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Culture and Computing: 11th International Conference, C&C 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, ... (Lecture Notes in Computer Science)

معرفی کتاب «Culture and Computing: 11th International Conference, C&C 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, ... (Lecture Notes in Computer Science)» نوشتهٔ Matthias Rauterberg، منتشرشده توسط نشر Springer Nature Switzerland AG در سال 2023. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

This book constitutes the refereed proceedings of the 11th International Conference on Culture and Computing, C&C 2023, held as part of the 25th International Conference, HCI International 2023, which was held virtually in Copenhagen, Denmark in July 2023. The total of 1578 papers and 396 posters included in the HCII 2023 proceedings was carefully reviewed and selected from 7472 submissions. The C&C 2023 proceeding focuses on preserving, disseminating, and creating cultural heritages via ICT (e.g., digital archives), to empower humanities research via ICT (i.e., digital humanities), to create art and expressions via ICT (i.e., media art), to support interactive cultural heritage experiences (e.g., rituals), and to understand new cultures born on the Internet (e.g., net culture, social media, games). Foreword HCI International 2023 Thematic Areas and Affiliated Conferences List of Conference Proceedings Volumes Appearing Before the Conference Preface 11th International Conference on Culture and Computing (C&C 2023) HCI International 2024 Conference Contents Advancements in Cultural Heritage Preservation Quantum Temple: A New Vision for Utilizing Blockchain Technology for the Recognition and Preservation of Cultural Heritage 1 Introduction 2 The Role of Blockchain in Cultural Heritage Preservation and Valorization 3 Introducing Quantum Temple, a New Approach to Cultural Heritage Recognition and Preservation 3.1 Tokenization of Cultural Heritage 3.2 Cultural Heritage NFTs 3.3 Platform Architecture and Key Features 3.4 Product Roadmap 3.5 Smart Contracts 3.6 Multichain Marketplace 3.7 On-Chain Data 3.8 Paths to Alangö NFT Collection: A Case Study 4 Conclusion References The Virtual Revival of the City of Saarlouis via a Multimodal Augmented/Mixed Reality Touristic HoloLens App 1 Introduction 2 Related Work 3 The SaAR-Louis AR/MR Touristic Application 4 Technical Architecture 5 Implementation and Challenges 5.1 Different Users, Different Devices 5.2 Fluxus: From a 2D Comic Character to an Animated 3D Avatar 5.3 From Historical Building Data to a 3D Virtual Historical City 5.4 Outdoor Deployment of the HoloLens App 6 Conclusion and Future Work References Interactive Sensorimotor Guidance for Learning Motor Skills of a Glass Blower 1 Introduction 2 Existing Works: Augmented Feedback in Various Fields 2.1 Rehabilitation 2.2 Sports 2.3 Arts and Crafts 3 The Methodology to Develop Interactive Sensorimotor Guidance 3.1 Performance Evaluation Based on Expert/Learner Comparison 3.2 Sensorimotor Feedback for Learning Glass-Blowing Postures/gestures 4 Experiments and Results 4.1 Q#1: Does the Augmented Feedback Help in Acquiring Glass-Blowing Motor Skills? 4.2 Q#2: Is Multimodal Feedback More Efficient Than Unimodal? 4.3 Q#3 Does Regular Use of Augmented Feedback Have a Retention Effect in Acquiring Glass-Blowing? 5 Conclusions References An Evaluation Model for Creating Immersive Experiences Based on Intangible Cultural Heritage 1 Introduction 2 Research Aim 3 Intangible Cultural Heritage and Immersive Experiences 4 Methodology 4.1 Experts Groups 4.2 Pilot Interview 5 Result and Discussion 6 Evaluation Model Construction 7 Conclusion and Discussion References Bali, Borneo and the Blockchain: Explorations in the Preservation of Cultural Heritage 1 Introduction: Blockchain Technology and the UNESCO World Heritage Program 2 Case Study: Bali’s UNESCO World Heritage Cultural Landscape 3 The Bali Collection of NFTs 4 The Cave Punan and the Tree Dress 5 From Digital Media to the Blockchain 6 Frozen Music References Design of a Virtual Display Platform for the Wooden Wheel Carriage Making Technique of Shaanxi Provincial Non-foreign Heritage 1 Introduction 2 Current Status of Wooden Wheel Carriage Production Techniques 3 Design of a Platform for the Transmission of the Non-traditional Skills of Making Wooden Wheeled Carts 3.1 The Development Process of the Platform for the Transmission of the Non-heritage Skills of Making Wooden Wheel Barrows 3.2 3D Model Making 3.3 Virtual Animation of Key Processes in the Production of Large Vehicles 3.4 Design of a Platform for the Inheritance of the Wooden Wheel Carriage Non-traditional Production Skills 4 Concluding Remarks References Application Research on Restoration of Ceramic Cultural Relics Based on 3D Printing 1 Introduction 2 Overview of Conservation and Restoration of Ceramic Artifacts 2.1 Factors Influencing the Conservation of Ceramic Relics 2.2 Analysis of the Main Types of Damage to Pottery Artifacts 2.3 Types of Restoration of Porcelain Artifacts 3 The Necessity and Feasibility of 3D Printing Technology Applied to the Restoration and Conservation of Porcelain Cultural Relics 3.1 Features of 3D Printing 3.2 Analysis of Related Types of 3D Printing Technologies 3.3 Comparative Analysis of Traditional Restoration Techniques and New Restoration Techniques 4 Principles and Paths of 3D Printing-Based Restoration of Ceramic Artifacts 4.1 Restoration Principles 4.2 3D Printing-Based Restoration Path for Ceramic Artifacts 5 3D Printing in Practice for Ceramic Restoration 5.1 Determine Restoration Options 5.2 Three-Dimensional Scanning of Ceramic Remnants 5.3 Virtual Restoration 5.4 3D Printed Replacement Parts 5.5 Bonding 6 Conclusion References Experience Design in Exhibitions and Public Installations Research on the Application of Interactive Installation Art in Modern Commercial Space Under the Background of Experience Economy 1 Modern Commercial Space Under the Background of Experience Economy 2 Installation Art and Interactive Installation Art 2.1 Installation Art 2.2 Interactive Installation Art 3 Installation Art Intervenes in Modern Commercial Space 4 The Practical Application of Interactive Installation Art in Landscape Design of Commercial Space 4.1 Interactivity: Create a Two-Way Emotional Communication 4.2 Immersion: Creating a Sense of Space Atmosphere 4.3 Entertainment: Enhance the Viscosity of Consumer Use 5 Conclusion References How Does Interactive Light Art Intervene in Urban Public Space 1 The Emergence and Development of Interactive Light Art 2 Presentation Forms of Interactive Light Art in Urban Public Space 2.1 Interaction with Audience 2.2 Interaction with Urban Spatial Elements 2.3 Interaction with Virtual Situations 3 Characteristics of Interactive Light Art in Urban Public Space 3.1 Flexible Features Given by the Form of Optical Media 3.2 Informatization Features Supported by Interactive Technology 3.3 Experiential Characteristics of Human-Centered 3.4 Local Characteristics Based on Urban Culture 3.5 Conceptual Characteristics Under the Influence of Contemporary Ideological Trends 4 The Shaping of Urban Public Space by Interactive Light Art 4.1 Visual Shaping: Urban Lighting and Night Image Construction 4.2 Emotion Shaping: Immersive Light and Shadow Experience and Expression 4.3 Culture Shaping: Urban Landscape Under the Combination of Virtual and Reality 5 Conclusion References A New Way to Experience Art: Experience Design and Strategies for Immersive Exhibitions 1 Introduction 1.1 Art as Experience 1.2 Immersive Art Experience with Flow Theory 2 The Immersive Experience Design Framework 2.1 Story 2.2 Space 2.3 Technology 2.4 Interactivity 3 Case Studies 3.1 “Flowers and People, Cannot Be Controlled but Live Together” Exhibit 3.2 “Van Gogh: The Immersive Experience” Exhibit 4 Conclusion References Evaluating Interaction Challenges of Head-Mounted Device-Based Augmented Reality Applications for First-Time Users at Museums and Exhibitions 1 Introduction 2 Related Work 3 Concept and Implementation 4 Usability Testing 4.1 Challenges of Testing in Museum Exhibitions 4.2 Participant Recruiting 4.3 Test Procedure 4.4 Evaluation Metrics 4.5 Evaluation Methods 4.6 Test Results 5 Discussion 5.1 Interaction Challenges 6 Conclusion References Research on Progress and Trend of Display Space Interaction Design Based on Bibliometrics 1 Introduction 2 Research Design 2.1 Data Source 2.2 Research Methods 3 Result Analysis 3.1 Research Output Distribution 3.2 The Most Influential Journals and Author Cooperation Network 3.3 Analysis of Research Hotspots 3.4 Evolution of Research Hotspots and Future Frontier Trends 4 Conclusions References Exploring Atmosphere Creation of Light Environment Design in Visual Space 1 The Relationship Between Light and Space 1.1 The Concept of Multidimensional Space of Light 1.2 Light Environment Design in Space 2 Methods of Light Environment Design in Visual Space 2.1 Guidance of Light in Visual Space 2.2 Use of Light Properties in Visual Space 2.3 Light Constructs Visual Space 3 Atmosphere Creation in Light Environment Design 3.1 Aesthetic Characteristics of Light Environment Design 3.2 Atmosphere Creation and Expression 4 Practice in Atmosphere Creation of Light Design 4.1 Architecture Space 4.2 Space Light Installation 4.3 Space of Performing Arts 4.4 Urban Space 5 Practice in Atmosphere Creation of Light Design Conclusions References Research on the Current Situation and Trends of Artificial Intelligence in Exhibition Design 1 Introduction 2 Data and Methods 2.1 Data Sources 2.2 Research Methodology 3 Analysis of Results 3.1 Distribution and Sources 3.2 Research Collaboration 3.3 Research Topics 3.4 Analysis of High-Impact Literature 4 Conclusion and Discussion References Research on the Spiritual Healing Function of Immersive Art Exhibition 1 Mental Health Needs of Urban Residents 1.1 Analysis of the Current Psychological Situation of Urban Residents 1.2 Population Needs 2 Spiritual Healing and Immersive Art Exhibition 2.1 Concept of Spiritual Healing 2.2 The Connection Between Spiritual Healing and Immersive Art Exhibitions 3 Overview of Restorative Environmental Theory 3.1 Implications for the Theory of Rehabilitative Environments 3.2 Environmental Elements of Rehealing 4 The Use of Restorative Environment Theory in Immersive Art Exhibitions in Immersive Art Exhibitions 4.1 Application of the Principle of Distance 4.2 Application of the Principle of Richness 4.3 Application of the Principle of Attractiveness 4.4 Principle of Compatibility 5 Summary 5.1 Analysis of the Current Psychological Situation of Urban Residents References Study on the Application of Laser in Environmental Design 1 Functions and Characteristics of Laser 2 Artistic Application of the Laser Technology 2.1 Interactive Expression of Human and Environment in Laser Art 2.2 The Laser Installation of Multimedia Convergence 2.3 The Combination of Art and Science 3 The Enlightenment of the Artistic Application of Laser to the Environmental Design 4 Conclusion References Creativity and Design in Arts and Architecture Bimodal Style Transference from Musical Composition to Image Using Deep Generative Models 1 Introduction 2 Related Work 3 Bimodal Style Transference from Musical Composition 4 Experimental Results 5 Conclusion References A Study on the Bie-Modernism Features of China's New God Series of Contemporary Animation Films 1 Where is the Innovation of New God 2 Spatialization of Time: The Superposition of Mythical Story Logic and Modern Technology Logic 2.1 In Terms of Theme and Content 2.2 In the Image of Mythical Characters 2.3 In the Narrative Scene 2.4 In Terms of Narrative Language 2.5 In the Narrative Time and Space 2.6 In Terms of Animation Technology 2.7 In Terms of Aesthetic Acceptance Effect 3 A Study on the Causes of the New God Series of Animation Films References Research on Online Theater Presentation Technology and Experience Based on the Relationship Between Viewers and Actors 1 Introduction 2 The Evolution of Theatre Viewing Relationships 2.1 Analysis of the Relationship Between Viewing and Acting 2.2 Changes in the Relationship Between Viewing and Acting in the Course of Theatre 2.3 Changes in the Relationship Between Viewing and Acting in the Course of Theatre 3 A New Breakthrough in Online Theater Development in the Post-epidemic Era 3.1 Reasons for the Rapid Development of Online Theater 3.2 Reasons for the Rapid Development of Online Theater 3.3 Reasons for the Rapid Development of Online Theater 4 Emerging Technologies Lead to Another Change in Online Theater 4.1 New Technology Leads Theater Diversification 4.2 Theatre Integration Development of Its Own Advantages 4.3 Theatre Integration Development of Its Own Advantages 5 Concluding Remarks References Research on Emotional Design Strategy of New Media Art Works Based on Interactive Narrative 1 Introduction 2 Interactive Narrative in New Media Art 2.1 Interactive Narrative Features in New Media Artworks 2.2 Interactive Narrative 3 Strategies for Optimizing the Emotional Experience Design of New Media Artworks 3.1 Classification of Users' Emotional Experience in New Media Art 3.2 Strategies for Optimizing the Emotional Design of New Media Artworks Based on Interactive Narrative 4 Design Practice 4.1 Interactive Narrative Text Design 4.2 Design of Interactive Narrative Media 4.3 The Creation of Interactive Narrative Space 5 Conclusion References Interface and Window: Imagination and Technology in Movie Interaction 1 Introduction 2 Digital Ontology of Film Images 3 Digital Movie as a Form of Technological Imagination 4 Symbolic Interaction and the Audience’s Imagination 5 Interactive Interfaces in Digital Movie 6 Conclusion References Design and Research of Chinese Traditional Architecture Science Popularization System Based on Knowledge Graph 1 Introduction 2 Collation and Visualization of Traditional Chinese Architecture Information 2.1 Collation of Traditional Chinese Architecture Information 2.2 Visualization of Traditional Chinese Architecture Information 3 Design of Traditional Chinese Architecture Science Popularization System 3.1 Functional Demand Analysis of Architecture Science Popularization System 3.2 Technical Route of Architecture Science Popularization System 3.3 Framework of Architecture Science Popularization System 4 Key Technology and Core Functions 4.1 Key Technology: Architectural Style Classification 4.2 Core Functions 5 System Evaluation 6 Conclusion References Music and Performance Arts of Taiwan’s Indigenous Peoples: Review of Existing Development and Proposal for Integration with Digital Technology 1 Research Background 2 Bricolage and Experience Design in Arts Performances 2.1 Bricolage Theory 2.2 Platform Revolution 2.3 An Immersive Experience 2.4 Case Analysis of Immersive Performances by Taiwan’s Indigenous Peoples in the Period 2020–2022 3 Immersive Experience Elements From the Perspective of Bricolage 3.1 Extracting the Pain Points and Trends in Indigenous Music and Performance Arts 3.2 Pain Point 1: The High Cost of Introducing Technology 3.3 Pain Point 2: Lack of Supporting Technical Talent 3.4 Pain Point 3: Communication and Collaboration Difficulties During Production 4 Possibility of an Unofficial Online Platform for Collaboration and Matchmaking Services 5 Strategies for Developing Immersive Performances by Taiwan’s Indigenous Peoples 6 Conclusion and Prospect References Understanding and Compressing Music with Maximal Transformable Patterns 1 Introduction 2 Related Work 3 Patterns and Transformations in Point Sets 3.1 Transformation Classes 3.2 Transformable Patterns, Occurrences and Occurrence Sets 3.3 Maximal Transformable Patterns 4 Algorithms for Discovering Maximal Transformable Patterns and Computing Compressed Encodings 4.1 Computing the Maximal Transformable Patterns in a Point Set 4.2 Compressing Point Sets Using Maximal Transformable Patterns 5 Evaluation 6 Conclusions References A Structure-Aware Deep Learning Network for the Transfer of Chinese Landscape Painting Style 1 Introduction 2 Related Works 2.1 Generative Adversarial Network 2.2 Neural Style Transfer 3 Proposed Method 3.1 Sketching Stage 3.2 Rendering Stage 3.3 Loss Function 4 Experimental Results 5 Conclusion Appendix References Design of Customized Cultural and Creative Service System of Shanghai School Painting 1 Introduction 2 Research on Target Users of Customized Cultural and Creative Works of Shanghai School Painting 2.1 Target Users of Shanghai School Painting Cultural and Creative Products 2.2 Research on User Behaviors of Shanghai School Painting Cultural and Creative Customized Service System 3 Analysis of Customized Cultural and Creative Service System 3.1 Interview with Interested Parties 3.2 Service Process Framework 3.3 Specific Service Contents 4 Construction of Shanghai School Painting Style Material Library 4.1 Convolutional Neural Network Model 4.2 Image Style Migration Algorithm 4.3 Parameter Setting 4.4 Construction of Shanghai School Painting Style Material Library 5 Design of Shanghai School Painting Cultural and Creative Customization Platform 5.1 Design Principles 5.2 Platform Architecture Design 5.3 Application Scenario 5.4 Interface Visual Design 5.5 Content Module Design 5.6 Effectiveness Evaluation 6 Conclusion Culture and Technological Innovations Improving HCI on Cognition for Children with Intelligent UI/UX 1 Introduction 2 Literature Review 3 Methodology 4 Proposed Method 4.1 Colors 4.2 Icons and Shapes for Action 4.3 Picture 4.4 HCI in Game Apps for Children of Different Ages 5 Result and Conclusion 6 Future Work References Metaverse Ethics for Healthcare Using AI Technology: Challenges and Risks 1 Introduction 2 Metaverse Applications for Healthcare 2.1 Metaverse Research for Healthcare 3 Metaverse Ethics: Challenges and Risks 3.1 AI Ethics and Metaverse Ethics 3.2 Data for Healthcare 3.3 Law and Governance 3.4 Challenges and Risks 3.5 Evaluation of Metaverse Ethics 4 Conclusion References Bimodal Neural Style Transfer for Image Generation Based on Text Prompts 1 Introduction 2 Related Work 3 Bimodal Neural Style Transfer for Image Generation 3.1 Bimodal Latent Space 3.2 Image2image Search Engine 3.3 Neural Style Transfer 4 Experimental Results 5 Conclusion References A Study on the Relationship Between Individual Experiences and Memories on the Evaluation and Reinterpretation of Visual Images of NFTs 1 Introduction 2 Literature Review 3 Case Study 4 Discussion and Limitations of the Study Forward Directions References A Framework for Emergency Rescue Request on Construction Site in XR 1 Introduction 2 Related Work 2.1 AR Interactions in Construction Industry 2.2 XR Literacy 3 Method 3.1 Overview 3.2 Manual Rescue Request 3.3 Communication Between Field Worker and Manager 3.4 Automatic Rescue Request 4 Experiments 4.1 User Study 4.2 Procedure 4.3 Evaluation Form 4.4 Result 4.5 Discussion 4.6 Accident Detection Model 5 Conclusion References Generation and Design of Helan Mountain Petroglyphs Based on Style Transfer Algorithm 1 Introduction 2 Literature Review 2.1 Design Method Based on Artificial Intelligence 2.2 Style Transfer 3 Methodology 3.1 VGG Network 3.2 Intelligent Generative Design Path 4 Our Implementation 5 Experimental Results 5.1 VGG Network Application Results 5.2 Final Design Result 6 Conclusions and Future Work References An Analysis of Travelers’ Personalities and Accommodations Ratings Using Open Datasets 1 Introduction 2 Related Work 3 Methods 3.1 Data Collection 3.2 Estimation of Personality from User Submissions 3.3 Data Analysis 4 Results and Discussion 4.1 Results from Airbnb Data 4.2 Results from Rakuten Travel 4.3 Common Discussion 5 Conclusion References PAINTIQUE: Design and Development of Interaction Model of a Line Following Spray-Painting Robot 1 Introduction 2 Literature Review 3 Methodology 3.1 3D Design 3.2 Picture of Paintique 3.3 Budget Estimation 4 Interaction with Line and Wall 5 Future Prospective 6 Result and Discussion 7 Conclusion References AD-Care DPSS Design Based on EER and EDP Framework 1 Introduction 2 Interpretation of EER and EDP 2.1 Expectation Stage of EER 2.2 Engagement Stage of EER 2.3 Reflection Stage of EER 3 DPSS Design for AD-Care 3.1 Analyze Existing Problems Based on EDP 3.2 Conclude AD-Care Solutions Based on EDP 3.3 DPSS Design for AD Care and EER Evaluation 4 Conclusion References UX Elements in Inviting Elderly People to the Metaverse: A Focus on AR Glasses Service for Air Pollution 1 Research Background 2 AR Glasses Service Development 2.1 Questionnaire Architecture 2.2 Analysis of User Research Results 2.3 Persona Development for AR Application 2.4 Design Insight and Research Hypothesis 3 AR Glasses Function and Conceptual Flow 4 User Scenario and Service Journey 5 Conclusion References Cross-Cultural Perspectives in Humanities and Technology Design and Cross-cultural Evaluation of a Kawaii (Cute) Roomba Vacuum 1 Introduction and Motivation 1.1 Kawaii 1.2 Prior Work 2 Design of Kawaii Roomba Vacuum 2.1 Cute Attributes 2.2 Technical Implementation 3 Evaluation 3.1 Purpose of the Evaluation 3.2 Participant Demographics 3.3 Study Procedure 4 Results 4.1 Comparison of the Plain Roomba to Mango Through Photos and Videos 4.2 Cross-cultural Comparison 5 Discussion 6 Future Work References Semantic Annotation in Collaborative Document Transcription: A Gamified Citizen Science Approach 1 Introduction 2 Related Work 3 Transcriptor 3.1 Transcription and Text Generation Elements 3.2 Transcription Strategies 3.3 Transcription Competition 3.4 Version Control 3.5 Semantic Layers Definition 3.6 Gamification 3.7 Technologies Used and Implementation 4 Evaluation 4.1 Usability Evaluation with End Users 4.2 Metrics 4.3 Cognitive Walkthrough 5 Conclusion and Further Work References Participatory Design with Migrants in Language Learning Contexts in Brazil: A Systematic Literature Review 1 Introduction 1.1 STS Studies and PD 2 Methodology 3 Results 3.1 Themes 3.2 Groups Involved 3.3 Location 4 Discussion 4.1 PD, Language and Migrants 4.2 On Effective Participation 4.3 On Location and Language Bias 5 Conclusion References Cross-Cultural Affective Evaluation of Kawaii Robots in Virtual Spaces 1 Introduction 1.1 Motivation 1.2 Background of Our Study on Cross-Cultural Design of Kawaii Robots in Virtual Spaces 2 Evaluation Method 2.1 Robot Pairs 2.2 Questionnaire 2.3 Evaluation Procedure 3 Evaluation Results 3.1 Participants 3.2 Results 4 Discussion 5 Conclusion References Present Causal Relationship Retrieval for Historical Analogy 1 Introduction 2 Related Works 2.1 History Learning Support 2.2 Temporal Information Retrieval 3 Algorithm 3.1 Temporal Entity Replacement 3.2 Past and Present Causal Relationship Similarity Measurement 3.3 Algorithm Overview 4 Experimental Evaluation 4.1 Setting 4.2 Results 5 Conclusions and Future Work References Blockchain Technology for Participatory Publication of Archival Documents. Marco Polo’s Diplomatic Codex as a Showcase 1 Introduction 1.1 Commemorating the Seventh Centenary Since Marco Polo’s Death (1324–2024) with the Publication of a Diplomatic Codex 1.2 Marco Polo’s Diplomatic Codex (CDP). Aim and Methodology 2 Exploring Blockchain Technology for the Online Participatory Publication of Marco Polo’s Diplomatic Codex 2.1 Participatory Research for Web-Based Critical Editions of Archival Documents 2.2 Blockchain Technology for the Publication of Critical Editions, Commentaries, and Reproductions of Archival Documents 3 Conclusions and Future Work References “Kawaii” from an Engineering Perspective 1 Introduction 2 Kawaii Shapes and Colors 2.1 Questionnaire Survey 2.2 Experiments in a Virtual Environment 3 Kawaii Texture 3.1 Experiment on Virtual Texture 3.2 Experiment on Tactile Sensation 4 Kawaii Size 5 Discussion and Conclusion References Detection for Cultural Difference in Impression Using Masked Language Model 1 Introduction 2 Related Work 2.1 Knowledge-Based Cultural Difference Detection 2.2 Image-Based Cultural Difference 3 Cultural Difference Detection Method 3.1 Background 3.2 Template 3.3 Mased Language Model and Co-occurrence Probability Calculation 4 Result 5 Discussion and Limitation 6 Conclusion References Analysis of Pink Color in Kawaii Fashion 1 Introduction 2 Research Purpose 3 Method 3.1 Color Space 3.2 Dominant Color Descriptor 3.3 Color Distance 4 Result and Discussion 4.1 Comparison of Weighted Distance to Each Pink Color for Each Fashion Style 4.2 Investigation of Outlier Images 4.3 Comparison of the Average Distance 5 Conclusion References Bie-Modernism Cultural Computing and Identification of “Bie-Human” 1 The Theory of Bie-Modernism in Deep Distinguish 2 Combination of Bie-Modernism Cultural Computing and Identification of “Bie-Human” 2.1 Application of Word2vec Model + CNN Algorithm 2.2 Artificial Emotion Technology + Bie-Modernism Cultural Computing is the Breakthrough of Identification of “Bie-Human” 3 Future Development Trend of Identification of “Bie-Human” References A Cultural Computing of the Share of Modernity in World Literary Masterpieces by Bie-Modernism 1 The Objects, Goals, Principles and Methods of the Cultural Computing of This Project 1.1 The Object of the Cultural Computing of Bie-Modernism in the Masterpieces of World Literature 1.2 The Goal of Cultural Computing of Bie-Modernism in the Masterpieces of World Literature 1.3 Principles and Methods of Identifying Modernity, Pre-modernity and Post-modernity in Literature 2 Bie-Modernism and Its Cultural Computing 2.1 Bie-Modern Theories 2.2 Bie-Modernism Cultural Computing 2.3 The Dimensions, Components and Basic Algorithms of the Bie-Modernist Cultural Computing 3 Steps in the Cultural Computing of the Modernity Share in Mo Yan’s Novels 3.1 Statistics and Categorisation for Text Analysis 3.2 Sub-word Analysis 3.3 Sentence Vector Encoding Construction 3.4 Transformer and Multi-layer Perceptron Model Construction 3.5 Social Feature Extraction 3.6 Analysis and Statistics of Variables 3.7 Percentage Analysis 4 Literary Works that Can Be Formulated in Terms of the Methods and Paths of Bie-Modernism Cultural Computing 4.1 Experimental Environment 4.2 Output the Results and Analyse Them 4.3 Summary of the Experiment 5 Summary of the Bie-Modernistm Cultural Computing in the World’s Literary Masterpieces of Bie-Modernism References Author Index
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