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1.
基于感性工学的威士忌酒瓶造型设计   总被引:2,自引:1,他引:1  
目的研究符合消费者感性需求的威士忌酒瓶造型设计方法。方法以感性工学理论为指导,广泛收集威士忌酒瓶的产品样本和感性语汇,并从中挑选代表性样本与感性语汇,进行威士忌酒瓶瓶身造型拆解,使用5阶语义差异(SD)量表问卷为拆解部分建立感性评量矩阵,运用数量化Ⅰ类理论对其进行分析研究,找出感性语汇与威士忌酒瓶瓶身造型设计元素之间的关联性,并通过市场随机样本进行验证,从而指导新产品开发。结果由数量化Ⅰ类结果得知,这里拆解的威士忌酒瓶瓶身的5个形态要素项目对消费者的感性认知皆具有影响性。结论 "消费者感性认知"与"威士忌之酒瓶造型"之间的对应关系有助于相关企业和设计师确定产品开发方向,为同类产品提供造型设计参考。  相似文献   

2.
孙雨萱  王殊轶  粱巨宏  魏强生 《包装工程》2022,43(22):79-86, 94
目的 针对虚拟运动机制所带来的晕动症状,提出基于眼动的评估方法。方法 选用视线追踪回溯式有声思维的方式,在受试者体验常见虚拟运动时,实时采集眼动数据并在实验前、后完成两次量表评价,采集的11项参数指标用于数据分析。采用熵权法改进EFA进行综合评价,首先提取因子以简化变量数目,再在熵值赋权法下校正成分因子权重。结果 提取后再赋权的成分变量具有现实意义,得到的虚拟现实晕动症因子评估模型,其预测值与实际值配对t检验结果大于0.05,具有有效性。结论 模型优势在于基于眼动追踪技术,以客观可采集的眼动数据描述主观晕动,提出眼动技术结合VR,采集数据作为反馈信息,实时改进虚拟现实运动机制的思路,以缓解受试者的晕动症状。  相似文献   

3.
Even with new technologies emerging daily that reduce the barriers to identify and purchase products, the average consumer still reports having less time to devote to shopping. A study conducted at Clemson University, sponsored by a reusable packaging company, Rehrig Pacific Company, investigated if a unique shipping shell/crate design with on‐message and product branding (direct colour print onto the shell) increased brand awareness, attention and purchase intent when placed directly onto the retail shelf. Reusable packaging for 2 L bottles of carbonated soft drink packaged in proprietary reusable shells with a multicolour logo of the major US beverage company was chosen for the study. The branded proprietary reusable shell was evaluated against a standard reusable shell in the industry used by the same company. Testing was conducted using state‐of‐the‐art eye tracking hardware and CUshop?, a full immersion consumer retail experience laboratory. Data captured from 89 study participants indicated a strong preference for the new branded reusable shell. Statistical analysis demonstrated a 47% increase in eye fixations on the branded display and an increase in fixation duration, a measure of how long consumers looked at the display, of 34% (p  < 0.05). More significantly, an increase in the visual saliency of the primary package, the 2 L bottle, was illustrated by an increase in fixation duration of 46% (p  < 0.05) and an increase of the number of fixations of 54% (p  < 0.01) when displayed in the branded reusable shell. Thus, results indicate that in‐store marketing incorporating a unique secondary packaging may lift brand awareness and increase purchase intent. Copyright © 2017 John Wiley & Sons, Ltd.  相似文献   

4.
利用Eye Link Ⅱ眼动仪视频叠加的方法,记录12名大学生被试操作虚拟现实软件过程中的行为和眼动指标,考察了被试在化身和方向键两种版本的桌面虚拟现实系统中的浏览行为。结果表明,化身组和方向键组的被试在浏览时间、注视点总数、平均注视时间上无显著差异;方向键组被试比化身组被试更多弛注视操作区域(化身或方向键),意味着方向键版本需要更多的操作和控制;化身组和方向键组被试都表现出明显的学习效应。本研究表明眼动视频叠加是评估虚拟现实系统有效手段。  相似文献   

5.
王传龙  乔鸿静  何汀  漆雯 《包装工程》2023,44(18):83-91
目的 针对传统产品的意象表达与用户感知之间因缺乏关联而产生设计代沟的问题,探索意象的多维度用户感知偏好,使设计意象能够有效地传达。方法 首先,确定研究目标为用户对高端产品意象的感知偏好,提出一种结合眼动追踪技术和联合分析法的用户感知偏好研究方法;其次,利用眼动追踪技术,采集用户观看样本图片时的眼动状态与数据;最后,应用联合分析法对高端产品意象的重要属性进行分析,得出各属性的效用值和重要性,实现用户对高端产品意象的偏好量化分析。结果 最终得出满足用户对高端产品意象的感知偏好的最优属性组合方案。结论 建立用户感知与高端产品意象属性关联的研究方法,能够帮助设计师从用户感知偏好的角度去优化产品设计,提升设计的科学性和有效性。  相似文献   

6.
目的利用虚拟现实技术对车辆人机交互设计方案进行评价,以提高交互设计过程中的迭代效率并减少资金的投入。方法以真人与虚拟车辆交互设计方案进行交互,同时用测试设备采集人的视频、音频、眼动轨迹、皮肤电、脑电、脑红外等数据和信息,并进行数据分析和设计方案评价。结论基于虚拟现实技术对车辆人机交互方案进行设计过程前期的评价是必要的和可行的,虚拟评价系统会随着虚拟现实和人机交互技术的发展逐步完善。  相似文献   

7.
《国际生产研究杂志》2012,50(1):161-176
This research examines perception of dynamic objects and robots in a virtual and real industrial work environment. The studies are modelled after those of Karwowski and Rahimi from the early 1990s. By applying virtual reality technology, the real workplace can be simulated in the virtual world for the improvement of facility design. Perception of hazard and risk, safe waiting time, maximum reach of robot arm are measured related to the impact of parameters such as robot size, speed and type and exposure to a virtual accident. Analysis includes techniques such as sequential experiments to compare results in the virtual and real environments. These methods may be considered as a model for studying perception and transfer in other domains. The comparison of the analysed data in the virtual and real environments helps to further determine the transferability of performance and perception from virtual reality to real. Results show similarity in perceived safe waiting time, but there are large differences in perceived maximum reach of robot arms between the virtual and real environments. Using the preliminary results from the integrated data in the sequential experiments, potential guidelines for using virtual facility layout in industry are discussed.  相似文献   

8.
周欢  吴艳 《包装工程》2022,43(22):241-246, 257
目的 针对当下服装品牌与明星IP合作常态化趋势下,明星IP服装同质化严重、服装品牌的投入与产出不断缩小等问题,服装品牌需要进行产品创新以更好地迎合市场提升品牌竞争力。方法 基于明星IP驱动的服装品牌产品创新视角,对产品创新模式分别从核心设计、产品语义设计与产品延伸设计三个方面提出假设,架构“行为—感知—购买意向”的研究模型,然后通过设计消费者调查问卷,对该假设进行实证检验。结果 产品核心设计通过产品感知与品牌感知,显著影响消费者对服装的购买意愿。产品语义设计变量对购买意愿的意向不显著,产品延伸设计对购买意向的影响为正。结论 说明了明星IP核心产品、明星IP语义产品、明星IP延伸产品促进了消费者对服装品牌的购买意愿。  相似文献   

9.
王海宁  池卓哲 《包装工程》2021,42(12):84-90, 97
目的 为了更科学地研究和检验可穿戴产品的适合性,提出一种适合性检验方法,能够精确保留现实环境中的产品佩戴关系,并能将现实与虚拟的适合性检验研究相结合,得到合理的适合性检验结果.方法 以虚拟现实眼镜的适合性检验为例,通过高精度的三维测量技术将现实环境中的人、产品以及人—产品佩戴关系转化为三维虚拟信息,并以人—产品佩戴三维模型为参考基准对齐人和产品的虚拟模型,得到保留现实佩戴关系的人—产品佩戴模型组,再应用偏差分析法得出人—机佩戴区域的可视化适合性结果和统计数据,结合主观评价方法进一步分析产品的适合性.结论 虚实结合的产品适合性检验方法可在虚拟环境中高精度地保留现实环境中的人—产品佩戴关系,并能得到可视化的适合性检验结果,为检验和指导产品的适合性提供依据.  相似文献   

10.
Food packaging plays an important role in attracting consumers' attention and generating expectations in the consumer that in turn affect their product perception and buying behaviour. In the present study, ‘categorizing’ and ‘perceptual mapping’—diametrically opposed methods (predefined criteria vs consumer criteria)—were used to study the influence of packaging design on consumer perceptions of dairy products. Eighty‐nine images of milk, yoghurt and yoghurt drink with different graphical designs, sizes, shapes and materials were presented to the participants. The participants were randomly divided in two groups, each of which evaluated the samples using one method: categorizing or perceptual mapping. Both categorizing and perceptual mapping have been demonstrated to be useful, simple and user‐friendly methods to determine the packaging design cues that influence the perception of dairy products. However, perceptual mapping provided more subconscious perceptions than the categorizing task. The results of perceptual mapping are objective and provide representative information. Furthermore, it fosters better understanding of the potential for product packaging to be misinterpreted and supports packaging designers in developing packages that better align with consumer perception. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

11.
Methods of forming and patterning materials at the nano‐ and microscales are finding increased use as a medium of artistic expression, and as a vehicle for communicating scientific advances to a broader audience. While sharing many attributes of other art forms, miniaturized art enables the direct engagement of sensory aspects such as sight and touch for materials and structures that are otherwise invisible to the eye. The historical uses of nano‐/microscale materials and imaging techniques in arts and sciences are presented. The motivations to create artwork at small scales are discussed, and representations in scientific literature and exhibitions are explored. Examples are presented using semiconductors, microfluidics, and nanomaterials as the artistic media; these utilized techniques including micromachining, focused ion beam milling, two‐photon polymerization, and bottom‐up nanostructure growth. Finally, the technological factors that limit the implementation of artwork at miniature scales are identified, and potential future directions are discussed. As research marches toward even smaller length scales, innovative and engaging visualizations and artistic endeavors will have growing implications on education, communication, policy making, media activism, and public perception of science and technology.  相似文献   

12.
章立  赵文轩  邱钰  许文广 《包装工程》2021,42(22):20-25
目的 虚拟现实技术在建筑文化遗产保护与传播中有着广泛的应用,在沉浸式的虚拟空间中需要解决交互模式单一及信息传播量小的问题.随着近年来感知交互技术的突破,VR中自然交互的模式有了更多新的可能性.着重探讨了基于眼动追踪与手部动作追踪的自然交互方式在建筑文化遗产传播课题中的应用,并以此总结其在交互设计中的设计策略.方法 将HTCVive Pro的眼动及手部动作追踪模块应用于文物建筑金莲桥及御碑亭的虚拟交互展示中,分析了自然交互中多种形态的信息传播特征,优化了交互中的用户体验,通过实例验证了自然交互的设计策略.结论 在沉浸式的虚拟交互情境中应用以眼动及手部动作追踪为主的自然交互方式,对建筑遗产的空间结构信息、历史文化信息的传播起到了较好的效果,提高了信息传播的效率,对文化遗产的数字化传播方式进行了有益的探索.  相似文献   

13.
可用性测试中的视线追踪技术   总被引:5,自引:1,他引:5  
由于人机交互过程中用户性质的变化和以用户为中心的设计(user-centered design,UCD)的兴起,可用性测试成为计算机类产品设计过程的重要环节。由于传统工效学测试方法普遍存在着主观性强,样本量小、外部效度低等问题,将视线追踪技术引入可用性测试领域,尤其是应用到视觉用户界面评估过程中,能显著提高可用性测试的客观性和有效性,并有助于揭示用户的认知加工过程。目前存在多种眼动测量指标,应根据不同测试情景和测试要求慎重选用。  相似文献   

14.
李淑江  孔鹏宇  窦如宏  张育辉 《包装工程》2020,40(24):91-97, 117
目的 为建立眼动数据和感性意象评价之间的数学关系,提出一种基于眼动参数的造型评价方法。方法 以游艇为研究对象,通过SMIRED500型眼动仪设备的应用,结合语义差分法进行主观评价,通过眼动追踪记录受试者在观看不同造型风格游艇时的眼动数据,对采集的眼动数据进行单因素方差分析,保留瞳孔直径大小、总注视时间、眼跳到该区域次数及首视点持续时间四项有效眼动数据,并结合主观问卷探讨不同游艇的视觉认知规律,采用多元线性回归方程进行数据建模,明确各项眼动数据对感性评价的影响权重,研究了被视者的眼动追踪数据与主观评价之间的关联关系。结论 建立眼动数据与感性评价之间的数学关系模型,并验证了模型的有效性,对产品造型方案评选及产品设计方案改进提供了有力的支持。  相似文献   

15.
罗世怀  吕健  刘翔 《包装工程》2023,44(4):69-76
目的 针对虚拟现实体验系统中的不同信息呈现方式,对使用者交互效率影响难以确定及量化的问题,进行定量研究。方法 通过搭建虚拟现实场景,以信息呈现通道的类别与数量作为变量,展开跟踪–检测响应双任务实验;通过记录任务行为数据中的跟踪误差和响应时间,以及生理数据中的瞳孔直径大小,分析并讨论在不同通道刺激影响因素下的实验中,任务绩效及眼动生理反应变化规律;同时结合主观负荷评价数据,建立了基于BP神经网络的多通道认知负荷模型,以认知负荷作为交互效率的综合评价指标,量化任务执行效率。结果 信息呈现的通道类别及其数量对任务效率均有显著的影响。结论 信息呈现通道数量与任务绩效及生理反应呈一定程度的正相关;多个任务使用相同通道呈现信息会损害所有任务的绩效,增加认知负荷。模型输出的负荷值与主观认知负荷评估值吻合较好,相对误差为8.2%,验证了其有效性。  相似文献   

16.
Wearables as medical technologies are becoming an integral part of personal analytics, measuring physical status, recording physiological parameters, or informing schedule for medication. These continuously evolving technology platforms do not only promise to help people pursue a healthier life style, but also provide continuous medical data for actively tracking metabolic status, diagnosis, and treatment. Advances in the miniaturization of flexible electronics, electrochemical biosensors, microfluidics, and artificial intelligence algorithms have led to wearable devices that can generate real‐time medical data within the Internet of things. These flexible devices can be configured to make conformal contact with epidermal, ocular, intracochlear, and dental interfaces to collect biochemical or electrophysiological signals. This article discusses consumer trends in wearable electronics, commercial and emerging devices, and fabrication methods. It also reviews real‐time monitoring of vital signs using biosensors, stimuli‐responsive materials for drug delivery, and closed‐loop theranostic systems. It covers future challenges in augmented, virtual, and mixed reality, communication modes, energy management, displays, conformity, and data safety. The development of patient‐oriented wearable technologies and their incorporation in randomized clinical trials will facilitate the design of safe and effective approaches.  相似文献   

17.
In this paper, a unique approach is proposed to determine eye strain in children caused due to the prolonged exposure to LCD and PDP screens. Blink rate and area of eye sclera are the two efficient metrics relied upon to determine eye strain. Initially, blink rate is computed by monitoring state transitions from open to closed eyes. To segment the sclera region of the eye Otsu’s thresholding and colour tracking, were implemented. These approaches had limitations due to illumination and skin tone. To overcome this, Modified Otsu using Colour Tracking is proposed in this paper. The occurrence of eye strain is determined by comparing the values of the metrics derived in real time with a threshold. The proposed algorithm detects eye strain with an accuracy of 83%. After detection of fatigue an alert message is sent to caretakers.  相似文献   

18.
The packaging of industrial food products is the most important means of transmitting a product's image and taste value. When the nature of its interface and its contents are the product of carefully planned imaging, the product has notable advantages in defining its image and product identity. Modern food trends dictate an ever‐increasing amount of services: The so‐called ‘functional packaging’ and ‘active packaging’ are prime examples of this service. The greatest innovation within this category of products consists literally of their interaction with food. These features create numerous fallbacks within all stages of the life‐cycle of a product, requiring a complex and multidisciplinary evaluation. The evaluation strategy of services which this packaging will offer to the consumer is still to be defined, and still to be identified within the key applications are the interests of the intermediary links of the production process. This requires the evaluation of the semantic and communicative aspects of the packaging which tend to be confused with the foodstuffs, the individualization of appropriate user profiles, control of logistical and location aspect of production, and a careful analysis of a comprehensive environmental balance, all issues that are parts of the objectives of the European project, Actipak. It is hoped, therefore, that the elaboration of these packaging systems will become a motive to try out a more knowledgeable and systematic design process for foodstuffs, in which innovative technology is used to provide effective benefits to the consumer. Copyright © 2000 John Wiley & Sons, Ltd.  相似文献   

19.
为了实现人与环境的适配性与协调性,在虚拟环境技术与无障碍环境式人工现实技术基础上提出了适人化虚拟环境与智能化虚拟人相互感知、认知的新思路。分析了无障碍环境式人工现实技术在国外的研究状况、发展趋势和应用前景。针对虚拟人(或虚拟化身)与虚拟环境进行交互的要求,提出了它们之间相互感知认知的相关技术基础以及初始阶段的研究内客,最后给出了本课题探索性研究举例。  相似文献   

20.
基于逆向工程的产品交互式虚拟展示研究   总被引:1,自引:1,他引:0  
在分析了逆向工程技术和虚拟现实技术的基础上,特别研究了实现产品交互式虚拟展示的方法。提出了通过逆向工程软件Geomagic处理扫描得到的产品点云,迅速建立数学模型,将模型导入3DMAX中进行渲染建立附属结构模型,用Cult3D实现产品的交互展示设计,最后在Director MX进行按钮连接并发布的虚拟展示方法。最后给出了实例,证明了此方法的合理性。  相似文献   

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