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2022 ◽  
Vol 8 ◽  
pp. e837
Author(s):  
Joel Pinney ◽  
Fiona Carroll ◽  
Paul Newbury

Background Human senses have evolved to recognise sensory cues. Beyond our perception, they play an integral role in our emotional processing, learning, and interpretation. They are what help us to sculpt our everyday experiences and can be triggered by aesthetics to form the foundations of our interactions with each other and our surroundings. In terms of Human-Robot Interaction (HRI), robots have the possibility to interact with both people and environments given their senses. They can offer the attributes of human characteristics, which in turn can make the interchange with technology a more appealing and admissible experience. However, for many reasons, people still do not seem to trust and accept robots. Trust is expressed as a person’s ability to accept the potential risks associated with participating alongside an entity such as a robot. Whilst trust is an important factor in building relationships with robots, the presence of uncertainties can add an additional dimension to the decision to trust a robot. In order to begin to understand how to build trust with robots and reverse the negative ideology, this paper examines the influences of aesthetic design techniques on the human ability to trust robots. Method This paper explores the potential that robots have unique opportunities to improve their facilities for empathy, emotion, and social awareness beyond their more cognitive functionalities. Through conducting an online questionnaire distributed globally, we explored participants ability and acceptance in trusting the Canbot U03 robot. Participants were presented with a range of visual questions which manipulated the robot’s facial screen and asked whether or not they would trust the robot. A selection of questions aimed at putting participants in situations where they were required to establish whether or not to trust a robot’s responses based solely on the visual appearance. We accomplished this by manipulating different design elements of the robots facial and chest screens, which influenced the human-robot interaction. Results We found that certain facial aesthetics seem to be more trustworthy than others, such as a cartoon face versus a human face, and that certain visual variables (i.e., blur) afforded uncertainty more than others. Consequentially, this paper reports that participant’s uncertainties of the visualisations greatly influenced their willingness to accept and trust the robot. The results of introducing certain anthropomorphic characteristics emphasised the participants embrace of the uncanny valley theory, where pushing the degree of human likeness introduced a thin line between participants accepting robots and not. By understanding what manipulation of design elements created the aesthetic effect that triggered the affective processes, this paper further enriches our knowledge of how we might design for certain emotions, feelings, and ultimately more socially acceptable and trusting robotic experiences.


2022 ◽  
Author(s):  
Govind Sidhardh ◽  
Adithi Ajith ◽  
Ebin Sebastian ◽  
Mahesh Hariharan ◽  
Anil Shaji

Excitonic energy transfer in light harvesting complexes, the primary process of photosynthesis, operates with near-unity efficiency. Experimental and theoretical studies suggest that quantum mechanical wave-like motion of excitons in the pigment-protein complex may be responsible for this quantum efficiency. Observed coherent exciton dynamics can be modelled completely only if we consider the interaction of the exciton with its complex environment. While it is known that the relative orientation of the chromophore units and reorganisation energy are important design elements, the role of a structured phonon environment is often not considered. The purpose of this study is to investigate the role of a structured immediate phonon environment in determining the exciton dynamics and the possibility of using it as an optimal design element. Through the case study of dithia-anthracenophane, a bichromophore using the Hierarchical Equations Of Motion formalism, we show that the experimentally observed coherent exciton dynamics can be reproduced only by considering the actual structure of the phonon environment. While the slow dephasing of quantum coherence in dithia-anthracenophane can be attributed to strong vibronic coupling to high-frequency modes, vibronic quenching is the source of long oscillation periods in population transfer. This study sheds light on the crucial role of the structure of the immediate phonon environment in determining the exciton dynamics. We conclude by proposing some design principles for sustaining long-lived coherence in molecular systems.


Author(s):  
Ruhugül Özge Gemici ◽  
Serpil Önder

The sculpture, which is the expression of beliefs and fears in prehistoric times, has taken on different roles as an urban reinforcement element in all cultures with numerous themes. In the Middle Ages, it became an organic part of the architectural structure, teaching the truth about religious beliefs. With the Renaissance movement, it became independent by breaking away from the architectural structure and moved to the urban space. In the twenty-first century, its dimensions have grown to be equivalent to architecture, it has created its own space and established new aesthetic and functional relations with the audience. In this study, the relationship of some sculptures on the Alaeddin Keykubat campus of Selcuk University with the landscape elements was examined in terms of design elements and basic design principles. In the light of the data obtained, suggestions have been developed in order to increase the life and aesthetic quality of the campus.


2022 ◽  
Vol 14 (1) ◽  
pp. 564
Author(s):  
Jun Kim ◽  
Hee Sung Cha

Since the early 1980s, the Korean government has rapidly boosted residential buildings to cope with substantial housing shortages. However, as buildings have been aging simultaneously, the performance of a large number of residential buildings has deteriorated. A government plan to upgrade poor housing performance through renovation is being adopted. However, the difficulty of accurate construction cost prediction in the early stages has a negative effect on the renovation process. Specifically, the relationship between renovation design elements and construction work items has not been clearly revealed. Thus, construction experts use premature intuition to predict renovation costs, giving rise to a large difference between planned and actual costs. In this study, a new approach links the renovation design elements with construction work items. Specifically, it effectively quantifies design factors and applies data-driven estimation using the simulation-based deep learning (DL) approach. This research contributes the following. First, it improves the reliability of cost prediction for a data-scarce renovation project. Moreover, applying this novel approach greatly reduces the time and effort required for cost estimation. Second, several design alternatives were effectively examined in an earlier stage of construction, leading to prompt decision-making for homeowners. Third, rapid decision-making can provide a more sustainable living environment for residents. With this novel approach, stakeholders can avoid a prolonged economic evaluation by selecting a better design alternative, and thus can maintain their property holdings in a smarter way.


SinkrOn ◽  
2022 ◽  
Vol 7 (1) ◽  
pp. 66-75
Author(s):  
Yudhi Raymond Ramadhan ◽  
Imam Maruf Nugroho ◽  
Imam Khaerul Anwar

The function and usability of a mobile application are the main reasons for making the application. In addition, the User Interface (UI) design factor is also an important consideration in making a mobile application. Good UI design is the main attraction for the application to use. There are many ways to make a good UI design. Kansei Engineering (KE) is one of the methods that can be used in the UI design process. Since the creation of the Mobile Disdukcapil application, there has never been a study on the application's design interface. This research aims to make recommendations on design elements desired by users. The KE method can detect the user's feelings towards an interface. So that the KE method will produce a UI design for the Disdukcapil mobile application that is liked by the user. The methodology used refers to the Kansei Engineering Type I methodology. This research uses Kansei Words to represent the emotional factors of the user when viewing a product specimen. Kansei Word used as many as 10 words related to the UI display on the mobile application. The mobile application specimens used were 5 specimens, which were taken from various similar applications. This study involved 80 participants to fill out the questionnaire. The results of the questionnaire were processed using multivariate statistical analysis, namely Cronbach's Alpha, Coefficient Correlation Analysis (CCA), Principal Component Analysis (PCA), Factor Analysis (FA), and Partial Least Square (PLS). The results of this study are in the form of recommendations for UI design elements based on the most dominant emotional factors. Based on the results of data processing, the dominant emotional factors are "Colorful" and "Simple".


2022 ◽  
pp. 31-40
Author(s):  
ANNA DZIKEVYCH ◽  
IRYNA OLEINIKOVA

Purpose. Substantiation and creation of automatic lighting control in interactive rooms using piezoelectric converters. The introduction of this technology will significantly reduce energy consumption during the operation of such premises. The addition of further technological solutions based on the use of phosphor coatings and ultraviolet lighting will create a full range of innovative methods of child interaction in the social space.Methodology. The combination of piezo sensors with design elements such as "live" tiles as a trigger mechanism will create the necessary connection between the physical activity of the child and the regulation of light. The modern level of development and complete safety of materials such as phosphors in combination with specially designed point light sources will make it possible to create additional lighting and a field for the imagination of the child. Since the main attention when lighting children's rooms should be directed to the safe stay of the child, the use of light sources under a translucent floor will solve safety issues with a low level of energy consumption.Findings. An experimental study of the methods has proven the feasibility of using the proposed elements for any interactive children's room. The low cost of both equipment and the energy efficiency of all the technologies used is a significant advantage of this project over other developments with a large use of digital gadgets. The ability of create light of different spectral composition and color temperature is analyzed by using color filters and special light sources.Originality. The technologies and techniques presented in this work will be used for the first time to create interactive activities for a child. Separately, each technological solution was applied individually. This project combines separate developments to create a single interactive and light space. A low level of electricity consumption is achieved by using specially designed piezoelectric elements. Replacing standard ceiling lighting with lower (floor) lighting allows you to achieve the desired illumination using luminaires of lower power.Practical value. Recently, it has been proven that digitalization has a negative impact on the emotional state of the child and the only solution to replace it is to switch the child's attention to other more physically active actions. The proposed solutions in the work will allow their to be involved in group trainings. At the same time, the power consumption for obtaining such rooms will be much lower than the rest of the existing ones. The simplicity of the equipment and the possibility of variation during the operation of the premises make it available for creation in any institution of education, medicine, sports, etc.


Author(s):  
Edona Elshan ◽  
Naim Zierau ◽  
Christian Engel ◽  
Andreas Janson ◽  
Jan Marco Leimeister

AbstractIntelligent agents (IAs) are permeating both business and society. However, interacting with IAs poses challenges moving beyond technological limitations towards the human-computer interface. Thus, the knowledgebase related to interaction with IAs has grown exponentially but remains segregated and impedes the advancement of the field. Therefore, we conduct a systematic literature review to integrate empirical knowledge on user interaction with IAs. This is the first paper to examine 107 Information Systems and Human-Computer Interaction papers and identified 389 relationships between design elements and user acceptance of IAs. Along the independent and dependent variables of these relationships, we span a research space model encompassing empirical research on designing for IA user acceptance. Further we contribute to theory, by presenting a research agenda along the dimensions of the research space, which shall be useful to both researchers and practitioners. This complements the past and present knowledge on designing for IA user acceptance with potential pathways into the future of IAs.


2022 ◽  
pp. 137-165
Author(s):  
Umit Basaran

Advances in digital marketing technologies and the experience and value they provide to consumers have become important factors in market success. Therefore, businesses are focusing much more on the use of innovative technologies such as gamification. Gamification is the use of game design elements and mechanisms in non-game environments to increase the motivation of users to guide their behavior. Gamification elements used in marketing activities have an impact on the attitudes and behaviors of consumers towards brands, products, and services by increasing experience and value for them. Accordingly, this chapter is aimed at evaluating the gamified marketing activities from the perspective of customer value. In this context, the concepts of customer value and gamification are examined, and gamification techniques used in marketing and their effects on consumer value are evaluated. Also, the case study of Starbucks' gamified mobile application is presented from the perspective of customer value.


Heliyon ◽  
2022 ◽  
pp. e08773
Author(s):  
Nurlieda Ellyanna Munirrah Razali ◽  
Ratna Zuarni Ramli ◽  
Hazura Mohamed ◽  
Nor Azan Mat Zin ◽  
Fadhilah Rosdi ◽  
...  

2022 ◽  
pp. 75-106
Author(s):  
Miray Gür ◽  
Timur Kaprol

During the COVID-19 process, nature has been a place of escape regarding socialization and well-being. The aim of biophilic design, which supports physical and mental health in a fair and accessible way, is to evaluate the interaction with a healthy environment and to develop design proposals in this context. As a method, post-pandemic requirements, behaviors, and spatial scales are examined through a model in terms of biophilic design, and suggestions are made for the new normal by researching biophilic elements. The biophilic design provides the potential to use nature, daylight, air, and vitality as design elements to improve the quality of spaces and support the experiences of societies. Apart from including green spaces and ecosystems in the design, biophilic design can enrich the multisensory and multidimensional experiences both individually and socially by enabling users to participate in this experience. While this approach supports sound, healthy, and safe living spaces, it will also provide for cities to be sustainable and resilient.


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