digital archive
including multi-sensory aspects [4]. Scholar FONI provided a classification of various
visualization technologies used in cultural heritage and introduced a 4D classification
model based on visual consistency, accuracy, interactivity, and virtual dimensions to
help protect and present cultural heritage [5]”.
This study focuses on the living cultural landscape of Tibetan Mani heaps as its
primary subject, covering geographic areas including Gannan Tibetan Autonomous Pre-
fecture, Golog Tibetan Autonomous Prefecture in Qinghai, Ganzi Tibetan Autonomous
278 Z. Liu et al.

Prefecture in Sichuan, Tibet Autonomous Region, and Diqing Tibetan Autonomous


Prefecture in Yunnan, spanning across 32 counties and cities. From 2016 to 2023, our
research team conducted annual field investigations for two to three months each year
and documented 1708 Mani heaps sites through visual ethnography, as shown in Fig. 2.
By constructing a comprehensive digital archive, including visual ethnography, digital
archives, digital maps, and digital experiences, this study aims to advance the digital
preservation and inheritance of Mani heap.

Fig. 2. Display of Survey Mani heap Digital Points from 2016 to 2024

2 The Dilemma Faced by Mani Heap


2.1 Changes in Ecology and Environment

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

Fig. 3. Road Construction in the Tibetan Mountainous Region

2.2 Industrialization-Induced Industrial Transformation and Commercialization


Following the China’s Western Campaign, national policies of interconnectedness have
broken the original isolation of traditional Tibetan communities, bringing significant
changes.
Firstly, the economic structural changes brought about by industrialization have led
some traditional Tibetan farmers and herders to opt for urban employment. This sym-
bolizes the gradual loss of cohesion in traditional communal environments, as villagers
leaving their villages also reduce their contact frequency and time with Mani stone piles
due to increased absences.
Secondly, the commercial development from industrialization has changed the tra-
ditional Tibetan community’s habit of seeking craftsmen for hand-carving. Now, there
are machines that print scriptures on slates and stones, as shown in Fig. 4. Addition-
ally, the choice of stone material has shifted from original irregular natural stones to
manufactured slabs.

2.3 Modernization and the Evolution of Social Relationship Structures

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.

Fig. 4. A machine for printing scriptures on stone slabs

3 Methods and Approaches for Digitizing Mani Heap


3.1 Field Investigation and Visual Anthropology Collection
Field investigation and visual anthropology methods are among the crucial approaches
for preserving and documenting intangible cultural heritage and cultural heritage. In the
process of field investigations, we employed graphic and textual scanning techniques to
translate the inscriptions on Mani heaps, while also acquiring three-dimensional data of
the Mani heaps through 3D scanning models and drone technology.
Beyond merely recording the original locations and environments of the Mani heaps
through photography and video, we utilized ethnographic methods such as direct obser-
vation, participant observation, in-depth interviews, and focus groups to understand the
interactive modes and frequency between residents of the original Tibetan communities
and the Mani heaps from a scenographic perspective. These methods allow for more
effective collection of contextual folk content related to the Mani heaps and contribute
to a comprehensive understanding of them, thereby constructing a multi-dimensional
cultural context of the Mani heaps.

3.2 Digital Archive Construction and Evaluation Methods


In the digital preservation and inheritance of Mani heaps, the construction and evalua-
tion of digital archives play crucial roles. Scholar Hardeberg has proposed methods for
assessing the changes in cultural heritage objects in previous studies. These methods
enable better monitoring and understanding of the degradation processes of cultural her-
itage artifacts, thereby facilitating the preservation process with more effective protection
strategies [6]. Currently, the process of digital archiving involves diverse methods includ-
ing electronic records, photography, and 3D scanning. However, there are few instances
where digital archives have been further structured and encoded, presenting significant
challenges in conducting a unified assessment of Mani heaps, which are characterized
by their urgent need for rescue, difficulty in capture, and the coexistence of tangible and
intangible cultural content.
Research on the Digital Exploration and Inheritance 281

3.3 Digital Design Construction and Presentation Methods


The construction of digital design encompasses digital restoration and digital presen-
tation of intangible cultural heritage (ICH) and cultural heritage content. In the digital
replication part, through field investigation, relevant data are collected and processed
with image processing, 3D modeling, etc., to restore and repair the original style and
scene of Mani heaps when facing abandonment and damage, using 3D scenes, virtual
reality, and special effects rendering.
The development of digital presentation has broken the barriers of time and space,
expanding the pathways and methods through which people recognize and experience
ICH and cultural heritage. In terms of digital presentation, virtual reality and multimodal
sensing methods can be used to present the restored cultural scenes comprehensively
and completely to the audience. Moreover, employing animation, cultural creativity, and
interactive gaming as construction methods can help promote the dissemination of Mani
heaps, enhance people’s perception and interaction with them, and thus promote the
better inheritance and development of Mani heaps.

4 Strategies for the Digital Preservation and Inheritance of Mani


Heap
4.1 Database Collection, Storage, and Retrieval Methods
Facing the endangered living cultural landscape of Mani heaps, we urgently need to
establish relevant assessments and unified standards to coordinate and collect years
of research data to ensure uniformity of standardized units and presentation methods
throughout longitudinal studies.
During field investigations, through the comparison and coordination of data col-
lected over many years, we have gradually established a multi-index digital archive
assessment standard. This includes twelve parts: serial number, investigation time infor-
mation, location information of the Mani heaps, basic attributes of the heaps, degree
of damage, associated landscapes, affiliated sects, source of production materials, stone
carving content, type of stone material, color, and interview content, as shown in Fig. 5.
This facilitates the visualization and comparison of the developmental status and rele-
vant protection and inheritance strategies of Mani heaps from different dimensions, and
allows for rapid browsing based on the content of basic information, greatly improving
search efficiency. It is more conducive to the systematic and comprehensive protection
and inheritance of the Mani heaps, solidifying the academic field’s understanding and
recognition of them.

4.2 Digital Map and GIS Preservation and Display System


Based on the locations of Mani heaps from 2016 to 2024, we have constructed a longitudi-
nal digital map network, aimed at generating trends related to the historical development
and changes of the Mani heaps through comparative observation, as shown in Fig. 6.
This approach allows for the estimation and timely prevention of potential future
disasters and unknown risks using large-scale models. Additionally, this digital network
282 Z. Liu et al.

Fig. 5. An information data archive for Mani heap

map also possesses functionalities for communication, dissemination, and presentation.


This digital map can be linked with other digital resources to achieve a diversified
integration and sharing of digital resources, enhancing the public’s understanding and
accessibility of Mani heaps.

Fig. 6. Mani heap Digital Map

4.3 Digital Navigation and Contextual Virtual Experiences Enhance Interaction


and Innovation
Based on the Mani heap cultural landscape database, we have developed an interactive
application and gaming experience utilizing Unreal Engine 4, aimed at enhancing public
awareness and understanding of Mani heaps, as shown in Fig. 7. This virtual experience
program includes an interactive visualization of the distribution of Mani heaps and a
virtual tour of the complex cultural landscape of Mani heaps. The project aims to promote
cultural exchange and innovation regarding Mani heaps. For those unfamiliar with Mani
heaps, this project provides a foundational understanding and popularizes knowledge,
encouraging visitors to explore, discuss, and exchange ideas about this cultural feature.
This project represents the transition of scene-specific cultural landscapes from the
real world to the virtual realm, intending to foster situational and multisensory cultural
Research on the Digital Exploration and Inheritance 283

understanding for a more comprehensive and complete experiential representation of


cultural diversity.

Fig. 7. Mani heap Virtual Experience Exhibition

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
2. Peng, Z., et al.: Research, representation, and conservation of Mani heaps: the digitalization
projects. Leonardo 56(3), 272–278 (2023). https://doi.org/10.1162/leon_a_02356
3. Wen, W., Zhao, M.: Digitalization scenarios and construction paths of china’s intangible
cultural heritage. Theory Mon., 10, 89–99 (2022). https://doi.org/10.14180/j.cnki.1004-0544.
2022.10.011
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
for cultural heritage applications. J. Comput. Cult. Heritage 3(1), 1–21 (2010). https://doi.org/
10.1145/1805961.1805962
6. Hardeberg, J.Y.: Analyzing CHANGE in cultural heritage objects through images. In: Proceed-
ings of the 3rd Workshop on Structuring and Understanding of Multimedia Heritage Contents,
pp. 3–4 (2021). https://doi.org/10.1145/3475720.3476878
The Information Visualization Design Research
on Turquoise Along the Silk Road

Xiaolei Mi(B) , Bailu Guo, and Xiang Li

Beijing City University, Beijing, China


[email protected]

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.

Keyword: Turquoise · interactive information · information visualization

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 Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 285–291, 2024.
https://doi.org/10.1007/978-3-031-61950-2_32
286 X. Mi et al.

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

Fig. 1. Map of the distribution of turquoise excavated sites

2 Distribution and Trade Routes of Turquoise on the Silk Road


The heishan Mountain site is only 10 km away from the famous “Great Sea Road” of the
Silk Road, which may extend the opening date of the “Great Sea Road” of the Silk Road
back to the Spring and Autumn Period and the Warring States Period (Fig. 6). Most of
the sites on the Silk Road are ancient cities, pass passes, religious relics, tombs or palace
sites, and no ancient mining sites have been found yet. Turquoise mining site is a new
type of the Silk Road World Cultural Heritage.
China’s central China is the world’s earliest use of turquoise area, as early as 8600
to 9000 years ago jia issue, turquoise appeared in the central plains, until the end of the
neolithic age, the central plains and grassland frontier, almost all of the archaeological
culture has turquoise, the turquoise as a status, status, a symbol of power and wealth.
China’s turquoise mines are mainly distributed in the Qinling Mountains, Qilian Moun-
tains and Tianshan Mountains, connecting the mining area, which coincides with the
Chinese section of the ancient Northwest Silk Road.
During the period of Erlitou culture, turquoise workshops only existed in the core
settlement of Erlitou 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. The investigation 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 important 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. As one of the most important commercial
and cultural exchange channels in ancient times, the Silk Road connected the eastern
and western civilizations. In addition to commodities such as silk, tea and spices, gems
were also an important trade in this ancient trade route. Among them, turquoise, as a
precious gem, not only has an important position in business, but also contains rich
cultural connotation. The Silk Road runs through Asia, Europe and Africa, covering
many countries in East Asia, West Asia, South Asia, Central Asia, Central and Eastern
288 X. Mi et al.

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.

3 The Use of Turquoise for Cultural Exchange

3.1 Turquoise Ornaments


The ancient Egyptians carved turquoise into a gods of love to protect their treasure car.
For example, more than 5,000 years ago, the mummy arm of the Queen of ancient Egypt,
and the gold mask of King Tutankamen was also inlaid with turquoise. Ancient Egyptians
also used turquoise to treat eye and respiratory diseases, believing that the discoloration
or rupture of turquoise was the result of blocking the damage for the wearer.
In Subai’s book “Archaeological Discovery and Cultural Exchange between China
and the West”, during the Shang and Zhou dynasties, there was a “western spread of silk,
soft jade, turquoise and glass beads”. Among them, the raw materials of turquoise were
likely to come to the west of Cong Lingling, but we did not discuss it in detail. Turquoise
jewelry is a common ceremonial item in the ancient civilization of the world. In the
ancient civilizations of Central Asia, West Asia, North America and South and Central
America, there is a tradition of using turquoise ornaments and ceremonial sacrifices [5].
Scholars have made many mature studies on the ancient turquoise trade and trade
path here, and these research results can provide some useful experience for the study of
turquoise trade in ancient China. In Persia (Persia), turquoise was a de facto national gem
for more than 1,000 years. It is not only decorative, but also used for harness, Mosaic
decoration, but also in some important buildings decoration turquoise, the application
range is quite wide. Ancient Egypt used turquoise long, dating roughly back to the
1st Dynasty in the 4th century BC. They used to use turquoise in gold rings, chest
ornaments and necklaces, its practice is to first process turquoise into beads and other
forms, and then inlaid on ornaments, sometimes with agate and other gems, later with
glass inlaid examples. Most of the turquoise used in ancient Egypt was found in six mines
on the west coast of the Sinai Peninsula (The Sinai Peninsula), which archaeological
excavations prove were mined roughly 5,000 years ago. Words were also found on
the pillars of the Goddess temple near the mine, which, according to which the ancient
Egyptians called the site the “Green Minerals Land”. According to the literature records,
the dynasties from the early dynasty period of 3200 BC to the Thutmose dynasty of the
mid-15th century BC) had mined in these mines, and have been abandoned since. Until
these mine sites were discovered again in the 19th century. Archaeologists excavating
Egyptian tombs have found that the King of Egypt had worn turquoise beads more than
5,000 years ago. The most precious turquoise ornament is the mummy of the Queen of
Egypt (Empress Zer) wearing four gold bracelets inlaid in turquoise. A large number
of turquoise inlay was also used on the gold mask of the famous King Tutankamun in
ancient Egypt.
The Information Visualization Design Research on Turquoise 289

3.2 The Transmission and Processing of Turquoise

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.

3.3 The Use Function of Turquoise

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).

Fig. 2. Tang inlaid turquoise mother-of-pearl flower mirror

4 Visualization of the Turquoise Material

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

Fig. 3. The possible turquoise circulation route on the Silk Road

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

Li Ou Yang and Han Li(B)

Guangzhou Academy of Fine Arts, Guangzhou, Guangdong, China


[email protected]

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.

Keywords: Chaoshan Mid Autumn Festival sacrifice · culture · symbols ·


translation

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 292–302, 2024.
https://doi.org/10.1007/978-3-031-61950-2_33
Translation and Visual Presentation of Cultural Symbols 293

1 Cultural Characteristics of Chaoshan Mid Autumn Festival


Sacrificial Ceremony
1.1 Cultural Harmony and Display of Regional Characteristics
After more than eight centuries of development, Chaoshan Mid Autumn Festival sacrifi-
cial ceremony has not only achieved harmony and unity in material and spiritual levels,
but also deeply displayed the strong regional cultural characteristics of Chaoshan area.
This celebration not only reflects the thinking orientation of society, but also reflects the
resonance and uniqueness of culture. In the sacrificial ceremony, the vitality and novelty
of cultural symbols, as well as the rich images and profound metaphors they contain,
jointly reveal the core values of Chaoshan culture and meet people’s spiritual needs.

1.2 Integration of Traditional Etiquette and Modern Design Industry


The traditional rituals and symbols of mid autumn festival celebration in Chaoshan
area show a certain monotony in design, and have visual similarities with other areas.
This problem of superficial understanding of Chaoshan sacrificial ritual culture and its
totem meaning leads to the fixed and rigid design of cultural symbols. The excessive
use of cultural totem, which only stays at the visual presentation of the surface, and the
mechanical combination of totem elements exacerbate this problem, leading to the loss
of cultural vitality and value.

1.3 Modern Embodiment and Design Remodeling of Cultural Symbols


This study focuses on how to reflect the symbolic elements and their deep meaning in the
Chaoshan Mid Autumn Festival sacrificial ceremony, and redefine the symbolic meaning
of these symbols of Chaoshan culture. At the same time, it discusses how to deeply tap
the culture and genes of Chaoshan Mid Autumn Festival sacrificial ceremony in the field
of art and design, reshape its unique cultural characteristics in terms of vision and art
design, and avoid blind imitation of cultural forms and unreasonable interpretation of
the deep meaning of culture, so as to prevent the fuzzy accumulation of local symbols
into information.

2 The Modern Challenge of Chaoshan Mid Autumn Festival


Sacrificial Symbols
2.1 The Richness of Chaoshan Cultural Resources and Research Needs
Chaoshan area has more than 400000 ancient documents and unwritten Cultural Heritage
related to sacrificial ceremonies, as well as precious cultural relics in the museum. These
resources provide valuable academic materials for the study of Chaoshan ritual culture.
The guiding principle on boosting the development of tourism throughout the country
emphasizes the importance of giving full play to cultural advantages and strengthening
regional cultural uniqueness. However, under the background of confusion of consumer
cultural symbols, the research on the cultural symbols of Chaoshan Mid Autumn Festival
sacrificial ceremony is often limited to unilateral qualitative description.
294 L. Ou Yang and H. Li

2.2 The Combination of Visual Design and Cultural Heritage

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.

2.3 Interdisciplinary Research and the Theoretical System Construction


of Cultural Symbols

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.

3 Visual Translation Strategies of Chaoshan Mid Autumn Festival


Sacrificial Symbols

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:

3.1 Confusion and Misplacement

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.

3.2 Coding and Communication

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.

4 The Visual Translation Strategy of Chaoshan Mid Autumn


Festival Ritual Symbols
4.1 Creating an Environment with Objects: Field Shifting and Reorganization
Digital Conversion of Content. With the change of social structure, the traditional
symbols of Chaoshan Mid Autumn Festival sacrificial ceremony are undergoing digital
Translation and Visual Presentation of Cultural Symbols 297

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.

4.2 From Meaning to Form: Literal Translation and Free Translation


Refining of Image Symbols. Through the optimization and innovation of traditional
symbol forms, combined with modern technology and artistic techniques, the visual
symbols of Chaoshan Mid Autumn Festival sacrificial ceremony can be presented in
a new form. This refining not only retains the original cultural connotation, but also
enhances the aesthetic value and sense of the times of symbols.
Preservation of Aesthetic Interest. In the process of free translation, attention should
be paid to maintaining the aesthetic characteristics and cultural significance of symbols
to ensure harmony between form and content. This transformation not only enhances the
artistic value of cultural symbols, but also makes them more attractive and influential in
modern society.

4.3 Narrative by Field: Activation and Inheritance


Multi Media Participation and Reproduction. Reshape real objects, reproduce the
relationship between the action of works of art and the visual symbols of Chaoshan Mid
Autumn Festival sacrificial ceremony. The reproduction of symbols needs to dig deep into
the theme concept. Digital media has expanded the mode of communication. Chaoshan
Mid Autumn Festival sacrifice ceremony may turn to electronic, and digital display
will stimulate user participation. Virtual reality technology can realize the integration
of online and offline emotions. The sci-fi dramas trisomy II and meet Juliet and Romeo
show the application of multimedia technology in stage art. Virtual reality technology
provides immersion and changes the traditional narrative mode.
Storytelling and Interesting Experience. Chaoshan Mid Autumn Festival sacrificial
ceremony inherits profound cultural heritage through rich historical and cultural sym-
bols. The dissemination of cultural stories is important, and multiple media platforms
are used to enhance the attraction. The game “100 sceneries in the south of the Yangtze
River” successfully combines regional culture, innovates visual symbols, and stimulates
298 L. Ou Yang and H. Li

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

5 Practice: Construction of Chaoshan Mid Autumn Festival


Sacrificial Symbols Translation System
5.1 A Deduction Based on Context Translation

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

5.2 Element Sorting Based on Image Translation

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

Table 4. Color extraction of Chaoshan Mid Autumn Festival sacrificial symbols

5.3 Morphological Refinement of Visual Elements


In terms of the choice of visual elements, the color transmission of image elements
is not only based on the single tone of planar images, but also needs to have a deep
understanding and accurate grasp of the unique Mid Autumn festival atmosphere in
Chaoshan area. After an in-depth field visit to the region, we noticed that the praying
elements in the sacrificial ritual supplies were constantly integrated into it. Therefore,
in the process of processing the symbol translation of visual images, we recommend
using various technical means such as rendering and stippling, so as to comprehensively
display the unique texture features of the Mid Autumn Festival design style in Chaoshan
area.

5.4 Exploration and Innovation of Aesthetic Style


The basic aesthetic style of Chaoshan Mid Autumn Festival ritual symbols was mainly
influenced by Confucianism and Taoism. In the late Qing Dynasty, this culture gradu-
ally showed a folk aesthetic tendency. The symbols of Chaoshan Mid Autumn Festival
sacrificial ceremony are influenced by the different preferences and pursuits of the busi-
ness community and bureaucrats for aesthetics, which makes them show rich and varied
meanings in visual elements. The author chose guizhengshan village as the main object
of the field survey, and discussed the unique features and styles in the shape, internal
design, layout skills and decorative details of the items of the Mid Autumn Festival
sacrifice ceremony in Chaoshan area.
In the process of field research, the author specially studied those elegant and detailed
design elements in the symbols of the Mid Autumn Festival. These elements generally
reflect a kind of design philosophy, that is, "things must decorate the picture, and the
picture must be intentional". After carefully combing and summarizing this system, the
author hopes to deeply understand the symbolic meaning and internal relations contained
in it, and to realize the unity of the connotation and extension of these symbols in the
current visual communication process.
Through a detailed examination of the appearance characteristics of the sacrificial
images mentioned earlier, this study explores and analyzes the deep spiritual connotation
behind these sacrificial symbols, and considers its value in modern society, and believes
that this spiritual core still has reference significance in contemporary society. On this
Translation and Visual Presentation of Cultural Symbols 301

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.

5.5 Modern Visual Display of Sacrificial Symbols


After in-depth study and interpretation of the decorative patterns, the author also made a
detailed analysis and summary of the sacrificial symbols of the Mid Autumn Festival in
guizhengshan village. He tried to use the visual method to classify the sacrificial groups,
including "flowers", "money", "grass", "Pavilion" and "robes". Through the in-depth
study of the original functions of these items and the precise restoration of the visual
image, the visual perception ability of the audience has been successfully improved.
In the process of design, we refer to the texture and visual effect of paper sacrifice in
Chaoshan Mid Autumn Festival, which makes the color block show a profound historical
background and vicissitudes of aesthetic charm.
As for the unique ritual symbols used in the folk Mid Autumn Festival sacrificial
ceremony in guizheng mountain, we have carried out in-depth analysis and integration,
and plan to carry out more detailed visual design and processing. This process skillfully
combines the historical and cultural background behind the symbol, and completely
presents its unique visual style and various activities, thus vividly showing the cultural
significance of the Mid Autumn Festival sacrifice ceremony in Chaoshan area and the
traditional folk cultural activities of local residents. After adopting this strategy, we
hope to make these traditional cultural elements reappear their unique attraction in
contemporary society through modern visual presentation.

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

Li Ou Yang1 , Ying Guo1 , Jinrong Liu1 , and Jie Ling2(B)


1 The Guangzhou Academy of Fine Arts, Guangzhou 510261, Guangdong, China
2 Zhongkai University of Agriculture and Engineering, Guangzhou 510220, Guangdong, China

[email protected]

Abstract. Study aims to explore the role of three-dimensional greeting cards in


disseminating the non-heritage culture of Cantonese Opera. Three-dimensional
greeting cards have crossed cultural barriers with their intuitive appeal and
exquisite craftsmanship, becoming a global form of artistic expression. This study
designed three-dimensional greeting cards featuring Cantonese opera costume ele-
ments - phoenix crown, leaning, official coat, open cloak, cape wind and python
robe - with the aim of enhancing viewers’ appreciation of Cantonese opera cos-
tumes, stimulating non-local youths’ interest in Cantonese opera and traditional
Chinese culture, and promoting cultural heritage and innovation. In this study, a
quantitative questionnaire survey was conducted among adolescents aged 13 to
17 to assess their understanding of the cultural elements of Cantonese opera and
their preference for visual representation. The results of the study showed that
the respondents generally demonstrated a strong interest in NLCs and a prefer-
ence for sharing three-dimensional greeting cards, although there were differences
in their understanding of different cultural elements. This study emphasises the
importance of in-depth understanding of non-heritage cultural elements for inno-
vative communication, and concludes that three-dimensional greeting cards, as
an innovative communication medium, significantly enhance the enthusiasm for
exploring non-heritage culture and effectively promote the wide dissemination of
Cantonese opera non-heritage culture.

Keyword: cross-cultural design · non-heritage culture · Cantonese opera

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

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 303–311, 2024.
https://doi.org/10.1007/978-3-031-61950-2_34
304 L. Ou Yang et al.

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.

1.2 Purpose and Significance of the Study

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]).

2.2 Research on Cantonese Opera Costume Design

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.

3 Application of Cross-Cultural Design in the Dissemination


of Non-heritage 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

3.1 Organic Integration of Cultural Elements


In this study, we applied a cross-cultural design approach by subtly integrating the
typical costume elements of Cantonese Opera - such as the phoenix crown, leaning,
open cloak, and official coat - into the design of a three-dimensional greeting card.
By simplifying these cultural symbols into modern, abstract visual images, we have
preserved their essential characteristics while transcending geographical and cultural
boundaries, making them more widely universal. Considering the aesthetic preferences
of young people aged 13 to 17, we adopted abstract art and geometric design styles
to make the cultural symbols easily recognisable and memorable, which will help to
enhance the young audience’s understanding and memory of the non-heritage Cantonese
opera culture.

3.2 Abstract Refinement of Visual Symbols


In our design practice, we put special emphasis on transforming the characteristics of
the Cantonese opera costume elements into simple visual symbols that are easily recog-
nisable (see Fig. 1). This process involves not only an in-depth excavation of the cultural
elements themselves, but also the abstraction and symbolisation of the elements to ensure
that these cultural icons are universally recognisable in different cultural contexts. In
addition, by adopting a distinctive colour scheme, we have enhanced the visual impact
of the cultural elements, which further enhances their prominence and recognition in the
design, enabling the audience to quickly identify and associate them with the Cantonese
Opera culture.

Fig. 1. Intangible Cultural Heritage Cantonese Opera Three-dimensional Greeting Card

3.3 Unique Presentation of Three-Dimensional Greeting Cards


In our study, we put special emphasis on the presentation of three-dimensional greeting
cards in order to fully demonstrate the three-dimensionality and artistry of the cultural
elements of Cantonese Opera. Through clever folding and unfolding techniques, the
greeting card presents a unique three-dimensional effect visually, making the cultural
elements vivid and distinct. This unique way of presentation not only makes the cultural
308 L. Ou Yang et al.

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.

4.2 Quantitative Questionnaire Research Design

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.

5 Findings and Analyses


5.1 Analysis of Adolescents’ Perceptions
In our preliminary survey, we found that 70% of non-local youths have limited under-
standing of Cantonese opera culture, revealing the distance between them and this intan-
gible cultural heritage. This phenomenon may stem from the fact that they grew up in a
cultural environment different from the traditional context of Cantonese opera, resulting
in a lack of direct experience and understanding of this traditional art form. However,
through subsequent studies, especially the in-depth understanding of the costume ele-
ments of Cantonese opera, we noticed a significant cognitive enhancement. This change
proved the effectiveness of the research strategy and intervention method we adopted.
We set a benchmark for the study by analysing the participants’ basic perceptions
when they first encountered Cantonese opera. This helped us to focus the study and
develop an effective intervention strategy. In particular, we chose a three-dimensional
greeting card design centred on the elements of Cantonese Opera costumes and used a
quantitative questionnaire to prompt participants to explore and understand these cul-
tural elements in greater depth. The intervention strategies included displaying visual
images of Cantonese opera costumes, explaining the cultural connotations, and engaging
the subjects more personally through the design and sharing of the three-dimensional
greeting card, so that a deeper understanding of the elements of Cantonese opera cos-
tumes could be observed in the follow-up test. In summary, by comparing the results of
the pre- and post-tests, we conclude that the intervention method effectively enhanced
the subjects’ understanding of Cantonese opera culture and strongly contributed to the
deepening of their cultural cognition.

5.2 Analysis of Visual Representation Preferences


In our preliminary survey, we found that over 80% of the teenagers interviewed preferred
modern fashion and abstract art styles. This trend reflects that teenagers in this age
group tend to pursue uniqueness and avant-garde, and they can easily empathise with
designs with a modern feel. Modern fashion is associated with hipness, individuality
and innovation, while abstract art inspires imagination and creativity with its openness,
which is in line with their values of diversity and independent thinking.
310 L. Ou Yang et al.

Three-dimensional greeting cards, combining traditional media with modern and


abstract elements, not only retain cultural uniqueness, but also cater for the aesthetic pref-
erences of teenagers. Therefore, the preference of non-local 13–17 year olds for three-
dimensional greeting cards reflects their pursuit of unique, innovative and personalised
designs, and is also in line with their integration with modern culture.

5.3 Analysis of Interest and Willingness to Share


The follow-up survey showed that most of the adolescents showed strong interest in
Cantonese opera-themed three-dimensional greeting cards and were willing to share
these cards. This phenomenon can be attributed to a number of factors. Firstly, the
unique and attractive design of these greeting cards, incorporating traditional elements
of Cantonese opera such as phoenix crowns, leans, and official clothes, has successfully
attracted the attention of teenagers and aroused their interest in traditional Chinese
culture. Secondly, the three-dimensional design of the greeting card satisfies the modern
teenagers’ demand for visual experience and makes them more inclined to explore the
cultural details of Cantonese opera. Furthermore, as a modern communication medium,
the three-dimensional greeting cards offer the convenience of sharing through channels
such as digital social platforms, which fits in with the familiar interaction methods
of teenagers. Most importantly, these greeting cards are not only artefacts, but also a
vehicle for expressing cultural identity and heritage. Through sharing, teenagers not
only demonstrate their understanding of and respect for traditional Chinese culture, but
also deepen their sense of cultural identity, turning cultural heritage into a meaningful
social activity. All in all, the interest of non-local youths in Cantonese Opera three-
dimensional greeting cards and their willingness to share them reflect the intertwining
of multicultural factors, presenting traditional culture through innovative ways, which
effectively promotes their recognition of and enthusiasm for cultural diversity.

6 Conclusion of the Experiment


Summing up the results and analyses of the above studies, three-dimensional greeting
cards show considerable potential in the field of cultural communication of non-heritage
Cantonese opera. This medium not only crosses cultural barriers through its intuitive
charm and exquisite craftsmanship, but also succeeds in becoming a globally resonant
artistic language. Particularly among non-local youths aged between 13 and 17, the high
level of interest in non-heritage Cantonese Opera and their willingness to disseminate this
culture through the sharing of three-dimensional greeting cards demonstrated the great
potential of three-dimensional greeting cards in cultural transmission and innovation.
However, the study also reveals areas for further improvement in design practice. We
need to gain a deeper understanding of how different cultural elements are perceived and
accepted by the youth population in order to better meet the needs of multiculturalism.
At the same time, exploring the integration of different art styles and modern fashion
elements can enhance the appeal of three-dimensional greeting cards among young
audiences. In terms of design, more flexible interactivity and personalisation options
need to be considered to bring the three-dimensional greeting cards closer to the aesthetic
and cultural preferences of the audience.
The Cross-Cultural Application of Cantonese Opera Costume Elements 311

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.

Acknowledgments. The project originates from Guangdong Province’s First-ClassCourse “Fun-


damentals of Design (Three-Dimensional Space) (Project Number: 6040324137)”. 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).

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Research on Public Identification
and Influencing Factors of Public Art in Urban
Subway: A Case Study of Shenzhen Subway

Ke Qian1 and Yuanfang Zhao2(B)


1 College of Architecture and Urban Planning, Shenzhen University, Shenzhen 518060, China
2 College of Art and Design, Shenzhen University, Shenzhen 518060, China

[email protected]

Abstract. Research on public identification of subway public art contributes to


the integration of urban subway public art with urban life and the creation of a
pleasant riding experience. To reveal the public identification of urban subway
public art and its influencing factors, this study builds a logistic theoretical model
of subway public art public identification based on field research and questionnaire
survey data of Shenzhen subway public art, and explores the key factors affecting
public identification. The research results show that: 1) the public’s preference for
Shenzhen subway public art is relatively low, with only 2 stations expressing “like”
and “very like,” accounting for 7.41% of the total number of surveyed stations.
2) Compared to personal attributes, the characteristics of public art have a greater
impact on public identification. Among personal attributes, only cultural level has a
significant impact on public identification; among the characteristics of public art,
artistic quality, reflection of regional culture, spatial location, color, and materials
have a significant effect on public identification. Artistic quality and reflection of
regional culture have a greater impact on subway public art public identification;
compared to color and materials, the spatial location of public art has a greater
influence on public identification. Based on these conclusions, the study proposes
recommendations for urban subway public art creation, such as integrating art
into life, highlighting regional cultural characteristics, setting up public art works
based on visual focus, and innovating, being inclusive, and collaborating in terms
of color and materials.

Keywords: Subway · Public Art · Public Identification · Logistic Regression


Model · 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

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 312–324, 2024.
https://doi.org/10.1007/978-3-031-61950-2_35
Research on Public Identification and Influencing Factors of Public Art 313

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

Based on this theoretical framework, a questionnaire was designed with Shenzhen


subway public art as the research object. The public was randomly selected within
subway stations, and an on-site questionnaire survey was conducted.

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.

2.2 Field Survey


The survey was conducted at stations with representative public art works on Shenzhen
subway lines 7, 9, and 11, covering a total of 27 stations. The geographic locations of
these stations are shown in Fig. 2. A total of 1,120 questionnaires were distributed, and
after excluding questionnaires filled out randomly or with missing information, 1,025
valid questionnaires were obtained, with a recovery rate of 91.52%.
Research on Public Identification and Influencing Factors of Public Art 315

Table 1. Relevant Variables and Descriptive Assignments for Public Identification of Subway
Public Art

Variables Variable Name Assigned Definition


X1 Gender Male = 1; Female = 2
X2 Age Below 18 = 1; 18–30 years = 2;
30–50 years = 3; Above 50 years = 4
X3 Education Level Junior high school or below = 1; High
school = 2; Undergraduate or diploma =
3; Masters or above = 4
X4 Occupation State-owned enterprises = 1; Private
enterprises = 2; Student = 3; Other = 4
X5 Frequency of Riding Subway Almost never = 1; Occasionally = 2;
Sometimes = 3; Frequently = 4; Almost
every day = 5
X6 Understanding of Public Art Completely do not understand = 1;
Roughly understand = 2; Average = 3;
Quite understand = 4; Very well
understand = 5
X7 Understandability of the Conten Completely do not understand = 1;
Roughly understand = 2; Average = 3;
Quite understand = 4; Very well
understand = 5
X8 Appropriateness of Color Very inappropriate = 1; Inappropriate =
2; Average = 3; Quite appropriate = 4;
Very appropriate = 5
X9 Appropriateness of Material Very inappropriate = 1; Inappropriate =
2; Average = 3; Quite appropriate = 4;
Very appropriate = 5
X10 Appropriateness of Spatial Position Very inappropriate = 1; Inappropriate =
2; Average = 3; Quite appropriate = 4;
Very appropriate = 5
X11 Artistic Quality Yes = 1; No = 2
X12 Representation of Regional Culture Yes = 1; No = 2
X13 Presence of Clear Theme Yes = 1; No = 2
Y Public Preference Very like = 5; Like = 4; Neutral = 3;
Dislike = 2; Strongly dislike = 1

2.3 Questionnaire Reliability Analysis


The purpose of the questionnaire on public identification of subway public art is to
measure the public’s subjective attitude towards subway public art. Therefore, this paper
adopts the Cronbach’s alpha coefficient to evaluate the reliability of the questionnaire.
This coefficient is the most commonly used reliability analysis tool in current empirical
316 K. Qian and Y. Zhao

Fig. 2. Spatial Distribution of the 27 Subway Stations

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

3.1 Collinearity Diagnosis

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.

3.2 Logistic Regression Analysis

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

3.3 Overview of the Research Object


In order to transform Shenzhen’s subway from a simple transportation service function
to an urban cultural radiation function, to truly integrate art with regional culture and
the lives of citizens, and to create a better riding experience for passengers, Shenzhen
has carried out public art projects on subway lines 7, 9, and 11 in recent years. This
study selects 27 stations with relatively large passenger flow out of the 50 stations on
lines 7, 9, and 11 to conduct research on urban subway public art public identification
and its influencing factors. The summary of the spatial location, scene pictures, and
characteristics of public art works at the 27 stations is shown in Table 2. It was found
through field research that the public art works at subway stations were all placed in
the subway station halls, with mural decorations as the main form, belonging to more
traditional forms of public art. Among the 27 subway stations, only Huanggang Port
Station adopted the design form of ceiling hanging installations. The materials used are
mainly metal, ceramics, and glass, as well as less commonly used materials in public art
works, such as silk threads and cement.

Table 2. Overview of Subway Station Public Art

4 Analysis of Public Preferences for Subway Public Art


4.1 Overview of Personal Characteristics of Respondents
Among the 1,025 respondents, there were more males than females; the majority were
aged 18–30, accounting for 64.68% of the total, with fewer respondents under 18 and
over 50; 62.24% of the respondents had a college or associate degree education; 43.71%
of the respondents were private or self-employed workers; 44.29% of the respondents
often took the subway, and 11.41% of the respondents took the subway almost every
318 K. Qian and Y. Zhao

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).

Table 3. Descriptive Statistics of Respondents’ Personal Characteristics

Personal Characteristics Parameter Number of Instances Percentage


Gender Male 621 60.59%
Female 404 39.41%
Age <18 years old 76 7.41%
18–30 years old 663 64.68%
31–50 years old 255 24.88%
>50 years old 31 3.02%
Education Level Junior high school or 57 5.56%
below
High school 245 23.09%
Undergraduate or 638 62.24%
diploma
Masters or above 85 8.29%
Occupation State-owned 119 11.61%
enterprises
Private enterprises 448 43.71%
Student 344 33.56%
Other 114 11.12%
Frequency of Riding Almost never 23 10.44%
Subway Occasionally 157 15.32%
Sometimes 274 26.73%
Frequently 454 44.29%
Almost every day 117 11.41%
Understanding of Public Completely do not 107 10.44%
Art understand
Roughly understand 287 28.00%
Average understanding 304 29.66%
Quite understand 309 30.15%
Professionally 18 1.76%
understand
Research on Public Identification and Influencing Factors of Public Art 319

4.2 Respondents’ Degree of Identification with Artwork Features

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.“

Fig. 3. Overall Satisfaction with Public Art Works at 27 Subway Stations

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.

5 Influencing Factors Analysis of Public Recognition of Subway


Public Art Based on Binary Logistic Regression

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:

Logit Y = −5.446 − 0.192 × 3 + 0.436 × 8 + 0.398 × 9 + 0.619 × 10


+ 1.707 × 11 + 1.404 × 12 (1)

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

Table 4. Logistic Model Estimation Results of Influencing Factors of Public Recognition of


Urban Subway Public Art

Variable Estimate Standard Wald Degrees of Significance Odds


B Error Statistic Freedom Sig. Ratio
S.E. Wald df Exp(B)
Education Level −0.192 0.119 4.630 1 0.035 0.825
(X3)
Color 0.436 0.136 10.260 1 0.001 1.547
Appropriateness
(X8)
Material 0.398 0.155 6.585 1 0.010 1.488
Appropriateness
(X9)
Spatial Location 0.619 0.141 19.252 1 0.000 1.857
Appropriateness
(X10)
Presence of 1.707 0.167 103.978 1 0.000 5.511
Artistic Quality
(X11)
Representation of 1.404 0.171 67.473 1 0.000 4.071
Local Culture
(X12)
Constant −5.446 0.604 81.326 1 0.000 0.004

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

art work “Connection” at Huanggang Port Station. Compared to “appropriateness of


material” and “appropriateness of color,” the absolute value of the estimated value B for
“appropriateness of spatial location” is larger, indicating that the spatial location factor
has a greater impact on the public recognition of subway public art than material and
color factors. Since the public is in a continuous moving state after entering the subway,
the visual focus is constantly changing, and the appreciation of public art works in the
station hall is a state of walking and looking. Interested parties will stop and linger (Hou
2007). Therefore, the spatial location of public art works within subway stations is very
important and should meet the needs of mobile visual appreciation. Vision is the most
developed sense in the human sensory system, and color is an excellent element to attract
human visual attention. In the underground subway station space, the oppressive and
uncomfortable feeling brought by the subway station architecture itself can be changed
through the color design of public art (Li 2016b). Material is the most direct expression
of public art works, the foundation of public art, and directly relates to the expression
of public art in space, color, texture, and form. Materials can enable the public to obtain
intuitive tactile and visual feelings, thereby attracting public interaction with public art
(Li 2016c). Therefore, spatial location, color, and material, as the most basic features of
public art works, have a significant impact on public recognition. The variables “ease
of understanding of content” and “presence of a clear theme” do not have a significant
impact on the public recognition of urban subway public art.

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:

6.1 Integrating Art into Life, Highlighting Regional Cultural Characteristics

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.

6.2 Establishing Public Art Based on Visual Focus

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.

6.3 Innovation, Inclusiveness, and Collaboration in Color and Material

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

Yudan Shen1,2 , Zhihong Wu3(B) , Xiawei Fang1 , and Wei Yue4


1 Beijing Institute of Technology, No. 6 Jinfeng Road, Zhuhai 519088, China
2 National Yang Ming Chiao Tung University, Hsinchu City 300, Taiwan
3 Guangdong Polytechnic of Science and Technology, No. 65 South Zhuhai Avenue,
Zhuhai 519090, China
[email protected]
4 Anhui University, No. 111 Jiulong Road, Hefei 230601, China

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.

Keywords: Zhuhai Intangible Cultural Heritage Database · Technology


Acceptance Model · User Satisfaction · Continued Usage Intention

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 325–334, 2024.
https://doi.org/10.1007/978-3-031-61950-2_36
326 Y. Shen et al.

1 Research Background

1.1 A Subsection Sample


Zhuhai is a coastal city in southern China, known for its rich intangible cultural heritage
comprising numerous traditional crafts, performing arts, oral traditions, social practices,
customs, and rituals. These intangible cultural heritage elements serve not only as car-
riers of cultural inheritance across generations but also as significant sources of identity
and national cohesion. Within just a few decades, Zhuhai has transformed from a small
fishing village into a thriving urban center, resulting in significant shifts in economic
production and living conditions. Consequently, a substantial portion of the local intan-
gible cultural heritage has gradually lost physical space for survival and presentation. In
recent years, the rapid development and application of digital technologies have provided
promising digital exhibition spaces and diversified display formats for the preservation,
revitalization, and dissemination of these intangible cultural heritage elements.
Currently, there are more systematic digital collection and display of Zhuhai’s intan-
gible cultural heritage are primarily concentrated in the Zhuhai Intangible Cultural Her-
itage Database, a specialized website featuring sections such as the Zhuhai intangible
heritage list, heritage map, heritage inheritors, heritage albums, heritage videos, heritage
news, and heritage regulations. The content system is relatively comprehensive, provid-
ing a wealth of textual, pictorial, and video materials for the preservation of Zhuhai’s
intangible cultural heritage data. The target audience for this digital heritage dissem-
ination primarily consists of young people. However, based on the website’s usage
records, the number of page views is low, the database utilization rate is minimal, and
the dissemination effect is unsatisfactory.
How do young people perceive the user experience of the Zhuhai Intangible Cultural
Heritage Database? What are the factors influencing user satisfaction? How can we
increase public, especially the younger generation’s interest and satisfaction in using
the database? How can we enhance their intention to continue usage? These series of
questions have become important directions for exploration in this study.

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

Being the cultural presentation of Zhuhai’s intangible cultural heritage transitions


from physical spaces to online displays and digital collections, digital technology, as
a new tool for cultural dissemination, has brought new possibilities for the preserva-
tion, revitalization, and dissemination of Zhuhai’s intangible heritage. How to enhance
the audience’s acceptance of the digital transformation of Zhuhai’s intangible cultural
heritage dissemination is a question worthy of further consideration.
Previous studies have extensively utilized the TAM theory model to investigate digital
collection databases. Miller and Khera (2010) identified factors influencing the use of
digital libraries by applying TAM [3]. Their research found perceived usefulness to
be a key predictor of intent to use digital libraries. Another study examined factors
influencing user acceptance and willingness to use digital library systems in emerging
countries (Botswana, Ghana, Indonesia, and Nepal). The results showed that perceived
ease of use significantly influenced perceived usefulness, affecting user acceptance and
usage intention [4].
Perceived ease of use is defined as the degree to which a person believes that using a
particular system would be free from effort [5]. In this study, it is understood as the ease
with which users can use the Zhuhai Intangible Cultural Heritage Database. Perceived
usefulness is defined as the degree to which a person believes that using a particular
system would enhance their job performance, specifically referring to the extent to
which the public perceives the Zhuhai Intangible Cultural Heritage Database as useful.
Previous research has demonstrated the significant impact of perceived usefulness
on the intention to use a specific system. Yoon (2016) identified a positive correlation
between perceived usefulness and the intention to use mobile library services [6]. Simi-
larly, Xu, Gan, and Yan (2010) found that perceived usefulness has a constructive impact
on the intention to use digital library services [7].
Currently, there is a significant gap in research on how external factors such as
technology application and user experience influence the acceptance and usage of the
Zhuhai Intangible Cultural Heritage Database by the public. Therefore, through lever-
aging the TAM theoretical framework, this study aims to explore the factors influencing
user satisfaction and intention to continue usage of the Zhuhai Intangible Cultural Her-
itage Database, with the goal of providing practical and effective recommendations for
optimizing the Zhuhai Intangible Cultural Heritage Database. Building upon previous
studies, this research poses the following research questions regarding the use of the
Zhuhai Intangible Cultural Heritage Database:
RQ1: What factors influence user satisfaction with the Zhuhai Intangible Cultural
Heritage Database?
RQ2: What factors predict the continued usage intention of the Zhuhai Intangible
Cultural Heritage Database?

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.

3.1 In-Depth Interviews


In the first phase of the study, interviews were conducted with 5 university students
and 3 inheritors of intangible cultural heritage from Zhuhai. These university students
all have experience using the Zhuhai Intangible Cultural Heritage Database, and the
inheritors are also familiar with it to some extent. Each interview, focusing on aspects
such as digital intangible cultural heritage exposure, experiences with using the heritage
database, and suggestions for optimization, lasted approximately 30 min per participant.
With the consent of the interviewees, the interviews were partially recorded, and key
points were later transcribed into text for analysis.

3.2 Questionnaire Survey


In the second phase of the study, a quantitative research method was primarily employed.
A total of 448 valid questionnaires were collected through offline recruitment and online
surveying. Among the participants, 32.4% were male and 67.6% were female. The major-
ity of participants (97.8%) were under the age of 25, and 95.1% had education levels
ranging from high school to university (or vocational college). Regarding the partic-
ipants’ locations, 33.5% were from Zhuhai, 60.7% were from other cities in Guang-
dong province (including Zhongshan, Dongguan, Shantou, Shenzhen, Qingyuan, Fos-
han, etc.), and 5.8% were from cities outside Guangdong province (including Beijing,
Hunan, Shandong, Zhejiang, etc.). Among them, 35.9% of the participants had produced
works related to Zhuhai’s intangible cultural heritage, while 64.1% had not.
The questionnaire survey was divided into two sections. In the first section, par-
ticipants were asked to browse and familiarize themselves with the Zhuhai Intangible
Cultural Heritage Database. The second section consisted of questions for participants
who had already browsed and used the database.
The questionnaire items were primarily designed based on the Technology Accep-
tance Model (TAM) theory and tailored to the specific context of the database. Drawing
from previous research [7, 8] the following measurement variables were included:
1. Perceived Ease of Use. This variable was measured using three items to assess
participants’ perception of the ease of use of the database. Specific items included
“Browsing information on the Zhuhai database is simple and easy,” “Interactions with
the Zhuhai database are clear and understandable,” and “Finding information on the
Zhuhai database is easy and convenient.” The Cronbach’s alpha for perceived ease
of use was .926.
Enhancing Digital Interaction with Intangible Cultural Heritage 329

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

4.1 Analysis of Interview Data


Through the interviews, this study found that most of the interviewees believed that the
Zhuhai Intangible Cultural Heritage Database covers a wide variety of intangible cultural
heritage projects, and the preserved data are very useful and valuable, unanimously
affirming the usefulness of the database. However, several problems still exist in the
current database:
Low Media Richness. Most of the intangible cultural heritage presented in the database
remains in traditional display formats, predominantly static with minimal dynamic ele-
ments. The main media formats include images, text, and recorded videos, with a rel-
atively traditional approach to digitization and a lack of interactive features such as
commenting, liking, or quick secondary dissemination. Additionally, there is a lack of
new technologies (such as AR, VR, etc.) for interactive experiences, and the information
is not visualized, the dissemination is not interactive, and the experience is not immer-
sive. Interviewees expressed that these media forms are “old-fashioned” and “not easily
engaging.”
Low Perceived Enjoyment. Several interviewees mentioned that the content and form
of the database are “lacking in creativity” and “not fun.” There is a lack of technical forms
suitable for the aesthetic taste of young people, making it difficult to strike a balance
between preserving traditional cultural essence and innovating modern media. Some
interviewees stated, “If it could be designed to be more interesting, maybe I would
visit the website more often,” suggesting a possible correlation between interest and
intention to continue usage. The conservative and non-innovative digitized content and
forms have contributed to the low-key, disjointed, and backward digitized dissemination
of intangible cultural heritage, hindering the promotion and dissemination of heritage
information.
Useful But Not Easy to Use for Some People. Almost all of the college students
believed that the database is easy to operate. However, for older intangible cultural
heritage inheritors, they found it “difficult to find some information we want,” possibly
due to their limited familiarity with computers and mobile phones. There is a digital gap
in the perception of the usability of the intangible cultural heritage database between
heritage inheritors and young people. One of the intangible cultural heritage inheritors
believed that the unfamiliarity with digital technology would make people “want to use
it but not know how to use it,” and even “not want to use it and not know how to use it.”
Based on these interview results, this study believes that further clarifying the rela-
tionships between perceived ease of use, perceived usefulness, perceived enjoyment,
media richness, self-efficacy, user satisfaction, and continued usage intention will help
to propose more precise and effective optimization suggestions for the database.
Enhancing Digital Interaction with Intangible Cultural Heritage 331

4.2 Analysis of Questionnaire Survey Data


In this study, SPSS software was used to conduct statistical analysis of the questionnaire
data. Based on the research questions, the study explored the factors influencing user
satisfaction and continued usage intention in the Zhuhai Intangible Cultural Heritage
Database.
Hierarchical regression analysis was first conducted, with demographic variables
such as gender, age, education level, city of residence, and whether the respondent had
created Zhuhai intangible cultural heritage works entered into the first block of indepen-
dent variables, and perceived ease of use, perceived usefulness, perceived enjoyment,
media richness, and self-efficacy entered sequentially into the second block. This was
done to analyze the factors influencing user satisfaction. The data showed that perceived
usefulness (β = .245, p < .001), media richness (β = .351, p < .001), and self-efficacy
(β = .249, p < .001) positively influenced user satisfaction, while perceived usefulness
(β = .046, p > .05) and perceived enjoyment (β = .05, p > .05) did not significantly
affect user satisfaction (see Table 1).

Table 1. Hierarchical regression analysis of user satisfaction

Variables User Satisfaction


β p
Gender (Male = 1) .124** .004
Age group −.238*** .000
Education level −.058 .323
City (Is from Zhuhai = 1) .186** .001
Experience related to ICH (Yes = 1) .087 .057
Perceived ease of use .046 .297
Perceived usefulness .245*** .000
Perceived enjoyment .050 .306
Media richness .351*** .000
Self-efficacy .249*** .000
*p < .05;**p < .01;***p < .001, n = 448

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.

Table 2. Hierarchical regression analysis of continued usage intention.

Variables Continued Usage


Intention
β p
Gender (Male = 1) .126** .004
Age group −.192*** .000
Education level −.059 .323
City (Is from Zhuhai = 1) .201*** .000
Experience related to ICH (Yes = 1) .068 .139
Perceived ease of use .143** .005
Perceived usefulness .209*** .000
Perceived enjoyment .251*** .000
Media richness .145* .016
Self-efficacy .172*** .000
*p < .05;**p < .01;***p < .001, n = 448

media richness, and self-efficacy are all positive predictors of user continuance intention,
positively influencing users’ continued usage intention.

5 Conclusion and Recommendations


Through interviews and questionnaire surveys, this study found that factors influencing
user satisfaction with the Zhuhai Intangible Cultural Heritage Database include perceived
usefulness, media richness, and self-efficacy. Further analysis revealed that perceived
ease of use, perceived usefulness, perceived enjoyment, media richness, and self-efficacy
are all positive predictors of continued usage intention.
Regarding the basic demographics of the respondents, females exhibited higher sat-
isfaction and continued usage intention compared to males. Additionally, age and educa-
tion level showed negative correlations with satisfaction and continued usage intention.
This result might indicate varying expectations of users from different age and edu-
cational backgrounds towards the database. With higher age and education levels, the
demand for accessing ICH information and related database experiences also increases.
Moreover, compared to non-Zhuhai users and individuals who haven’t experience
related to ICH, residents in Zhuhai and those who have experience may have higher
expectations or demands, resulting in lower satisfaction and continued usage intention.
Based on the research findings above, this study proposes the following optimization
suggestions for the Zhuhai Intangible Cultural Heritage Digital Database:
From both a technological and user experience perspective, enhancing the useful-
ness and media richness of the database can increase user satisfaction. Therefore, the
optimization strategies for the database include:
Enhancing Digital Interaction with Intangible Cultural Heritage 333

1. Enhancing the information capacity of the database to improve access efficiency,


thereby increasing its usefulness to users.
2. Many interviewees felt that the current digital format of the database is too
monotonous, and the “media richness” score in the questionnaire survey was not
high. For future technical updates and media usage of the database, it is suggested
to consider enriching the database’s interactive forms. In addition to traditional text,
images, and audio-video formats, consider adopting more diverse forms such as mul-
timedia, animation, information visualization, and 3D virtual presentations of intangi-
ble cultural heritage information. Providing users with bidirectional interactive instant
feedback can improve user satisfaction.
From a psychological perspective, the data indicates that establishing user self-
efficacy can help improve user satisfaction with the database. The research results suggest
that for the technological application and cultural promotion of Zhuhai intangible cul-
tural heritage digital collections, it is necessary to promote user confidence in some way,
eliminate users’ unfamiliarity and fear of using digital technology, and reduce the digital
gap among different age groups, which can promote higher user satisfaction.
Perceived ease of use, perceived usefulness, perceived enjoyment, media richness,
and self-efficacy have a significant positive impact on users’ continued usage intention.
Therefore, the construction of the Zhuhai Intangible Cultural Heritage Database should
consider the following aspects:
1. Reduce the difficulty of user access and the technical threshold, making information
browsing simple and easy to use, with clear and understandable interactive operations,
and convenient data retrieval.
2. Improve the efficiency of accessing related intangible cultural heritage resources,
allowing users to quickly obtain useful information and enhance perceived usefulness.
3. Enhance the entertainment value through creative content and formats. By providing
more expressive audiovisual experiences, users can enjoy accessing Zhuhai intangible
cultural heritage information and find pleasure in it.
4. Enhance media richness by expanding diverse media presentation approaches. In
addition to traditional text and image introductions and visual recording formats,
incorporate popular new media forms such as short videos of intangible cultural her-
itage, motion graphics animations, information visualization, 3D modeling, interac-
tive devices, augmented reality, and virtual reality. Showcase the essence of Zhuhai
intangible cultural heritage and transform the one-way information dissemination
mode into a two-way interactive mode to enhance users’ willingness to continue
using it.
5. User self-efficacy is a positive predictor of users’ continued usage intention. This sug-
gests that the enhancement of usefulness, entertainment value, and media richness
needs to be balanced with users’ self-efficacy. While improving usefulness, enjoy-
ment, and media richness, complexity should be avoided to prevent a decrease in
users’ confidence due to excessive technical difficulty. Enhancing users’ sense of
autonomy can effectively increase their willingness to continue using the Zhuhai
Intangible Cultural Heritage Database.
334 Y. Shen et al.

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

Weilin Su , Jie Ling(B) , ZhongCheng Luo , and QiShan Ye

Zhongkai University of Agriculture and Engineering, Guangdong 510220, China


[email protected]

Abstract. He Xiangning, an illustrious figure in Chinese revolutionary history


and the artistic domain, employed metaphorical techniques in her Chinese paint-
ings to convey the indomitable spirit of the nation. Yet, with evolving times and
shifts in aesthetic preferences, He Xiangning’s artistry began to fade, relegat-
ing traditional Chinese paintings to a specialized status. This study endeavors
to rejuvenate appreciation for He’s work by leveraging music visualization and
interactive design technologies, aiming to augment public recognition and value
attribution to her oeuvre. The research experimentally utilizes three distinct cate-
gories of He’s artwork, namely, floral and avian, fauna, and landscape, as represen-
tative samples. Within each category, three interactive experiments were designed
using Touchdesign software and music visualization. The objective was to evalu-
ate audience cognizance and preference for different interactive modalities paired
with He’s paintings. Ten experts in relevant fields and fifty general audience mem-
bers were invited to engage with these designs. Feedback was captured through
structured interviews, with key statements subsequently extracted and coded using
Nvivo software. The findings show that after people experience He Xiangning’s
digital works, viewers feel the unique charm of traditional art in the process of dig-
ital presentation, and their knowledge and preference of He Xiangning’s culture
are enhanced. What’s more, the universality of music and graphic interaction pro-
motes the cross-cultural dissemination and value enhancement of He Xiangning’s
art.

Keywords: He Xiangning · Music Visualization · Interactive Design ·


Traditional Chinese Painting · Cross-Cultural Dissemination

1 Introduction

He Xiangning, as an outstanding artist and revolutionary, occupies an important position


in the history of Chinese art. Her art works not only show diverse subjects and unique
styles, but also through her paintings, we can get a glimpse of the development trajectory
of traditional Chinese painting in modern times. [1].
With the rise of the digital age, the art field is also facing profound changes. The
traditional art represented by He Xiangning has encountered new challenges in the digital

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 335–342, 2024.
https://doi.org/10.1007/978-3-031-61950-2_37
336 W. Su et al.

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

2.1 Interview Questionnaire Survey

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].

2.2 Experimental Design

Flowers and Birds


Painting Analysis. He Xiangning’s works demonstrate her sensitive insight into plant
forms and colors. She is adept at expressing the delicate textures and layers of flowers
through fine lines and unique ink colors, making the viewer feel as if he or she can
smell the fragrance of the flowers. He Xiangning’s flower paintings often reflect her
inheritance and development of traditional Chinese literati paintings, demonstrating a
delicate taste for nature through elegant compositions and meticulous depictions. [3].
Visualization Design. The overall picture adopts particle deconstruction of the paint-
ing, triggering changes in the particles in the painting through the audience’s interactive
Reviving He Xiangning’s Artistry in the Digital Age 337

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).

Fig. 1. Effect display

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).

Fig. 2. Effect display

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).

Fig. 3. Effect display

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.

3 Interview Questionnaire Survey Data Collection


3.1 Interview Text Coding
The post-interview phase delved into users’ feelings about digital artworks, changes in
their perceptions of He Xiangning, and their views on music visualization and interactive
design. By collecting 60 interview texts and importing them into NVivo for analysis, we
gained a deeper understanding of how users felt during the actual experience, in order to
discover their main opinions, emotional feedback, and possible suggestions during the
experiment.
During the analysis process, the content was organized in detail around the four areas
of experience emotions, art integration, cognitive feedback and suggestions for improve-
ment. This phase resulted in 366 reference points that were based on user responses
340 W. Su et al.

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

Primary node Secondary Number of General Domain Total percentage


nodes interview audience expert reference
materials reference reference points
points points
Experiencing pleasure 23 26 5 31 34%
emotions Sense of 34 31 7 38
wonder
Curiosity 12 18 6 24
Empathy 24 24 9 33
Artistic Cross-Border 11 11 3 14 32%
integration Convergence
Fusion of 21 22 3 25
content and
form
Fusion of 13 20 6 26
abstraction and
figuration
Fusion of 42 42 9 51
tradition and
modernity
Cognitive Cognitive 36 36 5 41 31%
Feedback Enlightenment
Cognitive 34 35 4 39
deepening
Cognitive 21 28 4 32
linking
Suggestions Display Scene 4 4 1 5 3%
for Innovation
Improvement Social 2 3 1 4
interaction
function
Personalization 3 2 1 3
Reviving He Xiangning’s Artistry in the Digital Age 341

3.2 Analysis of Four First Node


Experiencing Emotion. The audience feels pleasant emotions from the work through
the colors, lines and dynamics brought by digitization in the work. Amazement and
curiosity mainly stem from the visual effects of the physical interaction design and
unexpected musical counterparts incorporated in the work. The sense of resonance is
reflected in the fact that the audience can often find elements related to their own lives
and emotions, causing memories and emotional resonance through the scenes or abstract
forms in the works.
Art Integration. Cross-border fusion attracts the attention of audiences and experts,
especially through the integration of various art forms such as painting, music and
interactive design through digital media, resulting in a novel art experience. Audiences
pay attention to the fusion of content and form, emphasizing the expression of the theme
by the elements of the picture, as well as the diversity of artistic language. In the fusion
of abstract and figurative, the audience felt the emotional expression of the abstract
elements, while the experts paid more attention to the storytelling expression of the
figurative elements. The fusion of tradition and modernity aroused widespread interest,
with both audiences and experts focusing on the combination of modern technology and
traditional craftsmanship, as well as the interpretation of traditional elements by digital
expression.
Cognitive Feedback. The audience was cognitively inspired through metaphors and
emotional resonance, deepening their understanding of He Xiangning’s work. Cognitive
deepening enables viewers to experience He Xiangning’s art more profoundly through
multi-sensory experience, repetition and enhanced memory. Identity linking is reflected
in the audience’s identification with the cultural symbols and shared values in the works,
which brings the distance between the audience and the artist closer and makes the
artworks more intimate and interesting.
Suggestions for Improvement. The audience suggests innovative display scenarios,
such as virtual reality experiences and multi-dimensional interactions, to deepen the
audience’s experience of the work. Suggestions for social interaction features include
social sharing and real-time feedback and interaction to facilitate communication and
interaction among audiences. For personalization, the audience emphasizes personalized
artwork generation so that everyone can find elements in the work that are relevant
to them, enhancing audience engagement and empathy. These suggestions provide an
innovative direction for the development of traditional digitally combined art to enhance
audience engagement and the presentation of works.

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.

Acknowledgments. I want to thank zhongkai university of agriculture and engineering University


Student Innovation Fund for its science and engineering project “Synapse, a visual device for real-
time performance of electronic music based on immersion theory” (2023CX07); Zhongkai univer-
sity of agriculture and engineering University Student Entrepreneurship Fund Project “Huimin Art
and Art Entrepreneurship Training Program” (2023CY05); Supported by the Guangdong Science
and Technology Innovation Strategy Special Fund “Music Visualization Device for Reviving He
Xiangning Art in the Digital Age” (pdjh2024b206).

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

Linxi Xu , Haoyuan Yang , and Lin Lin(B)

Institute of Creativity and Innovation, Xiamen University, Xiamen, Fujian, China


[email protected]

Abstract. Traditional Wooden Carving in Quanzhou, China is a National Intan-


gible Cultural Heritage (ICH), which was established in Tang Dynasty (AD 686),
and has a history of more than a thousand years. It is a narrative presentation of the
life, culture and other daily respects of the people in southern Fujian province. The
project focuses on the Wooden Carving Window Decoration in Southern Fujian
Ancient Building, by using AI technology to extract features of the landscape,
figures and various types of rare, exotic creatures in wooden carvings, their digital
3D models can be generated and presented, a comprehensive database of elements
of wooden window carving can also be built. Furthermore, the human–computer
interaction is supported by hand gesture recognition technology, allowing partici-
pants creatively design their own contemporary digitalized wood window carving.
This project expects the interactive and narrative features of the digital wooden
window carving model can trigger a deeper sense of identification with the tradi-
tional southern Fujian culture among the young generation and erase the distant
feeling towards traditional ICH culture spatially and temporally. Moreover, it could
also provide a new way of thinking for the innovative inheritance of ICH.

Keywords: Digital wooden carving window · ICH · Interaction design ·


Interactive visual narrative

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,

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 343–353, 2024.
https://doi.org/10.1007/978-3-031-61950-2_38
344 L. Xu et al.

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].

2 Relevant Information: Background and Motivation

Wooden Carving Window Decoration in Southern Fujian Ancient Building is a highly


narrative condensation of local cultural life, religion and other daily respects, which
delicately combined the practicality and aesthetics, and carries the local customs and
historical memories of people in southern Fujian. In the early stage of the project, we
conducted field research on several ancient building in southern Fujian province and
took a vast number of pictures, which provided samples for the characterization of
the wooden carving window patterns. At the same time, we found that the wooden
carving window decorations in the ancient building are strongly characterized locally,
and the folk artists in different periods reflected the local life scenes through this form
of visualized narratives. As a result, this special art forms, which have been forgotten by
modern people, have attracted our attention.
The protection of traditional wooden carving ICH, not only need to inherit, but
also need to keep pace with the times of innovation. Consequently, we propose that,
in order to preserve its unique cultural genetic characteristics [7], by feature extraction
and evolutionary analysis, the big data model, mid journey, became a qualified choice
to create digital wooden carvings with different contemporary living contexts.
Constructing a New Interactive Visual Narrative of Contemporary Digital 345

Fig. 1. Flowchart for digitizing ICH Wooden Carving Window Decoration.

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.

Fig. 2. The Digital Inheritance Plan of Traditional Chinese Woodcarving.

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

3.2 Interaction Design Forms

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.

Fig. 3. Gesture maps for interactive installation.

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.

Fig. 4. A user experiencing real-time generation of a personalised design.

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

Fig. 5. Exhibition process: participants’ interaction with the interactive installation.

Fig. 6. Exhibition process: participants’ interaction with the interactive installation.


350 L. Xu et al.

4 Results

4.1 Assessment Collection by Visitors


During the exhibition, we conducted an on-site questionnaire survey to participants who
were willing to be accept observation and interviews to better evaluate the innovative
aspects of the project and the results of the interactive translation. The survey question-
naire used an ordinal scale, and respondents chose among the following five options
based on their level of agreement with each statement: strongly disagree, disagree, neu-
tral, agree, and strongly agree. Based on the choices of the respondents, we transformed
each of these five values into five standardised values of 0, 1, 2, 3, and 4 in turn. Respon-
dents were authorised to comment on the statements or provide additional information.
We eventually collected 52 responses to the questionnaire. Questions included:
1. Do you agree that the gesture interaction of the installation does not require
additional knowledge and skills?
2. Do you think you can quickly learn how to interact with this installation?
3. Were the instructions for the interactive installation easy to understand?
4. Did the interactive installation provide enough feedback and guidance during the
interaction so that you understood how to interact effectively?
5. Can the ICH + Interactive model of the project generate revenue or value-added
services for commercial activities?
6. Can the project reduce costs and increase the commercial profitability of the wooden
carving industry?
7. Is the installation innovative in combining wooden carving Window Decoration with
interactive installation?
8. Does the installation introduce new technologies, designs and concepts, or bring
new experiences to the user?
9. Does the project have traditional aesthetics in the wooden carving Window Decora-
tion pattern, and is it able to better pass on and protect the Wooden Carving Window
Decoration Intangible Cultural Heritage?
10. Does the project focus on the unique cultural value of Wooden Carving Window
Decorations in terms of design and functionality, and inject new ways of expression
and experience into it?

4.2 Results and Discussion

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

Average number of respondents' answers

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
1. UNESCO Intangible Cultural Heritage. Text of the Convention for the Safeguarding of the
Intangible Cultural Heritage. https://ich.unesco.org/en/convention. Accessed 10 July 2023
2. George, R.: McDonaldization of Society. SAGE Publications, Carytown (2020)
3. Kazi, R.H., Chua, K.C., Zhao, S., Davis, R., Low, K.L.: SandCanvas: a multi-touch art medium
inspired by sand animation. In: CHI 2011: CHI Conference on Human Factors in Computing
Systems, SIGCHI, p. 483. Association for Computing Machinery, New York (2011). https://
doi.org/10.1145/1979742.1979562. Accessed 15 July 2023
4. Doulamis, N., Doulamis, A., Ioannidis, C., Klein, M., Ioannides, M.: Modelling of static
and moving objects: digitizing tangible and intangible cultural heritage. In: Ioannides, M.,
Magnenat-Thalmann, N., Papagiannakis, G. (eds.) Mixed Reality and Gamification for Cultural
Heritage. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-49607-8_23. Accessed
18 July 2023
5. Doulamis, A.D., Voulodimos, A., Doulamis, N.D., Soile, S., & Lampropoulos, A.: transforming
intangible folkloric performing arts into tangible choreographic digital objects: the terpsichore
approach. In: Imai, F., Tremeau, A., Braz, J. (eds.) Proceedings of the 12th International Joint
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Constructing a New Interactive Visual Narrative of Contemporary Digital 353

6. Wang, K., Chen, H.: Media use and thinking in the context of globalization. J. News Res.
10(22), 144–145 (2019)
7. Li, M., Wang, Y., Xu, Y.-Q.: Computing for Chinese cultural heritage. Vis. Inf. 6(01), 1–13
(2022)
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

Huazhong University of Science and Technology, Wuhan 430074, Hubei, China


[email protected]

Abstract. The regional colors of Shangri-La in China have high representative-


ness and research value. This study aims to explore the regional color extraction
method using the K-means++ clustering algorithm for the extraction of Shangri-La
regional colors and apply the extracted colors to the design practice of Shangri-La
cultural and creative products.
The study includes: selecting representative pictures as data samples; using
the K-means++ clustering algorithm to carry out scientific color extraction, out-
putting a network model of Shangri-La’s regional colors, a standard master color
card, and a color matching design guideline, etc., and completing the design prac-
tice; and collecting users’ evaluations through questionnaire surveys and quanti-
fying the results by using a five-level Likert scale. The results show that the color
extracted based on the K-means++ algorithm is very characteristic, and its appli-
cation to cultural and creative product design can reflect the cultural characteristics
of Shangri-La and have a good color-matching effect.

Keywords: Shangri-La regional color extraction · K-means++ algorithm ·


cultural and creative product design

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].

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 354–364, 2024.
https://doi.org/10.1007/978-3-031-61950-2_39
Research on the Application of Shangri-La Regional Color Extraction 355

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.

2 Overview of Color Extraction Methods


2.1 Primary Color Extraction Algorithm
The primary color system of an image reflects the distribution of the main colors in the
image, which directly affects the overall impression that the image brings to people.
Several methods have been proposed for primary color extraction, such as the color
histogram method, which calculates the proportion of colors in an image to find the
main color of the image. Zhu Zhenyang et al. proposed a histogram peak screening and
rejection algorithm for main color extraction based on the analysis of the meaning of
the main color features for the problems of misdetection and omission as well as the
requirement of a fixed number of main colors in the color histogram method; Tian Shaoxu
et al. [3] proposed the method of color image coordinates, which summarizes the hue
and color imagery of the image through the construction of the color spatial coordinate
system; the clustering algorithm is a method for a statistical analysis method to study the
classification problem (of samples or indicators), and also an important algorithm for
data mining [4], which can quickly and automatically extract the characteristic colors of
an image, and has a natural advantage in the extraction of the main color of an image.
Wang Fen et al. [5] based on mean drift clustering algorithm to extract the main color
of Chinese traditional dress images, and obtained a more accurate main color.
The current mainstream clustering algorithms are K-means, DBSCAN, mean drift
clustering, and hierarchical clustering algorithms. Among them, K-means is a classic
and widely cited clustering algorithm, simple and efficient, fast convergence; DBSCAN
and mean drift clustering are density-based clustering algorithms, which do not need to
define the number of categories in advance, and at the same time can adapt to clusters of
different shapes and sizes [6], but do not apply to high-dimensional data, and are com-
putationally large and time-consuming for larger feature spaces; hierarchical clustering
algorithms have distances and similarity of rules are easy to define, less restrictive, can
find the hierarchical relationship of categories, but easy to cluster into chains, and the
computational complexity is high. In summary, this paper chooses the K-means cluster-
ing algorithm, and to reduce the sensitivity of the clustering results to the selection of the
356 X. Yang et al.

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.

2.2 K-means++ Algorithmic Principle


means++ is calculated as follows:

Determine the Initial Clustering Centre

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.

3 Shangri-La Regional Colour Extraction and Application Guide


3.1 Establishment of the Shangri-La Regional Colour Atlas
Shangri-La, formerly known as Zhongdian County, is known by the Tibetan name “Jie
Tang”, which first appeared in the Tang Dynasty in Fan Chuo’s “Yunnan Zhi-Name
Class” as “Jian Yan”. The natural geography of Shangri-La brings together snowy peaks,
Research on the Application of Shangri-La Regional Color Extraction 357

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.

Fig. 1. Shangri-La Regional Colour Gallery.

3.2 Color Clustering Extraction for Single Images

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.

Fig. 2. Single image color clustering extraction results

3.3 Colour Clustering Extraction for Batch Images

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.

3.4 Construction of Shangri-La Regional Colour Network Model

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.

Fig. 5. Network model of different landscapes (Nature, Humanities, Thangka) colors


360 X. Yang et al.

3.5 Shangri-La Regional Colour Application Strategy

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

Fig. 6. Color scheme 1–6.

Fig. 7. Shangri-La Regional Color Palette.

4 Shangri-La Regional Cultural and Creative Design Practice


Based on Regional Color Extraction

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.

Fig. 8. Color scheme

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

Fig. 9. Top-rated color schemes.

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.

Fig. 10. Application effect demonstration.


364 X. Yang et al.

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.

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2020.03.010
Design of NiNiGou Cultural and Creative
Products Based on KANO-AHP-QFD

LiJia Yun(B)

Fuzhou University, Fuzhou 361021, Fujian, China


[email protected]

Abstract. To promote the innovative inheritance of China’s national intangible


cultural heritage - HuaiYang NiNiGou and improve user satisfaction with NiNiGou
cultural and creative products, we design a NiNiGou’s cultural and creative prod-
uct that can meet user needs. Firstly, through research, user’s needs for NiNiGou’s
cultural and creative products are discovered and divided into three latitudes:
vision, function, and emotion. The Kano model is used to attribute the user’s
needs and screen out the key user needs, then use the AHP method to calculate
the weight value of each requirement. Finally, use QFD theory combined with
expert opinions to map user demand information into specific design elements
and sort them according to their importance. According to the design elements,
the design practice of an interactive NiNiGou book that meets the needs of users is
completed. The research method combined with Kano-AHP-QFD can accurately
and effectively obtain user needs, and the designed NiNiGou cultural and creative
products are more scientific and reasonable, providing new ideas for the inno-
vative development of NiNiGou. For other intangible cultural heritage products
Innovative design research also has certain reference significance.

Keywords: Intangible Heritage Preservation · HuaiYang NiNiGou · Cultural


and Creative Product Design · User Need · KANO · AHP · QFD

1 Introduction to KANO-AHP-QFD Method


Huaiyang NiNiGou is China’s national intangible cultural heritage and the only oldest
artistic variety among mud toys in the world today [1]. However, its material and product
presentation are very different from contemporary people’s living habits and consump-
tion methods. Through cultural and creative product design, the modern transformation
of NiNiGou culture can be realized, giving it greater space for survival and development.
Due to the complexity of consumer culture and social life, people’s demand for cultural
and creative products has shown characteristics such as blurring and diversification.
Identifying the structural characteristics of the audience is a necessary path for the suc-
cess of NiNiGou’s cultural and creative product design. Therefore, this study starts from
the perspective of user needs and conducts research on the design of NiNiGou’s cultural
and creative products. KANO model, AHP analytic hierarchy process, and QFD qual-
ity function are used to systematically explore the user satisfaction and design element
importance of mud dog cultural and creative products and obtain the design scheme of
NiNiGou’s cultural and creative products.

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 365–377, 2024.
https://doi.org/10.1007/978-3-031-61950-2_40
366 L. Yun

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.

2 Construction of Design Process for NiNiGou Cultural


and Creative Products Based on Kano-AHP-QFD

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

Fig. 1. Research Framework.

3 User Demand Analysis of NiNiGou Cultural and Creative


Products Based on KANO

3.1 KANO Model

Consumer demand for products has characteristics such as subjectivity, differentiation,


fuzziness, and versatility, and classifying user needs is the core function of the KANO
model [6, 10]. The five levels of user demand types are: essential demand M, which
refers to the product design elements that users consider essential; Expected demand O
refers to the design elements that users hope NiNiGou cultural and creative products can
possess; Charm requirement A refers to design elements that exceed user expectations.
When these requirements are met, user satisfaction will greatly increase; Undifferen-
tiated demand I, regardless of whether this type of demand has been experienced on
the product or not, will not affect user satisfaction; Reverse demand R should not be
reflected in the product.

3.2 Research on Demand for NiNiGou Cultural and Creative Products

Based on the distribution characteristics of the production areas of NiNiGou products,


we first conducted a field investigation in Huaiyang District, Zhoukou. We surveyed
10 shops selling NiNiGou related tourism souvenirs in the Fuxi Ling Scenic Area of
Taihaoto understand the development and innovation inheritance of NiNiGou products.1
We also randomly selected 20 tourists who have some understanding of NiNiGou cultural
and creative products near the scenic area for interviews, and initially obtained 52 user
demand text information.
1 It is a large ancient architectural complex built to commemorate the head of the three emperors
in ancient China, Taihao Fuxi, and is one of the eighteen famous tombs in China.
368 L. Yun

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 1. User demand index system.

experience elements user needs


Function A cheap price A1, easy to carry A2, rugged and durable A3, safety and
environmental protection A4, education function A5, natural materials
A6
Vision B simple abstract B1, mysterious color B2, Local specialty B3,
high-resolution B4, creative and novel B5, color jump B6, fashionable
and cool B7, traditional charm B8
Emotion C fun interaction C 1, relaxation and healing C 2, meaning of praying C 3,
cultural connotation C 4, lively and cute C 5

3.3 Kano Attribute Classification and Requirement Acquisition


The questionnaire survey was conducted through a combination of online and offline
methods. A total of 70 questionnaires were distributed, 70 were collected, and 66 were
valid, with an effective response rate of 94.28%. 50 questionnaires were distributed
online through Question Star, and 20 were distributed offline at the Huaiyang Taihao
Fuxi Mausoleum Scenic Area. The survey population consisted of 43 females and 27
males. The research mainly targets young people, with 73% of the population aged
16–25, including 86% being students and business personnel. The educational level is
relatively high, with a bachelor’s degree or above accounting for 91%.
Based on the bidirectional questionnaire survey data of user needs and the KANO
model measurement evaluation table, as shown in Table 2, the demand attributes of
NiNiGou cultural and creative products were determined. The specific results are shown
in Table 3. Among them, minimalist and abstract B1 , high recognition B4 , color jumping
B6 , traditional charm B8 , and vivid and cute C 5 are essential requirements(M), and these
5 types of needs need to be prioritized in design; Local characteristic B3 , innovative cre-
ativity B5 , and cultural connotation C 4 are expected needs(O). Meeting these three types
of needs in the design can improve user satisfaction, while the opposite will decrease.
Safety and environmental protection A4 , educational function A5 , fun interaction C 1 ,
and relaxation and healing C 2 belong to charm needs(A). NiNiGou cultural and creative
products meet these four needs, which can greatly improve consumer satisfaction, and
vice versa will not reduce satisfaction.
Design of NiNiGou Cultural and Creative Products 369

Table 2. Kano model metrics evaluation table.

meet needs unmet needs


like It should be indifferent can endure dislike
like Q A A A O
It should be R I I I M
indifferent R I I I M
can endure R I I I M
dislike R R R R Q

Table 3. Attributes of User Demands of NiNiGou Cultural and Creative Products (%)

type A O M I R Q need Attributes


need
A1 20 6.8 22 50.8 0 0 I
A2 10 0 33.9 55.9 0 0 I
A3 5 11.8 28.8 54.2 0 0 I
A4 32 23.7 18.6 25.4 0 0 A
A5 44 22 3.4 30.5 0 0 A
A6 1.7 5 40.7 52.5 0 0 I
B1 5 15.2 42.4 32.2 1.7 3.4 M
B2 0 6.8 37.3 52.5 1.7 1.7 I
B3 13.6 47.5 30.5 8.5 0 0 O
B4 16.9 11.8 39 32.2 0 0 M
B5 8.5 49.2 33.9 8.5 0 0 O
B6 5.1 22 39 30.5 3.4 0 M
B7 8.5 8.5 28.8 52.5 1.7 0 I
B8 3.4 3.3 52.5 40.7 0 0 M
C1 50.8 15.3 10.2 23.7 0 0 A
C2 40.6 23.7 5.1 30.5 0 0 A
C3 1.7 3.4 45.7 49.2 0 0 I
C4 6.8 42.4 39 11.9 0 0 O
C5 1.7 16.9 54.2 25.4 0 1.7 M
370 L. Yun

4 Analysis of User Demand Weights for NiNiGou Cultural


and Creative Products Based on AHP
4.1 AHP Analytic Hierarchy Process
After analyzing the KANO model, the AHP method with strong logical decision-making
can scientifically analyze complex elements and further calculate the weight values of
each requirement in a hierarchical and systematic manner [4] [11], providing a more
accurate hierarchy of requirements for cultural and creative product design. The specific
operation process is mainly divided into four steps: constructing a hierarchical structure
model of NiNiGou cultural and creative products; Compare the elements of the criterion
layer and each sub criterion layer pairwise and provide scores and establish the corre-
sponding judgment matrix; Calculate the weights of each element in the sub criterion
layer and sort them; Perform consistency checks on the target weight results and analyze
them.

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).

Fig. 2. Attributes of User Demands of NiNiGou Cultural and Creative Products.

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

Among them: bij · bji = 1, i = j = 1, 2 · · · , n.


Using the geometric mean method as the basis for weight calculation to calculate
the geometric mean values of each level ai

 i
ai = n
Mi (i = 1, 2, · · · , n)

Calculate relative weight values Wi .


ai
Wi = n
ai
i=1

Calculate the maximum eigenvalue of the judgment matrix λmax .


n
1 Bwi
λmax =
n Wi
i=1

Among them: Bwi is the i-th component of vector Bw ; n is the order.


Calculate the consistency ratio CR value. To ensure the validity of the judgment
matrix, consistency check is performed on the judgment matrix based on the CR value.
CR ≤ 0.1 indicates that the consistency check is passed.
λmax − n
CR =
(n − 1) ∗ RI
By using MATLAB calculation, the CR value of the first level indicator is 0.003 6,
and the CR values of the second level indicators A, B, and C are 0, 0.039 6, and 0.005 4,
respectively, all less than 0.1. Therefore, the consistency test is passed, and the weight
of the judgment matrix is valid.
According to the above steps, calculate the weights and relative weight values of var-
ious indicators in the criterion layer and sub criterion layer of the user demand hierarchy
of NiNiGou cultural and creative products. Among the three indicators in the criterion
layer, emotional demand C has the highest weight proportion. In the sub criterion layer,
the relative weight proportion of demand elements in descending order is C 4 cultural
connotation, C 1 interesting interaction, B5 creative novelty, C 5 vivid and lovely, B3 local
characteristics, A4 safety and environmental protection, B4 high recognition, C 2 relax-
ation and healing, A5 educational function, B1 simple and abstract, B6 color jumping,
and B8 traditional charm (see Tables. 4, 5 and 6).
372 L. Yun

Table 4. 1–9 scale method.

Scaling Demand i is relative to demand j


1 as important
3 slightly important
5 obviously important
7 very important
9 extremely important
2, 4, 6, 8 adjacent judgment intermediate value
reciprocal the importance of requirement i relative to j is X ij ,then the importance of
requirement j relative to i is 1/X ij

Table 5. Judgment matrix of first-level indicators.

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

Table 6. Judgment matrix of secondary indicators.

First level Secondary Judgment Matrix Weights ai relative CR


indicator indicators weight Wi
A A4 1 2 X X X X 0.666 7 0.073 0 0
A5 1/2 1 X X X X 0.333 3 0.036 4
B B1 1 1/5 1/4 1/6 1 3 0.061 3 0.018 9 0.039 6
B3 5 1 3 1/2 5 7 0.286 8 0.088 6
B4 4 1/3 1 1/3 4 6 0.168 2 0.051 9
B5 6 2 3 1 6 8 0.392 6 0.121 3
B6 1 1/5 1/4 1/6 1 3 0.061 3 0.018 9
B8 1/3 1/7 1/6 1/8 1/3 1 0.029 8 0.009 2
C C1 1 3 1/2 2 X X 0.271 7 0.158 0 0.005 4
C2 1/3 1 1/5 1/2 X X 0.088 2 0.051 2
C4 2 5 1 3 X X 0.482 9 0.280 9
C5 1/2 2 1/3 1 X X 0.157 0 0.091 3
Design of NiNiGou Cultural and Creative Products 373

5 Design of NiNiGou Cultural and Creative Products Based


on QFD
5.1 QFD Theory
Quantifying user requirements and determining design functional items are the core
of Quality Function Deployment Theory (QFD) [8]. After determining the weights of
various user requirements for NiNiGou cultural and creative products through the AHP
method, the QFD method is used to transform user requirements into design elements
for NiNiGou cultural and creative product design [13]. This can provide evaluation
elements for the optimization of design schemes and more accurate technical support
and constraint guidance for design [14].

5.2 User Requirements - Design Element Mapping for NiNiGou Cultural


and Creative Products
Based on various user demand information, analyze, and expand the design functional
indicators of NiNiGou cultural and creative products through literature research, case
analysis, and expert interviews. Firstly, by studying relevant literature on NiNiGou and
cultural and creative products, analyzing excellent cases of NiNiGou cultural and creative
products, and initially transforming user needs into functional requirements, 13 experts
were invited to provide opinions on the preliminary design parameters, including 9
cultural and creative product designers and 2 professors in product design and visual
communication design. Through three rounds of summary, correction, and re collection,
Determine the mapping results from user needs to design element D (see Table 7).

Table 7. Mapping results of user requirements and design elements.

User needs A Design elements D


safety and environmental protection A4 paper material D1
education function A5 book design D2
simple abstract B1 geometric design D3
Local specialty B3 Local drama, acrobatics, etc. D4
high-resolution B4 Various and weird shapes D5
creative and novel B5 flat design D6
color jump B6 Bright colors D7
traditional charm B8 Typical NiNiGou types and patterns D8
fun interaction C 1 Gamification design D9
relaxation and healing C 2 storyline setting D10
cultural connotation C 4 historical legend D11
lively and cute C 5 Anthropomorphic design D12
374 L. Yun

5.3 Building a QFD Model

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).

Fig. 3. NiNiGou Cultural and Creative Product QFD.

6 Design of NiNiGou Cultural and Creative Products Based


on QFD
According to the results in Fig. 4, the weight of design elements is determined to be
D10 > D2 > D8 > D9 > D5 > D7 > D11 > D12 > D6 > D3 > D4 > D1 . The top 10
main design requirements are selected for the design practice of NiNiGou cultural and
creative products. They are storyline setting, book design, typical NiNiGou types and
patterns, gamified design, diverse and quirky shapes, bright colors, historical legends,
anthropomorphic design, flat design, and geometric graphic design. Based on this, design
and practice the NiNiGou cultural and creative products (See Fig. 5).
Design of NiNiGou Cultural and Creative Products 375

Fig. 4. Design Requirements Weight Priority Chart

Fig. 5. Design practice of interactive NiNiGou book.

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

With the continuous improvement of people’s living standards, consumption concepts


and lifestyles are gradually changing, and people’s demand for cultural and creative
products presents characteristics of ambiguity and diversification. The development of
traditional Chinese clay sculpture - NiNiGou cultural and creative products urgently
need precise and effective exploration of contemporary needs. Therefore, from the per-
spective of user needs, this article integrates the Kano/AHP/QFD method to screen the
design functions of NiNiGou cultural and creative products, which can to some extent
compensate for the lack of single method research on consumer needs. Integrate these
three methods into the research of NiNiGou cultural and creative products and complete
the design practice of NiNiGou cultural and creative products in the form of interactive
book design based on the obtained design elements. The design scheme obtained by this
research institute can provide guidance for the development of future NiNiGou cultural
and creative products, and its combination research method can also serve as a refer-
ence for the development of other intangible cultural heritage products. In the design
proposal section of the article, it is only from the perspective of book design. In future
research, the design and development of NiNiGou cultural and creative products can be
approached from a more diverse perspective.

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A Study on the Dissemination of Xiamen’s
Urban Image Through the BiliBili Platform

Jiayi Zhang1 , Weiqi Li1(B) , Kunhe Li2 , and Shichao Zhang3


1 School of Film Television and Communication, Xiamen University of Technology,
Xiamen, Fujian, China
[email protected]
2 Department of Journalism and Visual Communication College of Social Science, Keimyung
University, Daegu, South Korea
3 Department of Media and Communication, Kyungpook National University,

Daegu, South Korea

Abstract. This study conducts an in-depth content analysis of videos related to


the city of Xiamen on the Bilibili platform. It summarizes the image of Xiamen
portrayed in self-media videos with “Xiamen city” as the primary search term.
Xiamen is depicted as a city embodying healing power, a romantic atmosphere,
vibrant development, and urban scenery. Furthermore, through high-frequency
word analysis and sentiment analysis of comments on Xiamen city-related videos
on the Bilibili platform, this research summarizes the audience’s perception and
attitude towards the image of Xiamen city. The high-frequency word analysis
results indicate that “housing prices” is the most prominent concern for the audi-
ence regarding Xiamen city. The sentiment analysis results reveal that the audi-
ence on the Bilibili platform generally holds positive and affirmative emotional
tendencies towards the image of Xiamen city. Positive evaluations from the audi-
ence primarily focus on aspects such as “beautiful natural scenery,” “livability,”
and “romance,” while negative evaluations predominantly revolve around “high
housing prices,” “tourism services,” and “economic livelihood.”

Keywords: City Image · Bilibili · Sentiment Analysis

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].

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 378–386, 2024.
https://doi.org/10.1007/978-3-031-61950-2_41
A Study on the Dissemination of Xiamen’s Urban Image Through the BiliBili Platform 379

In the era of self-media, the public’s perception of urban image is no longer


solely influenced by the news agenda set by traditional media. Instead, individuals can
autonomously participate in constructing the news agenda and form a more compre-
hensive and diverse urban image based on their own agenda setting regarding the city
image.
Bilibili platform, as a hybrid video social platform combining PGC (professionally
generated content) and UGC (user-generated content), provides advantages for urban
image dissemination in the era of self-media. With its unique bullet chat interaction
feature, verticalized video sections, and predominantly long-form video content, Bilibili
offers a platform conducive to the communication of city images.
According to the “2023 Q3 Financial Report” released by the Bilibili platform, as
of October 1, 2023, there were an average of 341 million monthly users, with users
spending an average of 103 min per day on the platform [3]. Additionally, the number of
videos uploaded by content creators (Up主) reached 21 million. Videos published on the
Bilibili platform combine various elements such as text, audio, and visual, breaking away
from the traditional static symbols of urban image communication. This advancement
promotes the transition of urban image communication into a new stage characterized
by audiovisual symbolic texts.
Xiamen, located on the southeastern coast of China, boasts beautiful natural scenery.
The Gulangyu Island, also known as the “International Architecture Complex”, was
inscribed on the World Heritage List on July 8, 2017, becoming the 52nd World Heritage
Site in China [4]. As a city facing Taiwan across the sea, Xiamen has various cultural
forms such as “Overseas Chinese Culture” and “Min Nan Culture”. In addition, in
recent years, Xiamen has also emerged a variety of “internet-famous” check-in spots.
These “internet-famous” elements add a modern and fashionable atmosphere to Xiamen,
making the city more attractive and vibrant.
This study focuses on Xiamen city-related videos published on the Bilibili platform
as the main research samples, exploring how self-media accounts utilize symbols to
construct and disseminate the city image. Additionally, through high-frequency word
analysis and sentiment analysis of the comments on these videos, the study investigates
the audience’s perception and attitude towards the Xiamen city image. Based on these
findings, the study aims to analyze the Xiamen city image presented on the Bilibili
platform, providing a reference case for the further application of self-media in the
dissemination of the Xiamen city image.

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.

2.2 Research Framework


This study consists of three parts:
1. Count the number of Xiamen city-related videos uploaded to the Bilibili platform by
month and year.
2. Select the top 10 videos with the highest view counts from the sample and analyze
the language symbols used in their titles.
3. Select the comments from the top 100 videos ranked by comprehensive popularity
(comprehensive popularity = clicks + other data) in the sample as the research
sample. Adopting a stratified sampling method, crawl the top 20 comments for each
video, obtaining a total of 1705 valid comment samples for text analysis, and conduct
high-frequency word analysis and sentiment analysis.

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.

3.2 Language Symbol Analysis of Popular Video Titles


This study selected the top 10 videos with the highest view counts from the 702 videos as
research samples. It analyzed the linguistic symbols reflected in their titles and compiled
and summarized the linguistic symbols found in the video titles, view counts, posting
times, and titles.
From Table 1, it can be observed that video creators on the Bilibili platform aim to
convey a positive image and attractiveness of Xiamen city to the audience through their
videos. The video titles emphasize Xiamen as a city embodying healing power, romantic
atmosphere, vibrant development, and urban scenery. The content of the videos focuses
on presenting the beauty, vitality, and uniqueness of Xiamen city.
382 J. Zhang et al.

Table 1. Analysis of Language Symbols in Popular Video Titles in Xiamen City

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

3.3 Analysis of High-Frequency Words in Comments

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.

Fig. 3. Wordcloud of high-frequency words in the comments

3.4 Sentiment Analysis of Comments

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

Table 2. Bilibili Platform Xiamen City-Related Video Comments Sentiment Analysis.

Emotional color Quantity Frequency


Postive 990 58.06%
Objective 525 30.79%
Negative 190 11.15%

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
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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,
adjusted net loss significantly narrowed by 51% year-on-year. https://baijiahao.baidu.com/s?
id=1783898903753192378&wfr=spider&for=pc
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1541/
5. Bilibili Inc. Overview of Bilibili financial statements (n.d.). https://ir.bilibili.com/en/financial-
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

Xinru Zhang , Lijian Chen, and Yuanfang Zhao(B)

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.

Keywords: Virtual Digital Technology · Traditional Intangible Cultural


Heritage · Plant Dyeing · Clothing Design · Clothing Performance

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

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 387–396, 2024.
https://doi.org/10.1007/978-3-031-61950-2_42
388 X. Zhang et al.

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].

2.2 Application and Development of Virtual Reality Technology


Today, with the rapid development of innovative technology, virtual reality technology
with computer technology as its core has become a research hotspot in various fields due
to its conceptual, interactive, and immersive characteristics. It is precisely because of the
correlation between virtual reality technology and computer technology that its appli-
cation status in education, medicine, military, industry, digital media, and other fields is
Between Mountains and Rivers, Reality and Virtuality 389

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].

2.3 Virtual Reality Technology in Clothing Design


The application of virtual reality technology in the clothing industry originated in the
1980s and has shown significant advantages in reducing production time, improving
creative efficiency, and realizing interdisciplinary integration. In the book “Clothing
Virtual Reality and Implementation,” the application of virtual clothing technology is
summarized into five sections: technology promotes the development of the clothing
industry, related virtual human body realization technology, introduction to the char-
acteristics of virtual clothing design systems and model systems, and implementation
of virtual clothing display, Virtual clothing technology application case [6]. Especially
in the clothing industry production model, virtual reality technology has promoted the
rapid development of clothing customization production models, bringing a new look to
the entire clothing industry chain from “design-production-publicity-sales” [7].

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.

Fig. 1. Research Flowchart

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

Fig. 2. Three-dimensional virtual digital clothing production simulation process

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.

Fig. 3. Three-dimensional virtual scene construction simulation process

4.3 Emphasis on Three-Dimensional Virtual Technology to Optimize the Visual


Presentation of Traditional Plant-Dyed Clothing

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).

Fig. 4. Virtual scene and virtual clothing combination simulation process


Between Mountains and Rivers, Reality and Virtuality 393

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).

Fig. 5. Video production process

4.4 Live Performances and Virtual Performances

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.

Fig. 6. Shanshui Fashion Show – Virtuality and Reality

5 Conclusion and Future Work


Through method application and implementation, this study digitally presented tradi-
tional intangible cultural heritage handicrafts and obtained the following results:
1. Accuracy and visibility of digital communications: in the research practice, using
digital virtual software such as Cinema 4D and CLO 3D, we successfully created
a three-dimensional scene with an artistic stylization similar to reality. We realized
the real-time simulation of the characteristics of traditional plant-dyed clothing. The
results show that with the help of modern digital software, traditional plant dyes’
colors and presentation effects can be restored with higher accuracy, making clothing
appear more realistic in virtual scenes.
2. Three-dimensional virtual technology optimizes traditional plant-dyed clothing
design effects: based on detailed research on the live show, Cinema 4D was used to
build a simulated three-dimensional scene. Iteratively adjusting the scene, lighting,
and decorative elements restored the space and gave a more substantial visual effect. In
addition, virtual real-time simulation based on CLO 3D further optimizes the design
Between Mountains and Rivers, Reality and Virtuality 395

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).

References
1. Zhang, X.: An analysis of domestic plant dyeing research in the past 30 years. Dyeing Finish.
Technol. 36(06), 9–11 (2014)
2. Zhang, W., Huang, P., Yao, J.: Research progress of natural plant dyes for textile dyeing.
Print. Dyeing Aux. 35(11), 5–9 (2018)
3. Chen, X., Song, D., Guo, S.: Inheritance of plant dyeing techniques in clothing design. J.
Plant Genetic Resour. 24(06), 18–23 (2023)
4. Sun, J., et al.: Textile industrial application and development of plant dyes. Chin. J. Text. Eng.
1(06), 54–70 (2023)
396 X. Zhang et al.

5. Shi, X.: Virtual reality technology’s application status and development trends. Digit. Technol.
Appl. 41(06), 77–79 (2023)
6. Xiang, W.: Application and development of virtual reality technology in clothing design -
comment on “clothing virtual reality and implementation.” Print. Dyeing Aux. 35(12), 76
(2018)
7. Cong, S., Zhang, W.: Application of digital technology in clothing customization. J. Donghua
Univ. (Nat. Sci. Ed.) 125–130 (2006)
8. Sun, Y.: Plant dyeing technology. Silk 24–27+29–0 (2000)
9. Wei, L.: Establishment of plant dyeing color system and production of dyeing color cards. J.
Liaodong Univ. (Nat. Sci. Ed.) 27(03), 197–200 (2020)
10. Guo, R.: Dynamic display of clothing based on virtual reality technology. Western Leather
45(03), 20–22 (2023)
11. Gao, X.: Interpretation of standards: Analysis of relevant standards for textiles dyed with
plant dyes. Silk 60(12), 162–166 (2023)
Immersive Virtual Reality Embodied
Interaction Design for the Ephemeral
Monument of Tengwang Pavilion

Yue Zhao and Rui Tang(B)

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.

Keywords: Tengwang Pavilion · Virtual reality technology · Interactive design ·


Cultural heritage experience

1 Introduction

The Tengwang Pavilion, an ancient edifice boasting a history spanning thousands of


years, stands prominently as one of the four renowned structures in ancient China. It
harmoniously merges the grand architectural style of the Tang Dynasty with the intricate
designs of the Song Dynasty. Since its establishment in the 7th century, the Tengwang
Pavilion has undergone 29 renovations, standing as a silent witness to wars and the ebb

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 397–404, 2024.
https://doi.org/10.1007/978-3-031-61950-2_43
398 Y. Zhao and R. Tang

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

in software and hardware design to foster technological advancements [3]. Soto-Martin


et al. (Year) demonstrated the utilization of VR for the reconstruction and restoration
of historical buildings and murals, underscoring the importance of immersive and inter-
active VR experiences in cultural heritage exhibitions [4]. Chai and Deng (Year) intro-
duced the novel concept of “embodied transformation” to enhance the social interaction
of digital art in cultural heritage exhibitions through the transfer of media, experiences,
and encounters [5]. These case studies collectively exemplify the wide-ranging applica-
tions and potential of technology in the conservation and exhibition of cultural heritage.
By surpassing the limitations of traditional approaches, they enhance the effectiveness
and display quality of cultural heritage preservation while providing users with more
profound and immersive experiences.
Currently, scholars primarily focus on leveraging technology to improve and enhance
the preservation and exhibition of cultural heritage. However, there remains a need for
further in-depth discussions on how to effectively showcase cultural connotations and
provide users with more profound cultural experiences through interactive modalities
within the virtual reality-restored environments of cultural sites. Consequently, this study
conducts an extensive exploration of the Tengwang Pavilion as a cultural site. Its objec-
tive is to delve deeper into the cultural value of the Tengwang Pavilion by harnessing
virtual reality technology. Additionally, the study aims to investigate more captivating
interaction mechanisms to enhance user experiences and augment their perception and
comprehension of the cultural connotations embodied within the Tengwang Pavilion.

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

meticulous detailing and optimization techniques, including texture enhancements, we


enhanced the realism of the model. Additionally, several adjustments and optimizations
were implemented to ensure optimal performance of the model within the interactive
game environment (Figs. 1 and 2).

Fig. 1. Digital topology model of Tengwang Pavilion

Fig. 2. Construction of virtual environment

3.2 Interactive Program Design


In the design of our interactive program, we place significant emphasis on the seamless
integration of technology applications and user experience, aiming to effectively com-
municate the historical and cultural significance of the Tengwang Pavilion. To achieve
Immersive Virtual Reality Embodied Interaction Design 401

this, we leverage state-of-the-art game engine technology to implement a diverse range


of interactive tasks for players. These tasks are thoughtfully crafted to not only provide
engaging challenges but also serve as a means to progressively guide players towards
a deeper understanding of the cultural connotations embedded within the Tengwang
Pavilion.
For instance, upon entering the virtual Tengwang Pavilion, players will be prompted
to undertake a task that involves ascending to a higher point and gazing into the distance.
An example of this is Scene 6, where numerous Tengwang Pavilion-related poems depict
the act of climbing to heights and taking in the panoramic vistas. Players can ascend
the virtual staircase to the pinnacle of the Tengwang Pavilion and behold the breathtak-
ing scenery of the entire virtual world. Through this experience, players can not only
appreciate the grandeur of the pavilion’s architecture but also immerse themselves in the
sentiments of the ancients.
Additionally, we have incorporated an interactive poetry writing task into the design.
In specific areas of the Tengwang Pavilion, such as Scene 10, players can trigger interac-
tions related to composing poetry. The system offers an array of poetic options, allowing
players to select verses that align with their preferences and understanding, enabling
them to create their own unique poem. This design not only enhances the game’s enter-
tainment value but also fosters a deeper comprehension of the cultural connotations of
the Tengwang Pavilion during the creative process.
To enrich the player’s experience, we have included boating tasks, as exemplified in
Scene 12. Near the lakes surrounding the Tengwang Pavilion, players can virtually rent a
boat and row across the lake, basking in the reflections of the pavilion and the surrounding
natural beauty. This design not only expands the exploration space for players but also
evokes a sense of tranquility and relaxation during gameplay.
Furthermore, we offer players the freedom to explore the entire human scene. They
can freely navigate through every nook and cranny of the Tengwang Pavilion, savor-
ing the beauty of various scenes. Whether it’s the majestic structures of the Tengwang
Pavilion or the surrounding lakes, gardens, and other natural landscapes, they will be
vividly presented in the virtual world. Through this feature, players can gain a compre-
hensive understanding of the history, culture, and cultural landscapes associated with
the Tengwang Pavilion.
Lastly, we have designed a humanistic tour route for players. Many scenes along
this route faithfully recreate historical sites, allowing players to experience the historical
transformations and cultural heritage of the Tengwang Pavilion. Through this design,
players can develop a profound understanding of the cultural connotations and historical
significance of the Tengwang Pavilion.
Through the implementation of these interactive tasks, our goal is to provide players
with not only an opportunity to appreciate the beauty of the Tengwang Pavilion within
the game but also a chance to personally participate in and experience the history and
culture of the pavilion. We aim to deliver a vibrant and immersive gaming experience
that engages players on multiple levels (Figs. 3 and 4).
402 Y. Zhao and R. Tang

Fig. 3. Restored scene of Tengwang Pavilion cultural site

Fig. 4. Virtual environment rendering

4 Discussion and Limitations


When designing interactive links and scenes for cultural sites using virtual reality, it is
crucial to consider technical feasibility and implementation costs to ensure the prac-
ticality of the interactive scheme. While showcasing the historical culture of these
sites, it is essential to strive for a seamless integration of historical allusions, such as
poetic imagery, and interactive scenes. This approach enables users to better appreciate
the allure of cultural sites through interactive experiences within the digitally restored
cultural environments.
Furthermore, despite the significant advancements in 3D modeling and virtual reality
technologies, challenges may persist in acquiring and processing detailed data pertain-
ing to historic buildings. For example, the lack of data may result in inaccuracies when
attempting to restore certain historical details. Additionally, the rendering quality of
virtual environments and the real-time nature of user interactions can be limited by
hardware capabilities and device constraints. These factors should be carefully consid-
ered to strike a balance between achieving a high level of realism and ensuring smooth
user interactions within the virtual environment.
Immersive Virtual Reality Embodied Interaction Design 403

By addressing these considerations, we can create interactive experiences that effec-


tively convey the historical and cultural significance of cultural sites while taking into
account technological constraints and cost-effectiveness.
Hence, due to the passage of time, ancient buildings inevitably undergo aging and
damage. Alongside physical protection measures, it is imperative to employ digital means
to permanently preserve these cultural heritages, thereby safeguarding the imprints of
human civilization for posterity. By leveraging digital technologies, we can ensure the
enduring preservation of these invaluable cultural artifacts, transcending the constraints
of physical decay.

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)
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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

Qinqin Zhao and Shisi Wang(B)

Wuhan University of Technology, No. 122 Luoshi Road, Hongshan District, Wuhan, China
[email protected]

Abstract. Tibetan medicine, as a valuable achievement, encompasses rich med-


ical knowledge and unique cultural traditions. Among them, the “Medical Canon
in Four Sections” stands as a representative classic work of Tibetan medicine, con-
taining invaluable medical wisdom. However, there are several challenges in the
dissemination and application of the “Medical Canon in Four Sections”. Firstly,
for non-medical professionals, its medical content may be overly specialized and
difficult to understand. Additionally, difficulties in preservation, scattered content,
inconsistent versions, outdated information, and accessibility issues often hinder
people from quickly and accurately finding the information they need. To address
these challenges, this study collected, organized, summarized, and analyzed infor-
mation from different versions of the “Medical Canon in Four Sections”. Using the
metaphor of “three trees of life”, we interpreted its content, establishing a logical
framework of “tree-branch-leaf”. Simultaneously, we developed a visual dynamic
interactive software that allows users to swiftly search medical content, understand
visual information, and interact with relevant knowledge points, thereby enhanc-
ing users’ efficiency and experience in acquiring Tibetan medicine knowledge. By
combining digital dissemination methods, this paper provides users with a com-
prehensive and agile platform for learning Tibetan medicine knowledge, which
facilitates the dissemination and application of the valuable information within the
“Medical Canon in Four Sections” and promotes the inheritance and development
of Tibetan medicine culture.

Keyword: Tibetan Medicine · Information Visualization · Interaction Design

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.

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 405–414, 2024.
https://doi.org/10.1007/978-3-031-61950-2_44
406 Q. Zhao and S. Wang

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

2.2 Digitalization Research in Tibetan Medicine

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

3.1 Design Methodology


During the material collection phase, we conducted thorough searches and analyses of
different versions of the Medical Canon in Four Sections and related pictorial materials,
and categorized the literature based on the principles of knowledge visualization. The
Medical Canon in Four Sections exists in various versions, including the Zatang version,
the Loroke version, the Ereguochaga version, the Dege second edition, and the Beijing
edition, among others, (see Fig. 1) [16, 17]. By examining the relationships and contexts
among these versions, we found that the Zatang version serves as the prototype for all
woodblock versions of the Medical Canon in Four Sections, with the earliest carving
and the highest version value. Therefore, our research focuses on a detailed exploration
of the Zatang version of the Medical Canon in Four Sections.
The content of the Medical Canon in Four Sections is classified according to different
medical themes, such as disease diagnosis, treatment methods, medication formulations,
anatomical knowledge, etc. It is also classified based on historical periods, schools of
thought, and regions, such as divisions according to different historical periods or medical
schools. Combining the content of the Medical Canon in Four Sections with the pictorial
materials, our work interprets them in the form of three trees of life, corresponding to
the three parts of the canon: physiology and pathology, disease diagnosis, and disease
treatment. This vivid interpretive approach provides a unique perspective and context for
understanding and exploring Tibetan medicine. Through this method, users can gain a
deeper understanding of the medical knowledge contained in the Medical Canon in Four
Sections, from physiology to pathology, from diagnosis to treatment, thus establishing a
systematic and vivid cognitive framework. This research not only contributes to a deeper
understanding of Tibetan medicine but also provides important references and support
for subsequent research and visualization presentations.

Fig. 1. Different versions of Medical Canon in Four Sections


Visualization and Interactive Design of Cultural Heritage Information 409

3.2 Prototype 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. 3. Digital translation of thangka production process

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

3.3 Ineractive Program Design

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

In terms of animation effects, the SceneManager.LoadSceneAsync method is called


to asynchronously load specified scenes, and a while loop is used to wait for the com-
pletion of scene loading. Within the loop, the asyncLoad.isDone property is checked
to determine if asynchronous loading has been completed, avoiding blocking the main
thread and thereby improving game performance and user experience. The image ren-
dering achieves various materials such as flow, transparency, glow, and blur, combined
with Gaussian blur algorithm, providing users with diverse visual experiences.
Moreover, the program implements various complex text rendering effects, includ-
ing distance fields, masks, font text filling, outlines, shadows, reflections, and glowing
effects, utilizing techniques such as color interpolation and cube map reflection. The
overall implementation achieves smooth animation effects and intricate interaction logic,
meeting users’ needs for information exchange and interaction. Additionally, it can be
published to multiple platforms through Unity’s cross-platform capabilities.

Fig. 6. Interface interaction design and information visualization

4 Discussion and Limitation


Through in-depth analysis and exploration of the Medical Canon in Four Sections, this
paper transforms its important information into visual forms vividly through the App,
such as the “Three Trees of Life,” and adopts a logical framework of “tree-branch-leaf,”
which helps users intuitively understand the key content and structure of medical knowl-
edge. Utilizing interactive design techniques, we provide users with diverse browsing and
querying methods, such as interactive navigation systems and search functions, enhanc-
ing user convenience and experience. In terms of interaction, we have designed engaging
Visualization and Interactive Design of Cultural Heritage Information 413

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.

5 Conclusion and Future Work

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.

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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)
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15. Nie, X., et al.: The spatial distribution of traditional intangible cultural heritage medicine of
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Digitization of Cultural Relics: Augmented
Reality Display of Ru Ware

Jie Zhou and Xinyue Liu(B)

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.

Keywords: Digitization · Cultural Relics · AR · Ru Ware

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

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 415–425, 2024.
https://doi.org/10.1007/978-3-031-61950-2_45
416 J. Zhou and X. Liu

of relic conservation and exhibition have demonstrated tremendous potential. Some


notable projects include the “American Memory” [2]program initiated by the Library of
Congress in 1990, which focused on digitizing collections; “The Digital Michelangelo
Project” [3], a large-scale 3D scanning project of sculptures conducted jointly by Stan-
ford University and the University of Washington in 1997; the collaboration between
Rokid and Liangzhu Museum in 2020 to create a smart guidance system based on AR
glasses; and the “Horizon of Khufu” virtual reality exhibition [4] developed by Excurio
in partnership with the Harvard University Giza Project in 2022.
Adapting to the trend of the times, the reasonable application of digital technology in
relic preservation and exhibition work establishes a bridge of communication between
relics and viewers. This enhances the public accessibility, vitality, and social influence
of relics, marking new directions in the field of cultural relic exhibition today.

2 The Demand for the Digitization Exhibition of Ru Ware

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.

2.1 The Value and Status of Ru Ware

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

heights by drawing on various influences. Additionally, it pioneered new aesthetic realms,


transitioning from the grand and majestic aesthetics of the Tang Dynasty to the delicate
and restrained aesthetic culture of the Song Dynasty, thereby influencing subsequent
national characteristics and aesthetic orientations.
Lastly, due to the short production period of Ru Kiln and the rarity of Ru Ware, Ru
Ware is particularly precious.

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]

2.2 The Necessity of Combining Ru Ware with Augmented Reality (AR)


Technology
The rareness of extant imperial Ru Ware from the Song Dynasty is widely acknowledged.
Currently, there are approximately 70 known pieces of Ru Ware worldwide, distributed
among institutions such as Taipei Palace Museum (23 pieces), The Palace Museum
(17 pieces), Shanghai Museum (8 pieces), Percival David Foundation of Chinese Art
(7 pieces), Victoria and Albert Museum, and The Museum of Oriental Ceramics in
Osaka.[6] National-level museums primarily showcasing Ru Ware or celadon include
the Baofeng Ru Kiln Museum (2nd level), the Celadon Museum (2nd level), and the
Ruzhou Ru Ware Museum (3rd level). [7].
The author visited these museums either online or through field visits and found that
they primarily employ conventional display cabinets supplemented with textual expla-
nations, which are outdated and lack appeal. Some museums offer online VR or pseudo-
holographic digital exhibitions, such as The Palace Museum’s online “Palace Museum
418 J. Zhou and X. Liu

Panorama” and the Baofeng Ru Kiln Museum’s small-scale pseudo-holographic display


of Ru Ware on the third floor. Additionally, many museums have digital collections
accessible to the public. However, the display methods are still limited to the digitiza-
tion of text and images, restricted to one-way transmission of relic information, lacking
interactivity and appeal.
The exhibition design of cultural relics is aimed at the general public, therefore it
is necessary to determine the user needs of the audience and decide the direction of the
design accordingly. The author employed both field research and questionnaire surveys
as complementary research methods. The questionnaire targeted the general public who
have visited museums, with the aim of understanding their preferences for museum visits
and their awareness of the application of digital technology in relic exhibitions. In the
questionnaire survey section, a total of 104 questionnaires were collected, of which 99
were valid. The statistical analysis of user demographics revealed a relatively balanced
gender ratio, with males accounting for 42.42% and females for 57.58%. The age of
respondents ranged from under 18 to over 60, with a concentration between 18 and
25 years old.
The questionnaire was divided into three parts: “Your preferences for visiting muse-
ums”, “Views on digital relic exhibitions” and “Survey on awareness of Ru Kiln and Ru
Ware”.
Users’ Preferences for Visiting Museums. Research results indicate that people’s fre-
quency of visiting museums is concentrated on semi-annual visits (40.4%), annual visits
(13.13%), and rarely visiting (27.27%). This suggests that traditional museum exhibi-
tions primarily focused on artifact displays may not be very appealing to visitors. The
duration of user visits to museums is concentrated on one to two hours (44.44%), two
to three hours (30.3%), and half an hour to one hour (16.16%). Given the typical size of
museums, users may find it challenging to fully comprehend and understand the exhibits
within such short periods. In terms of visit purposes, 32.32% of users chose “learning
knowledge,” while 37.37% chose “leisure and entertainment.” This indicates that in
museum exhibitions, attention should be paid to both knowledge dissemination and the
entertainment value of the display methods. Regarding preferred visitation methods, the
majority of respondents prefer undisturbed visitation methods such as 30.3% choos-
ing self-guided tours, 22.22% following guidebooks, 21.21% renting audio guides, and
9.09% following online guides. This indicates that in museum exhibition design, people
tend to prefer private, undisturbed visitation methods. In terms of preferred forms of
artifact exhibitions (this question allowed multiple selections), the most selected option
was a mixed exhibition format of “digital technology + artifacts”: 71 respondents chose
“interactive media + physical artifacts” and 55 chose “audio/video + physical artifacts”.
Traditional “artifact display with textual explanations” was also chosen by 48 respon-
dents. The least preferred option was a purely virtual display format, chosen by only
5 respondents. Analysis suggests that among various exhibition methods, users prefer
physical artifact displays and multimedia interactive exhibitions, and they have little
interest in purely online artifact viewing, preferring the “authenticity” of artifacts.
Users’ Views on Digital Artifact Exhibitions. In the survey on digital artifact exhi-
bitions, 59.6% of respondents were aware of digital artifact exhibitions, while the rest
stated they had not heard of them. However, all of the latter group expressed a positive
Digitization of Cultural Relics 419

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.

Table 1. User feedback regarding their impression of digital artifact exhibitions

Title/Options Strongly Disagree Neutral Agree Strongly Average


Disagree Agree
Strong 2(3.4%) 15(25.4%) 20(33.9%) 14(23.7%) 8(13.6%) 3.19
publicity
Rich content 2(3.4%) 9(15.3%) 22(37.3%) 17(28.8%) 9(15.3%) 3.37
Interesting 0(0%) 6(10.2%) 9(15.3%) 24(40.7%) 20(33.9%) 3.98
format
Easy operation 5(8.5%) 14(23.7%) 15(25.4%) 20(33.9%) 5(8.5%) 3.1
Strong 1(1.7%) 8(13.6%) 12(20.3%) 17(28.8%) 21(35.6%) 3.83
immersion

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

Real Identification and Integration of Display Augmented


Environment tracking virtual and real Device Reality
camera Scenario
Position acquisition
Pose recognition

Coordinate
Virtual Object
conversion
Fig. 2. Workflow of Augmented Reality System

AR technology applied in the exhibition of cultural relics is not uncommon. After


reviewing AR exhibition projects in museums both domestically and internationally,
it was found that most exhibition halls utilize smartphone applications as the medium
for AR displays, while a few use projections and AR glasses within the museum. Some
museums in China also employ WeChat mini-programs for this purpose. With a focus on
Digitization of Cultural Relics 421

“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.

3 Exploration of AR Display Solutions for Ru Ware

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

Table 2. User Needs and Corresponding Functionality

Stage User Needs Functions


Before Visit Access to exhibition/event information Online notification of exhibition/event
online information
During Visit Convenient Visiting Customizable Guided Tours
Diverse Exhibition Formats Exhibition Commentary
Strong Interactivity 3D Artifact Animations
Comprehensive Introduction AR Interactive Games
Personalized Services Artifact Production Process
After Visit Comprehensive Understanding Achievement Check-ins
Engaging Experience Series Activity Follow-up

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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docLibId=72. Accessed 09 Mar 2024
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2024
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11 Mar 2024
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Human-AI Co-creation for Intangible Cultural
Heritage Dance: Cultural Genes Retaining
and Innovation

Hongtao Zhu1 , Xiaoxuan Zhou2 , and Huiwen Liu3(B)


1 Beijing Institute of Graphic Communication, Beijing 102600, China
2 Hunan Normal University, Changsha 410081, China
3 Beyondsoft Corporation, Beijing 100193, China

[email protected]

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.

Keywords: Intangible Cultural Heritage · Co-creation · AI-assisted Innovation

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.

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 426–433, 2024.
https://doi.org/10.1007/978-3-031-61950-2_46
Human-AI Co-creation for Intangible Cultural Heritage Dance 427

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.

2.1 Pose Estimation and Semantic Segmentation


Pose estimation plays a key role in enabling machines to comprehend dance movements
captured in images and videos. Cao et al. introduced a real-time approach for detecting
2D human poses in images, associating body parts with individuals, encompassing the
body, foot, hand, and face [1]. Building upon pose detection, semantic segmentation
assigns labels to each part of the body in an image. Chen et al. presented a model for
multi-class semantic segmentation that utilizes an encoder-decoder structure to visualize
predictions as RGB segmentation masks, with each label represented by a different color
[2].

2.2 AI-Assisted Choreography


In the field of dance sequence generation, Li et al. established dance-music embed-
ding relationships based on a manually annotated database. This learned relationship
is incorporated into a choreography-oriented motion synthesis framework to generate
dance animations [3]. Huang et al. implemented long-term dance generation with music
via curriculum learning [4]. For choreography based on human-computer interaction,
Henry and choreographer McGregor released a dataset of 5 million dance poses and
trained a model for interactive choreography. Utilizing input poses as seeds, the model
quickly generates thirty 10-s McGregor-style dance sequences. Wu et al. explored cre-
ative dance performances using a lightweight model [5]. While research has expressed
mixed views on the use of AI in dance creation, a prevailing view is that AI serves as
a tool to facilitate, rather than replace, human choreographers. In assisting innovative
choreography, AI has the capacity to learn and reproduce a dancer’s distinctive style,
introducing unexpected body movement trajectories that may inspire the dancer to create
novel and potentially superior compositions [6–8].
428 H. Zhu et al.

2.3 Demonstration of ICH Dance


Traditionally, displays associated with ICH dances occur during ceremonies, funerals,
harvest celebrations, and other significant events. With digitalization and the application
of interactive technologies, the digital display and dissemination of ICH has become
increasingly crucial. Yo et al. visualized knowledge archives of Thai dance by converting
LabanWriter files into 3D animation displays [9]. Taking the Chinese Yao dance as a
case, Zhao explored the use of virtual reality for dance teaching [10].
While prior research has made valuable contributions in database construction, com-
puting framework development, and model training, most of the efforts focusd on the
application of AI technology in the field of modern dance. Given the absence of system-
atic research on ICH dance, our study aims to establish a dataset for the hand-waving
dance and undertake human-AI collaborative choreography and design.

3 Construction of Inheritors’ Performance Dataset


3.1 Field Investigation and Data Acquisition
We visited Zhang Mingguang, a national-level inheritor of the big hand-waving dance,
and Fu Qingwen, a provincial-level inheritor and apprentice to Zhang Mingguang. At
the hand-waving hall, dating back to the Ming Dynasty, we recorded a video of Zhang
Mingguang’s eight-member team performing the big hand-waving dance. Additionally,
we captured Fu Qingwen elucidating the meanings of various dance sequences. Sub-
sequently, we visited Xiang Peihua, the inheritor of the small hand-waving dance, and
documented the main sequences of the small hand-waving dance at the hand-waving
hall (see Fig. 1). The field investigations not only afforded us precise insights into the
semantic meanings of the hand-waving dance but also provided an understanding of
essential tasks in hand-waving dance inheritance, such as the innovative choreography
suitable for young people’s preferences, and the short films production conducive to
network communication.

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

3.2 Dance Posture Estimation and Annotation

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).

Table 1. Representative Sequences in the Hand-waving dance.

Dance classification Semantic meanings of dance sequences


Big hand-waving dance ancestor worship and altar cleaning, rowing, chopping firewood,
sowing millet, selecting millet, drinking
Small hand-waving dance single sway, shaking lice, wearing straw shoes, chopping firewood,
digging soil, throwing seeds, plowing, frog announcing spring,
frog embracing egg, sowing seeds, transplanting rice, weeding,
picking cotton, spinning yarn, weaving cloth, fish-ing, double sway

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.

Fig. 2. Keyframe images of a dance sequence and corresponding skeleton images.

Through these processes, we successfully constructed an inheritor performance


dataset for the hand-waving dance, comprising 1800 keyframe images along with
their corresponding semantic meanings, skeleton images, and keypoints coordinates.
To enhance the robustness of our model, we diversified the data by acquiring images
in varied environments and scenes; by selecting dancers of different ages, genders,
430 H. Zhu et al.

and experiences; by capturing various expressions during performances. These mea-


sures collectively contribute to the dataset’s scale and diversity, playing a pivotal role in
subsequent works.

4 Innovative Choreography
4.1 Co-creation of Innovative Dance Sequences

To facilitate co-creation between humans and AI, the professional choreographer


selected some representative dance sequences from the inheritors’ performance dataset.
Subsequently, the choreographer introduced novel postures infused with the distinctive
characteristics of the hand-waving dance to expand the dataset, culminating in the estab-
lishment of a dance postures library. Leveraging the library, AI generati dance sequences
that transitioned fluidly between each posture (see Fig. 3).

Fig. 3. The process of innovative dance sequences co-creation.

4.2 Experimental Performance

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.

5 Production of Creative Short Film

5.1 Semantic Segmentation and Coloring of Keyframe

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).

5.2 Dynamic Images Generation

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.

Fig. 5. The dynamic image of the Hand-waving dance.

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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Immersion in Theatre: The Emergence
of Immersive Theatre Spaces

Mengyao Zhu and Kaizhong Cao(B)

Communication University of China, Beijing 10000, China


[email protected], [email protected]

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.

Keywords: Immersion · Theatre · Emotions · Space

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

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


C. Stephanidis et al. (Eds.): HCII 2024, CCIS 2116, pp. 434–444, 2024.
https://doi.org/10.1007/978-3-031-61950-2_47
Immersion in Theatre: The Emergence of Immersive Theatre Spaces 435

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.

2 Characteristics of Immersive Theatre


2.1 Immersive Experience
Immersive entertainment environment has been hot in recent years, “immersive experi-
ence” and the word “immersion” have the same level of meaning, its English Immersive
Experience theory [3], also known as the immersive experience, and the term “im-
mersive experience” has the same level of meaning as the word “immersion”. What
is important for a well-developed immersive aesthetic experience is that the audience
is naturally involved in the process. When unconscious behaviour is transformed into
visual effects visible to the naked eye, the aesthetic experience will be more deeply
rooted in the mind [4], MSG Sphere was completed and put into use this year, is the
world’s first spherical immersive top casino, in order to present an immersive entertain-
ment experience, MSG Sphere from the visual, auditory, tactile, taste and so on many
aspects of the space together. This also means that the creation of immersive space is
moving in a more technological direction. The author believes that unlike traditional
viewing entertainment, immersive entertainment environments emphasise interaction
with the environment. Participants can influence the storyline, character dynamics or
environmental elements, making them part of the story. Immersive entertainment envi-
ronments provide a more immersive entertainment experience, enabling participants to
delve deeper into fictional or real-life scenarios to get closer to the real scene and story.
Multiple senses such as sight, sound, touch and smell are used to create an integrated
sensory experience. This can include virtual reality (VR) and augmented reality (AR)
technologies, 3D sound, haptic feedback devices, etc. In all kinds of cultural and enter-
tainment activities, the presence of theatre is stronger, the characteristics of the theatre
436 M. Zhu and K. Cao

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.

2.2 Distinction from Traditional Theatre


Theatre is a form of art that is intertwined in time and space, it has hypothetical, live
and intertwined in time and space, and all three are indispensable. In the book Theatre
Ontology Tan Jisheng regards theatre as an independent and self-sufficient existential
entity, and through the exploration of the essence and basic characteristics of theatre,
he reveals theatre as a dynamic flux of the development process. The essence and basic
characteristics of theatre change with the times, influenced by new contexts, norms,
technologies, ideologies and other factors. With the combined effect of a variety of factors
such as the need for innovation, technological advances, audience demand and cultural
innovation, immersive theatre was born, and in the process, the focus of theatre stage
performance is also changing somewhat, contemporary Polish director Jerzy Grotowski
believes that the core of the theatre actor’s individual performance techniques are the
core of theatre art. In immersive theatre, however, the performances of the characters
need to be ‘de-emphasised’ so that they become part of the plot rather than the focus.
This ‘de-centring’ can be achieved in a number of ways, for example by reducing the
dialogue and actions of the characters and focusing on other elements, such as situation,
Immersion in Theatre: The Emergence of Immersive Theatre Spaces 437

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.

2.3 Attributes of Immersive Theatre


Immersive theatre, also known as submerged theatre, is a theatre experience that differs
from traditional forms of theatre. It draws on the concept of “environmental theatre”
proposed by Richard Schechner [10], and on this basis, it has been extended and devel-
oped. Compared with traditional theatre, immersive theatre pays more attention to the
autonomy and participation of the audience. Scholar Zhou Ying points out that the char-
acteristics of immersive theatre mainly include four aspects: the combination of space
and reality, the integration of the audience into the theatre content, the deep interaction
438 M. Zhu and K. Cao

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.

3 Immersive Theatre Space


3.1 Basic Characteristics of Traditional Stage
Set design is one of the most intuitive visual elements in theatre. The set is not only
the background for the actors’ performance, but also an important environment for the
development of the plot and the expression of the scenario. Through set design, various
different scenes can be created, thus helping the audience to better understand and
experience the plot. Lighting effects play a vital role in theatre, which can regulate the
light and colour on the stage and create different emotional atmosphere and dramatic
effects. Through the changes and use of lighting, it can highlight the emotions of the
characters, emphasise important plots, and guide the audience’s attention, thus enhancing
the expressiveness and viewability of the play. Costume design is one of the important
means to show the image of characters and social background. Costume design can
highlight the characteristics and personality of the character, reflect the identity, status
and emotional state of the character, so as to enhance the audience’s knowledge of the
character and emotional resonance. Props are physical symbols in theatre, and props
design needs to be coordinated with the stage set, costumes and lighting effects to
maintain a unified visual style and artistic effect.
Auditory design in theatre stage is one of the important means to create atmosphere,
emphasize emotion, guide audience’s attention and enhance the sense of immersion
through sound effects and music, which are often used in theatre to strengthen emotion,
Immersion in Theatre: The Emergence of Immersive Theatre Spaces 439

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.

3.2 The Innovation of Immersive Theatre in the Digital Age

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

Fig. 1. Part of the nodes of “Only Henan Theatre Mirage City”.


440 M. Zhu and K. Cao

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.

3.3 Classification of Immersive Theatre

From the material dimension of immersive theatre to create an atmospheric space is


mainly immersive theatre performances, the narrative nature of the architectural layout,
and the virtual image of spectacle [12]. This kind of project is mostly a theatre tourism
performing arts scenic spot with the premise of cultural and tourism background, the
project has a large scale as well as a large spatial scale, and is mostly based on a real
historical background, and carries out a real historical story as well as a virtual creation
to enrich the historical events, and mainly focuses on the understanding of the theatre
theme, and Wang Chiu-go’s Only Henan, Theatre Mirage City, which occupies an area
of 622 acres, is a theatre with 21 theatres, and features acting as a theatre colony. The
theatre colony with 21 theatres, featuring performing arts [13], which “takes the Yellow
River civilisation as the background and tells the story about land, grain and inheritance”.
Relying on theatre interpretation in the original traditional architectural space, the
original Suzhou Neshiyuan’s live-action performance “Touring the Garden Today’s
Dream”, Xinanli’s immersive performance “Nanjing Joyful Events”, and Junyuan’s “Jin-
ling Dream Seeking Night Zhanyuan” immersive night tour of the smaller scale theatre
are in the historical and cultural space already in existence for the plot and stage To
enhance the attraction of night play, this kind of project focuses on the creation of the
night atmosphere of the actual space, focusing on the exhibition of architectural space
and landscape space at night, concentrating on the treatment of lighting, and focusing
on the tourists in the process of watching the performance and excursion (Fig. 2).
Another category is the new type of theatre art activities such as environmental reality
and script-killing, such as the performance of immersive theatre works like Sleepless
Night, Mermaids by the Dead Water, Chengdu Stealing Hearts, etc., which introduces the
concept of games into a series of theatre practices, from single-viewing performances
to multi-line explorations of narratives, the aim of this type of immersive theatre is
to make the audience emotionally invested in the plot and the characters, focusing on
the interaction of the tourists with the characters and the plot during the process, and
focusing on giving the audience the opportunity to take the initiative in this process plot,
with a focus on empowering the audience to take the initiative in order to broaden their
Immersion in Theatre: The Emergence of Immersive Theatre Spaces 441

Fig. 2. Part of the nodes of “The Garden of Dreams”.

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].

4 Analysis of Text-Based Research

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

A Guo, Bailu 285


Adelakun, Olayele 183 Guo, Ying 303
Agotai, Doris 102
Apostolakis, Konstantinos C. 82 H
Aros, Michelle 3 Hao, Jie 119
Henry, Spencer 33
B Hou, Wenjun 147
Badro, Daniel 183 Huang, Xinyi 220
Barmpoutis, Angelos 33
Bouhli, Maria 82 I
Ishihara, Manabu 47
C
Cao, Kaizhong 434 J
Cao, Yancheng 251 Jahn, Celina 41
Cao, Yucheng 147 Jang, Seung Hyuk 33
Chaparro, Barbara S. 3 Jonoo, Minori 228
Chen, Daoxin 211 Josupeit, Judith 58
Chen, Fan 75, 251
Chen, Lijian 190, 387 K
Chen, Xingyu 200 Kawamura, Harumi 228
Chen, Zhuxuan 266 Kim, Min Joo 92
Kishimoto, Aki 237
D Kwon, Ohung 245
Ding, Zijie 9
L
F Lee, Chang-Gyu 245
Fan, Siqi 75 Lee, Yushin 92
Fang, Xiaowen 183 Li, Han 292
Fang, Xiawei 325 Li, Kunhe 378
Li, Qingyi 266
G Li, Ruyi 67
Gan, Yan 9 Li, Weiqi 378
Gardony, Aaron L. 22 Li, Xiang 285
Garrett, Ryan 33 Li, Xinlin 266
Gast, Justin 33 Liang, Jing 75, 251
Gemeinhardt, Jan 41 Lim, Ju Young 114
Greim, Leonore 58 Lin, Lin 258, 343

© 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

Ling, Jie 303, 335 Su, Weilin 335


Ling, Liyang 159 Sun, Han 276
Liu, Chunrong 67 Sykianaki, Eirini 82
Liu, Huiwen 426
Liu, Jinrong 303 T
Liu, Muqing 266 Tang, Rui 397
Liu, Xiang 200 Tosa, Naoko 228
Liu, Xinyue 415 Tyger, Colton L. 3
Liu, Zhiming 276
Long, Ren 354
U
Lu, Lang 258
Unmüßig, Gabriel 137
Luo, ZhongCheng 335

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

Zhao, Yue 397 Zhou, Xiaoxuan 426


Zhong, Yiheng 251 Zhu, Hongtao 426
Zhou, Hongtao 200 Zhu, Mengyao 434
Zhou, Jie 415 Zöllner, Michael 41

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