In fields such as pedagogy, psychology, and sociology, constructing a meaningful context is considered essential to exploring experiential modes. This study employs 3D virtual scene construction and virtual roaming technology, grounded in contextual learning theory and Lefebvre's spatial theory, to create multiform 3D virtual spaces for learning and experiencing the cultural heritage site Wanfutai. These spaces include material form space (MFS), cultural form space (CFS), and psychological form space (PFS). Through a desktop virtual engine system, users can explore the multiform 3D virtual space from a first-person perspective, learning about the appearance, internal structure, and cultural characteristics of Wanfutai. To investigate users' learning effects and their cognitive, affective, and behavioral performances, this study conducted a teaching experiment with 120 students, who were equally divided into three groups. Each group participated in one form of 3D virtual space experience (MFS, CFS, PFS) and underwent pre- and post-experiment assessments. Additionally, three questionnaires were administered to evaluate their performances. The experiment results showed that all three forms of 3D virtual space enhanced learning effects. The cognitive outcomes mirrored the learning effects. However, the affective and behavioral levels of the three showed distinct patterns. The study found that the multiform 3D virtual space system not only popularizes relevant knowledge but also enhances understanding, increases interest, and stimulates exploration. Therefore, it is an effective method to promote the protection and dissemination of cultural heritage sites.
This study investigates the evolution of objectives in virtual exhibitions in the information technology era and proposes corresponding design principles and methodological guidance. Design ontology is introduced into virtual exhibition design to analyze internal and external influencing factors. The concepts of “event” and “reasoning” are further examined to explore the organization and coordination of design elements, and a goal-oriented conceptual model based on events is established. Taking virtual exhibitions of university art and design works as a case, the Interpretive Structural Modeling (ISM) method is employed to construct a hierarchical model of user experience influencing factors and to clarify their interrelationships. The results indicate that the proposed approach effectively integrates information architecture, curatorial storytelling, and dynamic interaction, thereby enhancing knowledge dissemination, interactive experience, and cross-temporal accessibility of virtual exhibitions. This study provides theoretical support and practical guidance for virtual exhibition design.
The current digital development model of cultural heritage properties mostly relies on technological means to simulate and reproduce them. Although this approach helps to enhance users’ understanding and cognition of them, it is difficult to fully convey their more important contemporary value and cultural significance. This study, based on Lefebvre’s theory of multi-form spaces, incorporates virtual reality technologies to design a multi-form digital experience scene of the former residence of Qianliju. This digital experience was subsequently tested and validated through educational experiments. The findings show that multi-form experience spaces optimize user adaptive design. They use highly realistic settings to help users quickly enter a learning state. Furthermore, they use cultural and psychological spaces to deepen exploration interests and knowledge association abilities. The results suggest that this approach may facilitate a deeper understanding and interpretation of cultural heritage properties within the experimental context. This study contributes to the methodological innovation in digital pedagogy for cultural heritage, aiming to elevate user engagement and educational outcomes.
This paper mainly discusses the combination strategy of traditional and modern design elements and applies them to the construction of beautiful rural landscapes. Take a village as an example to study the construction planning of beautiful rural landscapes. The analysis of the current situation of rural landscape construction planning and the villagers’ demand for rural roads, rural plant species and other aspects of the construction of the village summarize the outstanding problems that exist in the current construction. This paper aims to address the issue of low integration of traditional and modern elements in rural landscape construction by proposing a combination strategy like cross-cultural design. The villagers’ satisfaction is evaluated by using the AHP-entropy weight combination method and the TOPSIS-gray correlation analysis method to measure the effect of rural landscape construction under the guidance of traditional and modern elements combination strategy in this paper. It was found that the top three weights of the program level were rich plant species, a combination of traditional culture and modern elements, and a high degree of traditional culture inheritance, which indicated that they were more important for the evaluation of villagers’ satisfaction. From the correlation closeness, the gray correlation of the cultural heritage area is 0.872, and the satisfaction level is excellent. The satisfaction levels of other scenic sub-areas are all above 0.61 at a good level. The strategy of combining traditional and modern elements proposed in this paper can effectively meet the needs of villagers, as demonstrated by the rural landscape construction.
This article is dedicated to an in-depth analysis of how interest rate adjustments in the financial sector reflect subtle changes in macroeconomic policies and reveal the complex motivations behind the behavior of market participants. With qualitative research methods, we carefully examined the launch of China's inter-bank lending market in 1996, the removal of the deposit interest rate ceiling in 2015, and the comprehensive reform of the loan market interest rate quotation mechanism in 2019. This study examined the intrinsic connections between interactive behavior, experiential value, and value co-creation in the field of industrial heritage tourism, specifically focusing on the moderating role of cultural identity. The study used research methods like structural equation modeling to confirm that interactive behavior has a significant positive effect on value co-creation. It also found that cultural identity positively moderates the relationship between experiential value and value co-creation. These findings not only enrich relevant theories but also provide practical guidance for the development of industrial heritage tourism. The results indicate that industrial heritage tourism destinations should prioritize interactive experiences for visitors, design interactive activities that cater to diverse experiential needs, and enhance visitors' sense of identity with industrial heritage culture to facilitate value co-creation and promote sustainable development in industrial heritage tourism.
Digital technology, through virtual construction and digital display, has enriched the public's experience of traditional craftsmanship, making it more engaging and immersive. However, current digital applications tend to focus on creating "experiences" while neglecting the deepening of "learning," lacking exploration of the intrinsic knowledge of traditional craftsmanship. This study aims to start from the essence of embodiment in traditional craftsmanship, based on experiential learning theory, to explore the application of embodied interaction media for presenting traditional craft content, thereby enhancing the audience's learning and understanding of traditional craft knowledge. The paper first analyzes the current state of research on digital display and embodied interaction of traditional crafts. Then, it introduces experiential learning theory to analyze the embodied cognition and experience model of traditional crafts, dividing it into three levels: situational perception, behavioral interaction, and meaning-making, and proposes corresponding design strategies. Finally, taking the traditional lime sculpture of Guangzhou as an example, the study conducts design practice and prototype experiments. The experimental results are positive both in terms of user experience and learning outcomes. Embodied interaction design for traditional crafts based on experiential learning can effectively promote learners' understanding and comprehensive cognition of traditional crafts.
近年来,虚拟现实技术(VR)逐渐成为戏剧、舞蹈等舞台设计的研究前沿与应用热点.本文以戏剧舞台为线索,揭示了舞台设计与VR的本体同一性,梳理归纳了将VR应用于表演舞台的起源与发展现状;通过设计实验、案例研究,结合对VR发展趋势的把握,从观演体验的角度剖析VR应用于舞台设计的创新方向与实现途径;指出凭借全感官沉浸与多通道交互的技术特长,VR应用于舞台设计将实现"具身认知"式观演体验,有望从物理与心理空间上推翻长期存在于观众与演员之间的"第四堵墙".
According to the Culture Code Theory of Design, posters can be divided into strategy aspect, meaning aspect, and technical aspect. This study explored the impact of visual imagery on poster communication and effect focus on the meaning and technical aspects which directly related to the audiences. The visual imagery preference of ten public poster samples is collected from 40 participants by online questionnaire with the semantic differential method. The results show that the audience's visual imagery at the technical aspect is mainly related to the richness of colors, graphics, and texts. When receiving the information from the meaning aspect of the poster correctly, the visual imagery will be influenced by the type of theme. Most importantly, the same or similar visual imagery at the technical and meaning aspect encourages audiences to explore the deep information of posters. Poster works that keep visual imagery coherent and smooth at the two aspects can achieve a better effect.
Based on the mapping relationship among customer demand, purchase decision-making process, and customization service process, the glasses customization service process was redesigned. From the customer's perspective, it focused on purchase tendency and post-purchase evaluation, which are two important parts of the purchase decision-making process. Through online comment crawling, questionnaire surveys, the influencing factors of glasses purchase decision-making were integrated into three dimensions of customer demand, glasses element, and purchase experience. Interpretation Structure Model was used to obtain the hierarchical relationship of these influencing factors. Compared with the traditional glasses service process, a customization service relationship network was proposed, which was driven by demand internally and by service externally. The redesigned glasses customization service process integrated the customer, designer, and manufacturer, guiding the improvement to glasses customization services and reference for the optimization to other products' customization service process.
近年来,VR在舞台空间与现场表演中的应用逐渐成为戏剧、舞蹈等艺术领域的前沿热点.本文梳理了VR应用于舞台空间的起源与发展现状,并尝试从本质主义视角阐明舞台空间与虚拟环境的本体同一性.在此基础上,基于戏剧观演与心理学相关理论,明晰VR创新观演体验的目标.通过把握VR的技术特征,结合相关舞台先锋实验,提出VR创新观演体验的两种具体途径,即亲身参与的深层观演体验以及观演双方感官意识的互联互通.以此为VR在舞台空间设计中的应用以及观演体验实现创新式发展提供可能的思路和线索.
随着目前城市化和逆城市化双重进程的不断加快,大量失落的、废弃的场所不断涌现,这成为城市发展无法回避的现实问题.文章提出以可持续发展观重新认识和重视这些废弃场所,通过适应性再利用设计使其在创造高品质城市公共空间方面发挥巨大作用.包括场地用地性质向城市公共空间的整体转化,以及最大化利用废弃场所中的废弃物.设计策略与目标包括:彰显自然生态、支持环境行为、拓展艺术审美、提升场所精神四方面.
In the late Qing Dynasty, XiGuan Grand House appeared as the large vernacular dwellings architecture. The so - called region adaptability is formed for the local vernacular dwellings architectures need to adapt to the changes of the local nature, society and humanism and continue the evolving way of Original Ecological architecture. This paper is divided into three parts. In the first part, the evolving process about XiGuan Grand House is analyzed; the second part discusses the relationship between the region adaptability and the architectural evolution; the last part studies the region adaptability of XiGuan Grand House to obtain its value to Ecological Architecture Design.
"类古村落"保留有相对典型、完整的地方传统乡村景观风貌,但正加速向凋敝、杂乱、零识别的失序状态发展.文章以广东河源灵江村为例,探索通过微介入景观设计策略回归与重构乡村空间与时间秩序,以此为类古村落脱贫攻坚与乡村振兴战略的实施提供一种可能途径.
芬兰是当今世界在国民幸福与环境绩效两方面指数同时名列前茅的高福利发达国家之一.芬兰设计长期居于世界领军地位,从理念及手法诸多方面引领世界潮流,也是最早提倡并践行生态设计理念的国家之一.其经验对可持续发展观下的我国设计理论与实践而言可资借鉴.从"生活品质-经济发展-生态环境"三方面结合的角度,以对森林资源木材的利用为线索,揭示芬兰设计中环境意识的起源与发展(源与流).芬兰设计在极其匮乏的自然资源条件下,通过最优化地使用材料,特别是本土材料,结合技术创新,在恶劣的气候条件下不断提高国民生活品质,促进经济增长,形成人文功能主义、现代地域主义的基本特色.石油危机后,芬兰传统和现代设计中的环境友好理念与做法得到巩固与凸显,在国家向可持续发展转型的背景下,最终融会于生态设计之中,维持并促进了芬兰在国民生活品质、经济发展及生态环境三方面动态平衡与协调发展的良好局面.
将虚拟现实技术应用于实体舞台,使演出参与者对虚实相生的空间场景产生多感官沉浸交互式体验,是近年来演艺行业和学术研究的前沿.本研究将CAVE沉浸式虚拟现实系统原理与戏剧舞台空间相结合,设计开发一种观众裸眼观赏的沉浸交互式数字表演舞台,并将其实际应用于一处实验小剧场.通过该剧场首演话剧的演出效果可见,沉浸式虚拟现实的融入有助于戏剧舞台实现四维空间、以身带景、深度沉浸三方面崭新的观演效果.
目的 强调进行目标系统外部因素的研究,从方法论层面有望突破传统主要考虑内部因素的局限性,对于概念产品创新设计有重要意义.方法 将事理学引入概念产品设计定位,在"事"的结构基础上,提出概念产品设计定位研究框架;基于"事""理"之间的联系,对外部因素研究的有序组织的具体研究方法进行探讨;具体阐述事理学中外部因素在概念产品设计定位中的实际应用.结论 以主要面向"95 后"人群的概念汽车内饰设计项目为案例,提出部分具体的设计定位研究方法,经过整合分析后得出设计定位阐释,为概念产品创新提供研究思路.