000899503 000__ 07261cam\a2200637Ii\4500 000899503 001__ 899503 000899503 005__ 20230306150208.0 000899503 006__ m\\\\\o\\d\\\\\\\\ 000899503 007__ cr\nn\nnnunnun 000899503 008__ 190625t20192019sz\a\\\\ob\\\\101\0\eng\d 000899503 020__ $$a9783030225803$$q(electronic book) 000899503 020__ $$a3030225801$$q(electronic book) 000899503 020__ $$z9783030225797 000899503 0247_ $$a10.1007/978-3-030-22580-3$$2doi 000899503 035__ $$aSP(OCoLC)on1112246174 000899503 035__ $$aSP(OCoLC)1112246174 000899503 040__ $$aDKU$$beng$$erda$$cDKU$$dNOC$$dOCLCO$$dGW5XE 000899503 049__ $$aISEA 000899503 050_4 $$aQA76.9.U83 000899503 050_4 $$aQA76.9.H85 000899503 08204 $$a005.437$$223 000899503 1112_ $$aCCD (Conference)$$n(11th :$$d2019 :$$cOrlando, Fla.),$$eauthor. 000899503 24510 $$aCross-cultural design :$$bculture and society : 11th International Conference, CCD 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26-31, 2019, Proceedings.$$nPart II /$$cPei-Luen Patrick Rau (ed.). 000899503 2463_ $$aCCD 2019 000899503 2463_ $$aHCII 2019 000899503 2463_ $$aCulture and society 000899503 264_1 $$aCham, Switzerland :$$bSpringer,$$c2019. 000899503 264_4 $$c©2019 000899503 300__ $$a1 online resource (xxiv, 507 pages) :$$billustrations. 000899503 336__ $$atext$$btxt$$2rdacontent 000899503 337__ $$acomputer$$bc$$2rdamedia 000899503 338__ $$aonline resource$$bcr$$2rdacarrier 000899503 347__ $$atext file$$bPDF$$2rda 000899503 4901_ $$aLNCS sublibrary. SL 3, Information Systems and Applications, incl. Internet/Web, and HCI 000899503 4901_ $$aLecture notes in computer science ;$$v11577 000899503 500__ $$aInternational conference proceedings. 000899503 504__ $$aIncludes bibliographical references and author index. 000899503 5050_ $$aCultural Products, Experiences and Creativity -- A Framework of Experiential Service Design in Creative Tourism -- Museum and Cultural Products Co-Creation Brand Value: Taking the innovative cultural products of Ningbo Port Museum as an example -- Communication betwee Artist and Audience: A Case Study of Creation Journey -- Analysis of Cover Design Styles of Magazines -- Taking THE SHORT STORY MAGAZINE (1910-1932) as an Example -- Contrast Research on Cognitive Differences Between Design End and Consumption End in Cultural Products -- The Display of Intangible Cultural Landscape Based on the Concept of Eco-museum -- What makes for successful game storytelling in different countries? A comparison between Japan, Korea and China -- Research on Creation Architecture of Opera Cartoons -- Design for Social Change and Development -- Emo-View: Convey the Emotion of the Back-Seat Passenger with an Emoji in Rear-View Mirror to the Driver -- ^New Impression of Beijing Hutongs: A Microscale Urban Emotion Measurement Method -- User Experience in Older Adults using Tablets for Neuropsychological Tests in Mexico City -- Parallel Orientation Assistant, a Vehicle System based on Voice Interaction and Multi-Screen Interaction -- Can Virtual Reality Satisfy Entertainment Needs of the Elderly? The application of a VR Headset in Elderly Care -- Cross-Cultural Recycling and Design Methodology; to Prove the Effectiveness of the Three-Stage Design Method of Cross-Cultural Recycling "Why-What-How" -- Mobility-as-a-Service: A Critical Review and the Generalized Multi-modal Transport Experience -- Design for Urban Resilience: A Case of Community-led Placemaking Approach in Shanghai China -- "We are actively reaching out to different organizations and folks to come in": Collective Design of the Vancouver Tool Library Project -- Urban Interaction Design Supports Modular Design Practice for Urban Public Space -- ^City Change Maker: A Design Innovation Workshop on Social Impact -- A Comparison of Critical Time Interval between Young and Old Subjects -- QianLi: A Modular System for Connecting Distant Family Members through Tacit Interaction -- Cross-cultural Product and Service Design -- The vibrotactile experience of the HOME button on smartphones -- A Study of Japan's Welfare Beauty Service from Cultural Creative's Perspective -- What Do Users Like About Smart Bottle? Insights for Designers -- Business Practice of Service Design in New Retail Era in China: A Community-based Flower Retail Service Design -- Attempts to Leverage Interaction Design to Mimic Emotional Care and Empathy-based Feedback on Smart Speakers -- A Feasibility Study on the Transformation and Sustainable Development of "Disposable Tableware" in Taiwan Night Market -- Elderly-oriented Design for the Instrument Panel and Central Console of Intelligent Passengercars -- Luxury Industry's Chinese User Experience Design -- ^A Digital Pathway to Having Authentic Food and Cultural Experiences While Traveling in a Foreign Country -- Does Heat Matter in Phone Usage? Antecedents and Consequences of Mobile Thermal Satisfaction -- Intercultural Learning -- How Learners with Different Cognitive Styles Read Learning Materials with Text and Pictures: A Gaze Analysis -- The Classification of Different Situations in a Lecture Based on Students' Observed Postures -- Design of an online education evaluation system based on multimodal data of learners -- Integrating Multimodal Learning Analytics and Inclusive Learning Support Systems for People of All Ages -- Collaborate or Compete? How Will Multiplayers' Interaction Affect Their Learning Performance in Serious Games -- Virtual Simulation Based Intercultural Learning. 000899503 506__ $$aAccess limited to authorized users. 000899503 520__ $$aThis two-volume set LNCS 11576 and 11577 constitutes the thoroughly refereed proceedings of the 11th International Conference on Cross-Cultural Design, CCD 2019, which was held as part of the 21st HCI International Conference, HCII 2019, in Orlando, FL, USA, in July 2019. The total of 1275 papers and 209 posters included in the 35 HCII 2019 proceedings volumes were carefully reviewed and selected from 5029 submissions. CCD 2019 includes a total of 80 papers; they were organized in topical sections named: Part I, Methods, Tools and User Experience: Cross-cultural design methods and tools; culture-based design; cross-cultural user experience; cultural differences, usability and design; aesthetics and mindfulness. Part II, Culture and Society: Cultural products; experiences and creativity; design for social change and development; cross-cultural product and service design; intercultural learning. --$$cProvided by publisher. 000899503 588__ $$aDescription based on online resource (SpringerLink, viewed August 13, 2019). 000899503 650_0 $$aHuman-computer interaction$$vCongresses. 000899503 650_0 $$aUser-centered system design$$vCongresses. 000899503 650_0 $$aComputer science. 000899503 650_0 $$aSocial sciences$$xData processing. 000899503 650_0 $$aComputer vision. 000899503 650_0 $$aArtificial intelligence. 000899503 7001_ $$aRau, Pei-Luen Patrick,$$eeditor. 000899503 7112_ $$aInternational Conference on Human-Computer Interaction$$n(21st :$$d2019 :$$cOrlando, Fla.) 000899503 77608 $$iPrint version: $$z9783030225797 000899503 830_0 $$aLecture notes in computer science ;$$v11577. 000899503 830_0 $$aLNCS sublibrary.$$nSL 3,$$pInformation systems and applications, incl. 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