Zobrazeno 1 - 10
of 27
pro vyhledávání: '"Yen-Yu Kang"'
Autor:
Chih-Long Lin, Yen-Yu Kang
Publikováno v:
Applied Sciences, Vol 14, Iss 16, p 7335 (2024)
This study aimed to explore the experience of painting appreciation through desktop virtual reality (VR) and a heads-up display (HTC Vive) and compare it with those of a physical painting and album. The study included 52 university students who viewe
Externí odkaz:
https://doaj.org/article/d4c7ca22466544948f78f021f8b24b96
Publikováno v:
Education Sciences, Vol 13, Iss 3, p 241 (2023)
There have been many studies on the effectiveness of the STEAM model since its integration into design education, but further investigation is needed to determine whether teachers and students truly understand the meaning of STEAM. The aim of this st
Externí odkaz:
https://doaj.org/article/a4afd116f2d24ea1ab5d882bfd9566d9
Publikováno v:
Education Sciences, Vol 13, Iss 2, p 113 (2023)
This study explored two issues: (1) could the number of design awards represent the design level of a country? (2) If the design award is not suitable as criterion, is there a more appropriate one(s)? Beginning with the phenomenon that use the number
Externí odkaz:
https://doaj.org/article/b192564d6e27474fb6b5a587fdfcbedd
Publikováno v:
Education Sciences, Vol 13, Iss 2, p 120 (2023)
In essence, cultural and creative design features humanity and culture. The process of how to transform culture into creativity is an essential subject of design education, which, in turn, calls for a new design teaching system. In regard to combinin
Externí odkaz:
https://doaj.org/article/2230606a613140ffa429a543e19e0989
Publikováno v:
HCI International 2020 – Late Breaking Papers: Universal Access and Inclusive Design ISBN: 9783030601485
HCI (44)
HCI (44)
This study considers an example of university product design education practices targeted at elderly people, whose numbers will be increasing in China in the near future. For the purposes of this paper, from January 4–8, 2019, a workshop was held a
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::91ec1bec9d9c93115cd4a95855b5bfa1
https://doi.org/10.1007/978-3-030-60149-2_55
https://doi.org/10.1007/978-3-030-60149-2_55
Publikováno v:
Journal of Ambient Intelligence and Humanized Computing. 7:845-853
This study investigated the effect of display type, play-rest schedule and game type on visual fatigue, heart rate and mental workload for both genders during 1 h of Wii game playing. Twenty subjects participated in the experiment. Two display types
Publikováno v:
Displays. 39:26-32
This study evaluates the effect of presentation media (PC tablet versus pencil and paper) on the performance, level of visual fatigue, and subjective preference of those taking visuospatial tests. Fifty university students participated and performed
Publikováno v:
Human Interface and the Management of Information: Applications and Services ISBN: 9783319403960
HCI (5)
HCI (5)
In order to understand the manner to develop what type of teaching material from wooden puzzle by combining the aspect of “easy to understand models” and “fun to assemble” for learning how to measure volume, this paper discuss about what is v
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::68a256b25d6e8878d68791e8f8f144ed
https://doi.org/10.1007/978-3-319-40397-7_57
https://doi.org/10.1007/978-3-319-40397-7_57
Publikováno v:
Cross-Cultural Design ISBN: 9783319400921
HCI (11)
HCI (11)
This study mainly investigates the influence of different media presentation forms on viewers’ perception, preference, and viewing time. This study enrolled 15 male and 15 female subjects to participate in the experiment. The independent variables
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::9ff3844ab398a3efcc7ba3b56bad927e
https://doi.org/10.1007/978-3-319-40093-8_34
https://doi.org/10.1007/978-3-319-40093-8_34
Publikováno v:
Displays. 30:49-52
The objective of this study is to evaluate the usability of electronic books (E-books). An experiment was designed to compare the differences between reading an E-book and a conventional book (C-book) with objective measures. Twenty junior college st