Defu Bao

Dr. Defu Bao


Research Focus & Metrics

Academic Career Length

7Years (2020-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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18 February 2022 in Sustainability
Verified
Journal Article
Open access
PDF file
DSDanni Shen
Danni Shen
HGHerui Guo
Herui Guo
LYLinghui Yu
Linghui Yu
JYJie Ying
Jie Ying
JSJie Shen
Jie Shen
YWYing Wang
Ying Wang
Culture, as an intangible piece of heritage, is one of the priorities of sustainable conservation. With the rapid modernization of science and technology, traditional culture that is expressed in the form of sound is facing prominent problems related to inheritance and development. Thinking about how to integrate traditional culture into the daily life of the public is an important way of solving sustainability problems related to traditional culture. This study took Guqin culture as its research object, explored the possibility of using sound as an interactive medium, and considered how to present traditional culture to the public in public space to broaden the inheritance and development mode of Guqin culture. Therefore, this study proposes a public Sound Interaction Design Model oriented to sound and presents a public sound-interactive installation with different levels based on the model. The feasibility of the model is verified through an interactive design evaluation method, and the role of the model in sustainable cultural development is discussed.

MYMinzhe Yi
Minzhe Yi
DBDefu Bao
Defu Bao
YMYifan Mo
Yifan Mo
In this research, the positive role of interface visual design in digital safety education was verified taking COVID-19 prevention and control knowledge as the content of public health safety education, where interface emotion (positive, negative, and neutral) and interface layout (waterfall typed and juxtaposition typed) were regarded as independent variables, and readers’ understanding, course evaluation and system usability score were dependent variables. As revealed in the results of a 3 × 2 two-factor experiment in which 252 college students participated: first, different interface emotion can cause significantly different understanding, where negative emotion has the best learning transfer effect; second, due to the difference in interface emotion, participants may give certain courses significantly different evaluation scores, while positive emotional interface contributes to the obviously high scores of three course-evaluation items, “appeal of the lesson”, “enjoyment of the lesson” and “interface quality”; third, significantly different system usability can be caused by different interface layout, where waterfall-type layout enjoys higher appraisal from users; fourth, interface emotion and interface layout have a similar interactive effects in terms of “effort of the lesson” and “interface quality”, where waterfall-type layout is favored in terms of positive emotional interface, and juxtaposition-type layout is more advantageous in terms of negative emotional interface. These results are of vital significance for interface design and safety education. Further, the visual design method for interface emotion and interface layout were analyzed to determine the most suitable design principles so as to improve the effect of digital public health safety education and provide constructive ideas for fighting against COVID-19 at the educational level.

YWYing Wang
Ying Wang
YHYuanyuan Huang
Yuanyuan Huang
JXJunjie Xu
Junjie Xu
DBDefu Bao
Defu Bao
Existing motion capture technology can efficiently track whole-body motion and be applied to many areas of the body. This whole-body interaction design has gained the attention of many researchers. However, few scholars have studied its suitability for elderly users. We were interested in exercise-based whole-body interactive games, which can provide mental and physical exercise for elderly users. We used heuristic evaluation to measure participants’ actions during exergame tasks and analyzed preference differences between elderly and younger users through the distribution of actions in four dimensions. We found that age affected the actions performed by users in exergame tasks. We discuss the mental model of elderly users during the process of performing these tasks and put forward some suggestions for interactive actions. This model and these suggestions theoretically have guiding significance for the research and application of exergame design for elderly users and may help designers develop more effective exergames or other whole-body interaction interfaces suitable for elderly users.

12 June 2024 in Materials & Design
Verified
Journal Article
Open access
JQJiapei Qin
Jiapei Qin
LCLi Chao
Li Chao
WWWeiting Wang
Weiting Wang
YYYuxiang Yu
Yuxiang Yu
DSDanni Shen
Danni Shen
DBDefu Bao
Defu Bao
The wood figure is a crucial wood trait that contributes to its versatile applications, drawing attention and inspiring imagination. This study aims to elucidate the impact of color attributes on the visual perception of wood figures. Initially, using intelligent methods (interactive color palettes), we colored six typical figures of natural wood (Acer.) as sample images. These images were characterized by entropy values, and assessed by simulated visual saliency (ITTI model) and subjective questionnaires. Finally, we discussed how different color quantities and schemes affect complexity and visual saliency of wood figures. The results indicate that changes in color attributes significantly impact the visual perception of wood figures. When the number of replacement colors is four, both the change rate in image complexity and the mean visual saliency are at their highest, at 24% and 0.335 respectively. Among the colors red, yellow, and green, red tends to influence the intensity of visual saliency more, the subjective complexity of green is higher. In addition, we found that more complex figures are less affected by changes in color attributes, and people can also distinguish the degree of difference between figure types well.

21 July 2021 in PLOS ONE
Verified
Journal Article
Open access
PDF file
DSDanni Shen
Danni Shen
XYXuelin Yao
Xuelin Yao
DBDefu Bao
Defu Bao
Physical objects and their pictures are two main kinds of design stimuli of creative activity, which can improve design quality but may induce design fixation. Previous studies are focused on the case where participants face a single picture, and their design stimulus may be incomplete as compared with the participants facing objects. To fully explore the influence of physical and pictorial examples on design novices, we investigated design fixation and design quality when they were provided with multiperspective pictures having information remarkably similar to physical objects. Specifically, two novice groups individually created their own designs after observing several examples by the way of the above two presentation modes. These designs were evaluated by two evaluators in terms of similarity, originality, and completeness. Statistical analysis showed that no significant difference was found in similarity and originality between the two groups, whereas the designs of the physical group outperformed those of the pictorial group in terms of completeness. This finding indicated that the two groups showed the same degree of design fixation, as multiperspective pictures presented most of the form information of the physical object. The results suggest that when instructing design novices, it is essential to control how to present design examples at different stages of the design process.

1 August 2020
Verified
Conference Paper
Closed access
DBDefu Bao
Defu Bao
QFQinqing Fu
Qinqing Fu
DSDanni Shen
Danni Shen
This paper aims to establish the gamification of tourism culture learning and demonstrate its feasibility. We did our research based on an immersive game called Travel Coser. The study explores how immersive games can be used to provide cultural learning to enhance the cultural experience of tourism by presenting a role-playing basis for enhancing cultural understanding. This article Outlines the design of the game, reports on the results of the preliminary validation, and discusses future developments.