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Research on New Retail Service System Design of 3D Scene Related Physical Goods on Mobile

Paper Presentation in a Themed Session
Yibo Fu  

As the physical retail industry enters a difficult position, and at the same time e-commerce comes to a peak, a new retail model that combines the two has emerged. This paper takes the physical retail store in the new retail background as the research object. Through the combination of the user's usage scene and the shopping scene, the different types of customers are guided through the online scene of the mobile terminal, and different personalized lines are provided to provide customers personalized service. In terms of research content, firstly, through field research on traditional retail stores and new retail stores, space constraints are found as an important issue that hinders personalized experience. Secondly, combined with the theory and method of service design, the user's usage scene is combined with the shopping scene, thus the service flow design concept of real-online-real is proposed. Simultaneously, combining the related methods of course scheduling system and the public transportation road network design, a method of designing an efficient line that satisfies all types of customers is discussed, and then guiding them experience different personalized lines through the online three-dimensional scene in the mobile terminal according to the customer's interest curve at the corresponding service contact point. Experiments are designed to calculate the key indicators such as customer satisfaction, the proportion of entering the online scene, and the purchase conversion rate. Finally conclusions are shared.

Computation in Graphic Design

Paper Presentation in a Themed Session
Kyuha Shim  

Today many graphic design works are created, distributed, and experienced through computational media. Furthermore, there is a culture of graphic designers taking computational approaches by building their own programs to go beyond the limitations that come with standard software. Yet, computational design is an under-researched topic in graphic design compared to its prevalence in architecture. Based on the reflections on my own computational graphic design practice and my interviews with graphic design researchers and practitioners in GRAPHIC 37 ’Introduction to Computation’, I discuss the opportunities and challenges when using computation as a graphic design medium for designing formation.

Robotic Gaming Design for School-age Children: An Interdisciplinary and Multi-tool Approach View Digital Media

Paper Presentation in a Themed Session
Claudio Germak,  Lorenza Abbate  

In recent years, playful and pedagogical technologies have had a strong diffusion, giving space to new interaction scenarios. In fact, there are numerous mixed reality experiences that integrate the robotics, digital, and multimedia dimensions, giving rise to an intuitive and engaging language for school-age children. This study documents successful methodological approaches in the field of activities that use technological tools of different nature to communicate, in an informative way, "laws and scientific phenomena" to children. Some of these activities, already conducted in analog form, are made more engaging through the contribution of interaction technologies. This paper documents case studies in which priority is given to the participation of the child in a group rather than the individual, low-cost feasibility and easy management of the activity over time. The common denominator of these project activities is the participation of different knowledge (pedagogy, computer science, mechatronics and design) as well as the collaboration of teachers, who normally live the experience with children. In this framework, the discipline of design provides its contribution in the role of director of disciplinary experts mediating between the objectives of an interactive experience with a strong playful and emotional impact and the transmission of knowledge. All the experiences examined document a scientific approach that uses tests that measure the satisfaction of the various users involved, children and teachers, at a cognitive level, in terms of functionality and activity management.

Digital Media

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