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Articles 53611 - 53640 of 1825415
Full-Text Articles in Entire DC Network
Designing For Diversity: Identifying Determinants To Guide Personalization Of Ehealth Tools, Jasper Faber, Sander Hoef Van Der, Sofie Willems, Jos Kraal
Designing For Diversity: Identifying Determinants To Guide Personalization Of Ehealth Tools, Jasper Faber, Sander Hoef Van Der, Sofie Willems, Jos Kraal
IASDR Conference Series
Metabolic syndrome (MetS) refers to the co-occurrence of health conditions that increase the risk of cardiovascular disease, stroke and type 2 diabetes. It disproportionately affects low socioeconomic (SEP) populations, and traditional healthcare often fails to support lasting lifestyle changes. While eHealth interventions are promising many lack personalization for high-risk, low-SEP groups. To bridge this gap, we developed the HealthBox, a tailored eHealth tool combining tele monitoring and digital coaching to promote healthier habits and reduce chronic disease risk. A key step was understanding user diversity to guide personalization strategies. In this first-phase study, we conducted semi- structured interviews with nine …
Evaluating The Role Of Narrative Perspective In Chatbot-Supported Academic Procrastination Reduction, Pei-Jung Cheng
Evaluating The Role Of Narrative Perspective In Chatbot-Supported Academic Procrastination Reduction, Pei-Jung Cheng
IASDR Conference Series
This study examined how different narrative perspectives in chatbot dialogues shape users’ identity perceptions and willingness to continue interaction. 86 participants interacted with a LINE BOT framed in first-, second-, or third-person voice during an 8-day academic task. Findings showed that the 1st- person perspective fostered more personalized identity projections—such as mentor, peer, or self— and encouraged longer engagement duration. The 3rd-person perspective, while emotionally distant, yielded the highest willingness to continue use, suggesting broader acceptability. In contrast, the 2nd- person voice evoked more authoritative perceptions and the lowest engagement willingness. These results highlight the importance of narrative framing in …
"Feeling" The Game Together: Designing For Tactile Co-Experience Among Players With Diverse Visual Abilities, Yulu Yao, Yijiang Yu, Junjie Zhang
"Feeling" The Game Together: Designing For Tactile Co-Experience Among Players With Diverse Visual Abilities, Yulu Yao, Yijiang Yu, Junjie Zhang
IASDR Conference Series
In healthcare design, increasing attention has been given to the well-being of people with visual impairments. How inclusive game design can support their social interaction and mental well-being remains under explored in healthcare design. This study aims to explore how visually impaired and sighted individuals create co-experience through a board game. We designed a 3×3 soft-surface tactile board prototype that combines membranes deformation and vibration feedback, to provide a relatively equal gaming platform for players with different visual abilities. We adopted Interpretative Phenomenological Analysis to analyze in-depth interview data captured from five visually impaired and five sighted participants, identified four …
Community-Based Co-Creation In Social Vr: Insights From A Multi-Filmmaker Project In Vrchat, Jhao-Yun Lee
Community-Based Co-Creation In Social Vr: Insights From A Multi-Filmmaker Project In Vrchat, Jhao-Yun Lee
IASDR Conference Series
Social virtual reality (social VR) has emerged as a platform for HCI and CSCW research in recent years. While previous research has highlighted self-concept exploration and everyday social and community activities in social VR through interviews, less attention has been given to collaborative creative practices. In this paper, we explore how collaborative creativity unfolds in social VR through the development of a multi-filmmaker project using meta-design and mass collaboration. The project resulted in 59 social VR users working across diverse roles and time zones. We identify key strategies and outline methodological considerations for designing and supporting community-based co-creation in immersive …
Aftermath: Playful Design For A Sustainable Future, Julia Devoy, Qingwan Cheng, Natalie Pedley, Sophia Ferrone, Carter Frato-Sweeney, Mia Cresti, Mary O'Brien
Aftermath: Playful Design For A Sustainable Future, Julia Devoy, Qingwan Cheng, Natalie Pedley, Sophia Ferrone, Carter Frato-Sweeney, Mia Cresti, Mary O'Brien
IASDR Conference Series
Amid the widely misunderstood textile waste crisis, this study explores how to raise awareness through accessible, play-based learning. During iterative workshops guided by the Stanford Design Thinking framework, participants designed educational board games, such as Aftermath, that positioned players as everyday stakeholders navigating real-world sustainability challenges. As the games evolved, so did their participants – shifting from passive learners to active co-creators in cycles of play, learning, empowerment. The collaborative design journey prompted critical reflection on individual roles within larger systems, leading to increased awareness and noticeable shifts in daily consumption habits. Aftermath and the other co-created games ultimately became …
Asia Design College Consortium: Building Collaborative Design Education Across Asia, Yong-Ki Lee, Tae-Wan Kim, Sung-Pil Lee
Asia Design College Consortium: Building Collaborative Design Education Across Asia, Yong-Ki Lee, Tae-Wan Kim, Sung-Pil Lee
IASDR Conference Series
The Asia Design College Consortium (ADCC) proposes a regional framework to unite Asian design institutions through six interrelated pillars: partnerships, mobility, research, education, conferences, and publications. Inspired by Europe’s Erasmus Programme, ADCC adapts proven collaborative strategies to Asia’s diverse cultural contexts, integrating traditional knowledge with contemporary technologies. By facilitating student and faculty exchanges, joint research projects, and industry- academia collaborations, the consortium fosters ‘glocal’ innovation while preserving local identities. Digital platforms and poly centric governance ensure equitable participation and sustainable growth. ADCC’s model addresses emerging challenges—AI integration, sustainability, and post-pandemic pedagogy—creating a scalable, culturally sensitive approach to transform design education …
Micro-Innovations In Public Transport Spaces: The Spatial Practice Of Service Design Implementation In Taiwan Railways Station, Hsiao-Ti Chen, Chia-I Chang, Shu-Ting Ai, Chi-Yi Chang
Micro-Innovations In Public Transport Spaces: The Spatial Practice Of Service Design Implementation In Taiwan Railways Station, Hsiao-Ti Chen, Chia-I Chang, Shu-Ting Ai, Chi-Yi Chang
IASDR Conference Series
This study centers on micro-scale renovations at three historically significant Taiwan Railways Administration (TRA) stations—Hsinchu, Chiayi, and Tainan. Employing a practice-based research framework and service design methodologies, the study addresses challenges in public transport spaces, including disorganized wayfinding and fragmented user experiences. Through on-site observation, journey mapping, modular prototyping, and institutional collaboration, a reversible, modular, and low-interference design strategy is proposed, implemented at key interaction points such as ticket counters, entrances, and food retail areas. The study identifies three guiding principles— subtractive design, integrated signage, and modular strategies—and successfully facilitated the update of TRA’s signage manual, extending impact to additional …
Bridging Ux Design And Industrial Software Development: A Ui Toolkit For Cnc Controller Interface Design, Chia-Chen Hu, Ting-Shuo Chen, Ya-Han Li, Yu-Hsuan Wu
Bridging Ux Design And Industrial Software Development: A Ui Toolkit For Cnc Controller Interface Design, Chia-Chen Hu, Ting-Shuo Chen, Ya-Han Li, Yu-Hsuan Wu
IASDR Conference Series
In Taiwan's machine tool industry, controller Human-Machine Interfaces (HMIs) are typically developed by engineers, leading to significant usability issues that hinder efficiency and global competitiveness. Integrating professional designers is often impeded by industry knowledge gaps and technical constraints. Addressing this, our Research through Design (RtD) project explores how to empower engineers to create user-centric interfaces. We present the development of a specialized UI kit and an accompanying Visual Studio extension, purpose-built for the industrial context. The toolkit provides a modular, design-system-based framework, enabling engineers without formal design training to rapidly build intuitive and consistent HMIs. This work offers a practical …
Beyond Active And Passive: A "Middle-Voice" Human–Ai Collaboration Framework For Enhancing Creativity Through Interdisciplinary Workshops, Yo Tomura, Toshikatsu Kiuchi, Taisei Saito, Ayano Suzuki, Shinjiro Machida, Chie Fukada, Tomohisa Norisuye, Toshimichi Ohmura, Yasuko Kato, Kazutoshi Tsuda
Beyond Active And Passive: A "Middle-Voice" Human–Ai Collaboration Framework For Enhancing Creativity Through Interdisciplinary Workshops, Yo Tomura, Toshikatsu Kiuchi, Taisei Saito, Ayano Suzuki, Shinjiro Machida, Chie Fukada, Tomohisa Norisuye, Toshimichi Ohmura, Yasuko Kato, Kazutoshi Tsuda
IASDR Conference Series
The recent surge of generative AI has accelerated arguments on whether it can facilitate and hamper creative thought processes. In this work, we explore a framework for human–AI co-creativity within a closed academic community. We designed a multi-session interdisciplinary workshop in which university researchers created a custom GPT-based conversational assistant collaboratively and had guided interactions with the assistant. In these workshops, we presented a novel "middle-voice" (chūdō-teki in Japanese) co-creation methodology, where AI was placed on an equal footing as a co- creator, not as a tool nor as a source of wisdom. We also gathered qualitative data on how …
Connecting Generations With Asynchronous Messages: Designing Objects For Intergenerational, Asynchronous Communication, Yuliy Sobol, Ev Licht, Fabian Hemmert, Helene Wicht, Tobias Möller-Lindenhoff
Connecting Generations With Asynchronous Messages: Designing Objects For Intergenerational, Asynchronous Communication, Yuliy Sobol, Ev Licht, Fabian Hemmert, Helene Wicht, Tobias Möller-Lindenhoff
IASDR Conference Series
In today's globalised and technologically advanced world, differences in technical skills and communication preferences between the different generations can make interactions between them challenging. This paper explores the design of products that facilitate joyful, asynchronous communication between different age groups, with a focus on fostering emotional presence and connection despite physical distance. Two speculative design artifacts for communication were developed and tested by design students as part of a semester project. Our observations indicate that designs for effective intergenerational communication should include surprising and playful elements, promote familiarity and intimacy while considering the physical and social context of the users. …
No Data, No Time: Designing For Healthcare Using Proxy Datasets And Micro‐Workshops With Clinicians, Mihnea Stefan Calota, Janetyi‐Ching Huang
No Data, No Time: Designing For Healthcare Using Proxy Datasets And Micro‐Workshops With Clinicians, Mihnea Stefan Calota, Janetyi‐Ching Huang
IASDR Conference Series
Designing for healthcare is uniquely challenging when designers have limited access to data and clinicians have little time to engage in the design process. In this work, we reflect on our experiences as design researchers working in Remote Patient Monitoring (RPM) to offer practical tactics for overcoming these constraints. We present a case study demonstrating a rapid, iterative approach that leverages open‐source proxy data and remote micro‐workshops with clinicians. This method allows us to derive meaningful in‐ sights without requiring extensive healthcare datasets or prolonged clinician engagement. From our pro‐ cess, we extract key lessons to guide designers seeking to …
Exploring Design Opportunities For Positive User Experiences With House Plants In The Context Of Smart Technologies, Choeun Park, Chajoong Kim, James Andrew Self
Exploring Design Opportunities For Positive User Experiences With House Plants In The Context Of Smart Technologies, Choeun Park, Chajoong Kim, James Andrew Self
IASDR Conference Series
This study aims to explore how emerging smart technologies such as IoT, autonomous devices and mobility systems can be integrated into house plants to facilitate positive emotions as an affective product. Through semi-structured interviews with fifteen young adults (aged 20–30) in South Korea, we collected their positive and negative experiences of plant care. To examine the influence of positive emotion in house plants, we adopted the theoretical framework of positive experiences and thematic ally coded the data according to three different constructs: Object (aesthetic value), Instrument (usability), and Enabler (self-identity and relational value). The results revealed that experiences as an …
A Pseudo-Haptic Approach To Alleviate Cognitive Fatigue In Virtual Reality Strength Training, Rintaro Ichida, Yuuta Tanaka, Naoto Yoshida
A Pseudo-Haptic Approach To Alleviate Cognitive Fatigue In Virtual Reality Strength Training, Rintaro Ichida, Yuuta Tanaka, Naoto Yoshida
IASDR Conference Series
We investigated two pseudo-haptic feedback techniques for virtual reality (VR) strength training aimed at modulating perceived weight and cognitive fatigue. Both methods visually amplified the motion of a real dumbbell relative to users’ physical movement: a nonlinear transformation that preserved spatial alignment at the start and end of each motion, and a constant gain that uniformly scaled displacement without endpoint consistency. Experimental results showed that the constant gain approach led to greater reductions in perceived weight compared to the nonlinear method, particularly during the early stages of training, while the nonlinear method had only marginal effects. The constant gain technique …
Development Of A Breath-Synchronized Interactive Device For Sensory Rooms, Rina Katsube, Toshiaki Uchiyama, Shinichi Koyama
Development Of A Breath-Synchronized Interactive Device For Sensory Rooms, Rina Katsube, Toshiaki Uchiyama, Shinichi Koyama
IASDR Conference Series
A sensory room is a space where people with symptoms of sensory hypersensitivity can temporarily rest and escape from stimuli such as sound and light. This study aims to increase the relaxation effect in sensory rooms by developing an interactive device that operates in synchronization with the user's breathing. A non-contact breath estimation using an RGB-Depth camera sensor, the system transforms physical structures in accordance with the user's breath. The device applies biofeedback technology that utilizes biometric information to the sensory room environment to achieve real-time optimization based on the physiological state of the individual user. The device was evaluated …
Making Sense Of Transdisciplinary Sensemaking Of Behavioral And Engine Data In Production Print, Arganka Yahya, Fred De Jong, Lin-Lin Chen, Mathias Funk
Making Sense Of Transdisciplinary Sensemaking Of Behavioral And Engine Data In Production Print, Arganka Yahya, Fred De Jong, Lin-Lin Chen, Mathias Funk
IASDR Conference Series
Understanding operator practices in high-tech environments is critical, not only for improving product and workflow, but also as a design challenge. While these environments collect wealth of data, it is insufficient to understand the practice of operators. We present a research prototype that enhances engine data with operator movement data to facilitate sensemaking of operator practices. Through a transdisciplinary sensemaking session with R&D professionals, we investigated how experts perceive the prototype to make sense of the combined data. Analysis was grounded on Data/Frame Theory of Sensemaking to suggest implications on data, design, and expert sensemaking process. Results show that experts …
Attuned Design Practice: A Design Vocabulary For Embodied Knowing, Anne Marleen Olthof, Jouke Verlinden, Somaya Ben Allouch
Attuned Design Practice: A Design Vocabulary For Embodied Knowing, Anne Marleen Olthof, Jouke Verlinden, Somaya Ben Allouch
IASDR Conference Series
This poster introduces Attuned Design Practice (ADP), a concept that examines how design practice can be used to interpret and articulate alternative understandings of studying human-computer relationships, by prior it ising ‘embodied knowing’ as an alternative design vocabulary. We shortly introduce the current state of scientific research in general, explain the notion of ‘attunement’, and show an existing framework that has inspired us to start an eighteen-months field study of body-based inquiry in the domains of Design, Art and Technology. In our field study, we have explored developmental paths of scientific and artistic inquiry towards constructing embodied knowledge, and have …
Kawaii As Interface Grammar: Reframing Emotional Design In Post-Usability Cultures, Haopeng Wu, Mia Tanio, Wonseok Yang
Kawaii As Interface Grammar: Reframing Emotional Design In Post-Usability Cultures, Haopeng Wu, Mia Tanio, Wonseok Yang
IASDR Conference Series
In the context of post-usability cultures, where users increasingly seek emotional resonance over mere functionality, this study explores the potential of kawaii as a communicative grammar in interface icon design. Adopting a three-phase methodology— (1) UI audit of 31 mobile applications, (2) metaphor extraction across 101 apps to identify dominant icon types, and (3) an evaluation experiment involving 21 participants rating 12 heart-shaped icon stimuli—this research investigates how subtle visual modifications along three design axes (stroke thickness, curvature and fullness, spatial balance) influence users’ kawaii perception. Statistical analysis (ANOVA) revealed that moderately thick, rounded, and slightly imbalanced forms tend to …
Semantic Sonification Of Visual Art: Translating Contextual Information Into Structured Musical Layers For Multisensory Exhibition Experiences, Chunjing Xin, Juan Carlos Chacon Quintero, Hisa Maria Martinez Nimi
Semantic Sonification Of Visual Art: Translating Contextual Information Into Structured Musical Layers For Multisensory Exhibition Experiences, Chunjing Xin, Juan Carlos Chacon Quintero, Hisa Maria Martinez Nimi
IASDR Conference Series
This research explores the potential of semantic sonification as a method to enhance the interpretation of abstract visual art in exhibition contexts. By translating contextual elements—such as historical background, artistic intent, and socio-political context—into structured musical layers, the study investigates whether system-generated music can support meaning-making and emotional engagement among viewers. A custom interactive system was developed to capture visual artworks, analyze their semantic attributes using AI, and generate short musical pieces that evolve in complexity based on user interaction. The study contributes to the field of multisensory exhibition design by proposing a sonification-based approach to enhance art accessibility and …
Circu.Ai: Accelerating Circular Product Design And Material Decision-Making, Ya-Han Li, Yu-Hsuan Wu, Chia-Chen Hu
Circu.Ai: Accelerating Circular Product Design And Material Decision-Making, Ya-Han Li, Yu-Hsuan Wu, Chia-Chen Hu
IASDR Conference Series
Amid global sustainability trends and regulatory pressures, designers require more efficient and credible tools for circular material selection in early-stage product development. Current data sources are fragmented and lack transparency, impeding contextual recommendations and appearance evaluations, which creates a critical bottleneck in implementing circular design. To address this pain point, this study proposes a material selection support prototype that integrates generative AI recommendations with visual simulation. Adopting a three-phase Research-Through-Design (RTD) methodology, we have completed Phase 1. A core functional prototype was developed for preliminary concept validation at an international trade show, where we collected valuable feedback from designers and …
Companion Practice In Between Dogs And Owners; Co-Designing Urine Marking In Urban Space, Oh Hirano, Hinako Makita, Nanako Okusa, Hiroya Tanaka
Companion Practice In Between Dogs And Owners; Co-Designing Urine Marking In Urban Space, Oh Hirano, Hinako Makita, Nanako Okusa, Hiroya Tanaka
IASDR Conference Series
Dog marking behavior in urban spaces is problematized as a factor causing corrosion of public property and soil damage. Conventionally, various solutions have been considered for this problem, including the application of repellents and water-flushable toilets for dogs, but all have remained human- centered approaches, consequently reducing dogs' place in urban space. Through four phases of prototyping, this study developed the "Dog-Pee Spot" a product that attracts and aggregates dog marking behavior. The prototyping process revealed complex dog agency where social behavioral patterns of dogs in outdoor spaces intersect with becoming-with owners connected through leashes. Furthermore, in Co-Design practice that …
Analysing Visitor Behaviour In Interactive Immersive Art Experiences And Exploring Their Potential In Art And Design History Education, Srutinwita Roy, Saurabh Tewari, Rana Shinde
Analysing Visitor Behaviour In Interactive Immersive Art Experiences And Exploring Their Potential In Art And Design History Education, Srutinwita Roy, Saurabh Tewari, Rana Shinde
IASDR Conference Series
This paper presents a first-hand account of an immersive, interactive exhibition of Leonardo da Vinci’s works. Unlike traditional museum visits, this exhibit featured touch-sensitive walls and multi-sensory engagement, making it highly interactive and captivating. Alongside Da Vinci’s artworks, his design prototypes were displayed, offering a comprehensive view of his creativity. Visitors across age groups engaged enthusiastically, with children and young adults particularly drawn to the dynamic presentation. The author uses participatory observation method to study visitor behaviour, focusing on interactions, engagement, and interest levels. Findings suggest that such formats can serve as powerful pedagogical tools in Art and Design history …
Research On The Immersive Experience Design Of Intangible Cultural Heritage Dance Based On Body Schema Theory, Wensi Dai, Yan Shuo
Research On The Immersive Experience Design Of Intangible Cultural Heritage Dance Based On Body Schema Theory, Wensi Dai, Yan Shuo
IASDR Conference Series
This study explores immersive experience design for Intangible Cultural Heritage (ICH) dance based on Body Schema Theory. By analyzing the triadic elements of body schema— corporeal subject, active space, and bodily imagery—we establish a theoretical framework for enhancing ICH dance transmission through digital immersion. Three design methodologies are proposed: coexistence of real-virtual dance bodies, construction of body- field interactive dance spaces, and reconstruction of inner cultural order. These approaches address challenges of homogenized symbol interpretation and low audience engagement by integrating multisensory feedback, physiological signal mapping, and culturally embedded narrative interaction. Case studies demonstrate how bodily perception and spatial dynamics …
Investigating The Application Potential Of Smart Wearable Technology In Craft Practical Instruction, Tzu-Hsu Chiu, Chen-Kuei Fan
Investigating The Application Potential Of Smart Wearable Technology In Craft Practical Instruction, Tzu-Hsu Chiu, Chen-Kuei Fan
IASDR Conference Series
Practical teaching, widely used in vocational education, faces challenges such as blocked views for rear students and reversed perspectives causing misunderstandings. With technological progress, smart glasses offer new possibilities for teaching. This study explored the potential of integrating smart glasses into craft practical teaching, focusing on jewelry and pottery. Conducted in two stages, it involved classroom observations and interviews, followed by teaching experiments evaluated via student questionnaires and teacher interviews. Findings revealed issues like obstructed views and reversed angles. Results showed that: 1. smart glasses’ first-person projections improved visibility; 2. recorded videos supported student review. However, teachers and students noted …
Avian Experience In Urban Grotto: Ecological Soundscapes As A Biosemiotic Methodology In Multispecies Ethnographic Research And More-Than-Human Communication, Qingyu Zhang, Francesca Valsecchi
Avian Experience In Urban Grotto: Ecological Soundscapes As A Biosemiotic Methodology In Multispecies Ethnographic Research And More-Than-Human Communication, Qingyu Zhang, Francesca Valsecchi
IASDR Conference Series
Ecological soundscapes, once primarily regarded as carriers of environmental information, are increasingly understood as immersive, embodied experiences that offer experiential and ontological access to more-than-human worlds. Situated within the framework of more-than-human design, this research challenges anthropocentric paradigms by foregrounding ecological soundscapes as dynamic, sentient agencies that convey environmental meaning and social structures among non-human species. Through field-based, autoethnographic inquiry on crow vocal is ation in Vienna, the project 1) articulates a hybrid methodological approach combining deep listening, soundscape walks, and bio acoustic analysis; and 2) establishes a sonification process that translates the data from the multispecies ethnographic research into …
The Choreography Of Sympoiesis: A Speculative Design To Reshape Modern Equestrian Concepts, Heyu Shao
The Choreography Of Sympoiesis: A Speculative Design To Reshape Modern Equestrian Concepts, Heyu Shao
IASDR Conference Series
This study explores the interactive relationship between humans and horses in equestrian practice, proposing that through long-term coexistence and riding, humans are not only tamers but are also shaped by horses. Using speculative design, the author created two new equestrian devices—the “Sym- Bridle” and the “WaveSync Saddle”—to visualize and amplify the subtle flows of force and sensory feedback between rider and horse. These works challenge the notion of one-way control, reframing riding as a process of mutual adjustment and embodied dialogue. Building on this, the author introduces the post-human figure “Equiarch”, imagining the bodily, behavioral, and cognitive transformations emerging from …
Ar-Based Community Public Art Design: A Public Participation Perspective, Zane Liu, Tuotuo Yang, Xiaon Ma
Ar-Based Community Public Art Design: A Public Participation Perspective, Zane Liu, Tuotuo Yang, Xiaon Ma
IASDR Conference Series
This study investigates the integration of Augmented Reality (AR) into community public art, focusing on both public participation experience and outcomes. A model based on Intrinsic Motivation (IM), Participation Efficacy (PE), and Positive Group Affect (PGA) is tested via SEM to identify key factors influencing engagement and inform design strategies. Hands-on community workshops validate the model’s applicability, while an AHP–TOPSIS framework evaluates and ranks three co-created design proposals. The research provides a public-centered, media-adaptive approach for supporting and enhancing public participation in community art.
Using Midjourney For Ultra-Personalization Of Workwear With Multiple Self-Expressions – Exploring Opportunities And Risks, Svetlana Mironcika, Joep Frens, Kristina Andersen, Stephan Wensveen
Using Midjourney For Ultra-Personalization Of Workwear With Multiple Self-Expressions – Exploring Opportunities And Risks, Svetlana Mironcika, Joep Frens, Kristina Andersen, Stephan Wensveen
IASDR Conference Series
Many wearable products are mass-personalized based on user data and produced through digital fabrication. This approach is known as ultra-personalization. Earlier work on ultra-personalization rarely discusses the perceived opportunities and risks associated with the practice or tools that allow future users to engage in the design process. This project explores the use of Midjourney (generative AI tool) in ultra-personalization for style and the design of garments that embody multiple self- expressions in the context of workwear. Study participants (five future wearers, two fashion designers, a lab manager, and a digital fabrication specialist) iteratively designed workwear with the help of Midjourney. …
A Study On Design Expression Methods Of The Traditional Japanese Aesthetic Concept "Sabi", Sugimoto Yoshitaka, Tanaka Saki, Tanaka Kanai, Iioka Yukiko
A Study On Design Expression Methods Of The Traditional Japanese Aesthetic Concept "Sabi", Sugimoto Yoshitaka, Tanaka Saki, Tanaka Kanai, Iioka Yukiko
IASDR Conference Series
The purpose of this study is to derive effective design methods for expressing “Sabi,” one of the traditional aesthetic principles of Japan, within the context of contemporary industrial product design, including both appearance and user interface (UI). To achieve this goal, the study extracted 277 visual characteristics representing “Sabi” from traditional Japanese tea utensils. These characteristics were then systematically compared with 392 statements and behavioral records of the artisans who created the utensils, in order to infer their aesthetic intentions. As a result, five core expression features— “miniaturized,” “linear,” “technical,” “delicate,” and “vivid”—were identified. Furthermore, 14 concrete design techniques for …
Detection Of Breath, Phonation And Cough Sounds Using Sound Feature Vectors And Artificial Neural Networks By Calculating Lung Forced Vital Capacity With Mobile Infrastructures, Edmond Hajrizi
International Journal of Business and Technology
Objective: In this study, it is aimed to calculate the tidal volume capacity with mobile infrastructures and to determine the O2 and CO2 values from breath, phonation and cough sounds with the help of artificial neural networks using voice feature vectors. In addition, it is aimed to develop a method that will enable computation of forced expiratory volume via mobile devices.
Materials and Methods: Since sound disease diagnosis is basically a classification problem, tidal volume classification is considered as a pattern recognition problem. Our automatic O2 and CO2 classification study as a pattern recognition function includes three subcomponents; Identifying and …
Project Chimera: Real-Time Disaster Resilience Simulation Platform (Digital Twin), Matthew D. Judson
Project Chimera: Real-Time Disaster Resilience Simulation Platform (Digital Twin), Matthew D. Judson
Defensive Publications Series
Disclosed is Project CHIMERA, a real-time simulation platform (Digital Twin) for testing the resilience of decentralized infrastructure (DePIN) during disaster scenarios.10 The integrated simulation engine combines high-fidelity geospatial data (DEM) with real-time environmental simulations (e.g., hurricanes) and infrastructure failures (power outages). The core innovation is the high-fidelity simulation of decentralized network dynamics (e.g., ChurchMesh/LoRa), including accurate RF propagation physics based on terrain, node failures, and dynamic message routing. The platform functions as a strategy evaluation tool, scoring infrastructure deployment strategies based on Coverage, Uptime, and Cost Efficiency within the simulated disaster.