scholarly journals Research on the Application of Interaction Design in the Functional Design of Intelligent-home Products

2021 ◽  
Vol 2074 (1) ◽  
pp. 012058
Author(s):  
Linjing Zhang

Abstract The networking operation of intelligent-home products can expand more functions and bring consumers more in-depth interactive experience. The effective integration of interaction design, intelligence and info tech in intelligent-home products can effectively solve the shortcomings and problems of home market products. Based on this, this paper first analyses the concept and value of product functional interaction design, then studies the functional design of intelligent-home products based on interaction design, and finally gives the utilization strategy of interactive design in the functional design of intelligent-home products.

2013 ◽  
Vol 380-384 ◽  
pp. 2058-2062
Author(s):  
Chen Guo ◽  
Qian Yao ◽  
Min Yong Shao ◽  
Min Wu

In this paper, a practical development program of College English Online Courseware on the basis of the method of goal-directed interaction design is presented. The program basically tackles problems such as tedious interface and poor interaction which most current English online courseware have and improves the interactive experience and accessibility of the English online courseware. Meanwhile, the online courseware designed by using this method enriches the approaches of learning English for college and university students, who are main group of users. Therefore, their levels of English can be enhanced to a large extent by the assistance of the online courseware.


Author(s):  
Francisco V. Cipolla-Ficarra ◽  
Valeria M. Ficarra

In the current appendix are presented the results of a heuristic study about the lack of educational control related to the new technologies and the future generations, especially children. A set of examples make known the real factors which increase the digital divide among the European population of 2020. Finally, a heuristic equation is presented to detect quickly and easily the professionals who currently tend to be misleading in their interactive design for children.


2020 ◽  
Vol 189 ◽  
pp. 03005
Author(s):  
Shu Yang ◽  
Yi Wang ◽  
Yi Xiao Xuan

Aiming at the problem of the sensory function decline in the elderly, the research intends to improve the optimal aging of bus stops by sensory enhancement interaction design. Though observing the behavior of the elderly and combining the user’s journey map and the KANO model to explore the elderly’s waiting needs at the bus station, it is concluded that the use of visual amplification, voice prompts, handrail dependence and other aspects of sensory enhancement can well improve the interactive design of bus station suitable for the elderly with weak senses, solve the problem of poor information interaction between the elderly and the bus station, and provide ideas for the aging intelligent bus system in the future.


2013 ◽  
Vol 834-836 ◽  
pp. 1705-1709
Author(s):  
Wen Si ◽  
Li Li Liu

With the development of the economic society, people gradually begin to pay more attention to the pursuit of product design compared to the product appearance and function. Thus, the present interactive design gets more and more attention in the product design. Choosing the daily product as the carrier, this paper mainly concludes and summarizes the interactive manner of the modern product design from the three aspects of the peoples feeling, behavior and affection in order to implement the interaction design methods research in the product design.


2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Weihua Zhang ◽  
Yufeng Jia

To improve the effect of modern art design, this study presents a camera pose estimation algorithm based on the least feature points of quaternion. Moreover, this study detects and matches the feature points of the camera image and establishes a system of formulas through the rigid constraints of the feature points, thereby constructing an eigenvalue problem to solve the camera pose. In addition, this study combines artificial intelligence technology to construct the modern art interactive design system and structure the system function structure. Finally, this study analyzes the logical structure and spatial structure of the system and uses the design to analyze the performance of the modern art interaction design model proposed in this study. Through experimental research, it can be known that the modern art interactive design system based on artificial intelligence technology proposed in this study can basically meet the artistic design needs of the new media era.


2011 ◽  
Vol 474-476 ◽  
pp. 1943-1948 ◽  
Author(s):  
Hua Zhu Song ◽  
Bo Liu ◽  
Bin Zhao

The 3D interaction design solution and implementation with VTK and QT were proposed in the system of virtual spinal fixation surgery. After discussing the background of 3D interaction technology, the principles of the interaction design about 3D interaction used in the system was given. According to the requirement of the system, the observer pattern and command pattern were adopted. And then 3D interactive design based on 3D Widgets was given in detail, the implementation view was shown. Finally, some implementation interface and five kinds of widgets design were displayed.


Author(s):  
Jing Wang ◽  
Lijuan Cheng ◽  
Guozhu Jia ◽  
Renqian Zhang ◽  
Jun Yao

1999 ◽  
Vol 20 (3) ◽  
pp. 289-294 ◽  
Author(s):  
Lars Hennig ◽  
Markus Funk ◽  
Garry C. Whitelam ◽  
Eberhard Schafer

2001 ◽  
Vol 120 (5) ◽  
pp. A698-A698
Author(s):  
B DICKINSON ◽  
S CLAYPOOL ◽  
R BLUMBERG ◽  
W LENCER

Author(s):  
Nathan Walter ◽  
Yariv Tsfati

Abstract. This study examines the effect of interactivity on the attribution of responsibility for the character’s actions in a violent video game. Through an experiment, we tested the hypothesis that identification with the main character in Grand Theft Auto IV mediates the effect of interactivity on attributions of responsibility for the main character’s antisocial behavior. Using the framework of the fundamental attribution error, we demonstrated that those who actually played the game, as opposed to those who simply watched someone else playing it, identified with the main character. In accordance with the theoretical expectation, those who played the game and came to identify with the main character attributed the responsibility for his actions to external factors such as “living in a violent society.” By contrast, those who did not interact with the game attributed responsibility for the character’s actions to his personality traits. These findings could be viewed as contrasting with psychological research suggesting that respondents should have distanced themselves from the violent protagonist rather than identifying with him, and with Iyengar’s (1991) expectation that more personalized episodic framing would be associated with attributing responsibility to the protagonist.


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