The majority of China’s intangible cultural heritage is rooted in rural areas, and the integration of intangible cultural heritage (ICH) with rural resources has potential for sustainable development. This study develops a theory of sustainable livelihoods for ICH rural areas, employing design intervention strategies to strengthen core capital, thereby promoting the protection of ICH and the sustainable development of rural areas. Through a case study of China’s ICH, specifically Luanzhou shadow play, this study focuses on core livelihoods capital: design capital and cultural capital. The key elements of the two were analyzed through the use of interviews and questionnaires. The Luanzhou shadow play was redesigned for cultural and creative products and digital application innovation. This approach effectively meets the needs of the target groups and meets the requirements of rural revitalization and ICH, thereby enhancing the adaptability and resilience of rural areas. This study offers a new development path for the heritage of Luanzhou shadow play and local rural areas while also providing a reference for the differentiated development of other non-legacy rural areas.
The ability of AI to process vast datasets can enhance creativity, but its rigid knowledge base and lack of reflective thinking limit sustainable design. Generative Design Thinking (GDT) integrates human cognition and machine learning to enhance design automation. This study aims to explore the cognitive mechanisms underlying GDT and their impact on design efficiency. Using behavioral coding and quantitative analysis, we developed a three-tier cognitive model comprising a macro-cycle (knowledge acquisition and expression), meso-cycle (creative generation, intelligent evaluation, and feedback adjustment), and micro-cycle (knowledge base and model optimization). The findings reveal that increased task complexity elevates cognitive load, supporting the hypothesis that designers need to allocate more cognitive resources for complex problems. Knowledge base optimization significantly impacts design efficiency more than generative model refinement. Moreover, creative generation, evaluation, and feedback adjustment are interdependent, highlighting the importance of a dynamic knowledge base for creativity. This study challenges traditional design automation approaches by advocating for an adaptive framework that balances cognitive processes and machine capabilities. The results suggest that improving knowledge management and reducing cognitive load can enhance design outcomes. Future research should focus on developing flexible, real-time knowledge repositories and optimizing generative models for interdisciplinary and sustainable design contexts.
Conventional lower-limb rehabilitation robots are large, complicated to wear, and require moving the patient to a designated position. To solve these problems, a new single-legged lower-limb rehabilitation robot (S-LLRR) that is easy to move and suitable for different height carriers was proposed. The mechanical leg has a variable working space, and its rotating joints are designed with mechanical limiters. The series configuration of the S-LLRR was analyzed, and trajectory planning was performed based on continuous linear motion training. Meanwhile, an active training control method based on the sand model was proposed to enhance the motion sensation of patients, and an active participation degree evaluation model was designed based on human physiological information. The simulation and experimental results showed that S-LLRR had a large workspace and good motion accuracy, and the accuracy of the active participation degree evaluation model could reach more than 85%. This research could provide a theoretical basis for improving the standardization and compliance of lower-limb robot rehabilitation training.
Muscle weakness is the primary impairment causing mobility difficulty among stroke survivors. Millions of people are unable to live normally because of mobility difficulty every year. Strength training is an effective method to improve lower extremity ability but is limited by the shortage of medical staff. Thus, this paper proposes a robot-assisted active training (RAAT) by an adaptive admittance control scheme with virtual reality interaction (AACVRI). AACVRI consists of a stiffness variable admittance controller, an adaptive controller, and virtual reality (VR) interactions. In order to provide human-robot reality interactions corresponding to virtual scenes, an admittance control law with variable stiffness term was developed to define the mechanics property of the end effector. The adaptive controller improves tracking performances by compensating interaction forces and dynamics model deviations. A virtual training environment including action following, event feedback, and competition mechanism is utilized for improving boring training experience and engaging users to maintain active state in cycling training. To verify controller performances and the feasibility of RAAT, experiments were conducted with eight subjects. Admittance control provides desired variable interactions along the trajectory. The robot responds to different virtual events by changing admittance parameters according to trigger feedbacks. Adaptive control ensures tracking errors at a low level. Subjects were maintained in active state during this strength training. Their physiological signals significantly increased, and interaction forces were at a high level. RAAT is a feasible approach for lower limb strength training, and users can independently complete high-quality active strength training under RAAT.
Most existing finger rehabilitation robots are structurally complex and cannot be adapted to multiple work conditions, such as clinical and home. In addition, there is a lack of attention to active adduction/abduction (A/A) movement, which prevents stroke patients from opening the joint in time and affects the rehabilitation process. In this paper, an end-effector finger rehabilitation robot (EFRR) with active A/A motion that can be applied to a variety of applications is proposed. First, the natural movement curve of the finger is analyzed, which is the basis of the mechanism design. Based on the working principle of the cam mechanism, the flexion/extension (F/E) movement module is designed and the details used to ensure the safety and reliability of the device are introduced. Then, a novel A/A movement module is proposed, using the components that can easily individualized design to achieve active A/A motion only by one single motor, which makes up for the shortcomings of the existing devices. As for the control system, a fuzzy proportional-derivative (PD) adaptive impedance control strategy based on the position information is proposed, which can make the device more compliant, avoid secondary injuries caused by excessive muscle tension, and protect the fingers effectively. Finally, some preliminary experiments of the prototype are reported, and the results shows that the EFRR has good performance, which lays the foundation for future work.
With the rapid expansion of the Electric Sport Utility Vehicle (ESUV) market, capturing consumer aesthetic preferences and emotional needs through front-end styling has become a key issue in automotive design. However, traditional Kansei Engineering (KE) approaches suffer from limited timeliness, subjectivity, and low predictive accuracy when extracting affective vocabulary and modeling the nonlinear relationship between product form and Kansei imagery. To address these challenges, this study proposes an improved KE-based ESUV styling framework that integrates data mining, machine learning, and generative AI. First, real consumer reviews and front-end styling samples are collected via Python-based web scraping. Next, the Biterm Topic Model (BTM) and Analytic Hierarchy Process (AHP) are used to extract representative Kansei vocabulary. Subsequently, the Back Propagation Neural Network (BPNN) and Support Vector Regression (SVR) models are constructed and optimized using the Seagull Optimization Algorithm (SOA) and Particle Swarm Optimization (PSO). Experimental results show that SOA-BPNN achieves superior predictive accuracy. Finally, Stable Diffusion is applied to generate ESUV design schemes, and the optimal model is employed to evaluate their Kansei imagery. The proposed framework offers a systematic and data-driven approach for predicting consumer affective responses in the conceptual styling stage, effectively addressing the limitations of conventional experience-based design. Thus, this study offers both methodological innovation and practical guidance for integrating affective modeling into ESUV styling design.