In the context of people’s gradually rising consumption levels and the urgent need to upgrade the tourism market, the continuous homogenization of tourism souvenirs is beginning to seriously affect the shopping experience of tourism tourists. This study aims to explore how tourists perceive the phenomenon of the homogenization of tourism souvenirs and how this phenomenon affects tourists’ continuous purchase intention. This study constructs a hypothesis model of the relationship among perceived homogeneity, perceived value, and continuous purchase intention based on a perceived value perspective and validates the model using structural equations. These findings are as follows: (1) Tourists’ perceived product homogeneity and perceived service homogeneity have significant negative effects on perceived product value and continuous purchase intention. (2) Perceived service homogeneity has a significant negative effect on tourists’ perceived emotional value. (3) Perceived product value and perceived emotional value have significant positive effects on continuous purchase intention. The study also explores how to enhance tourists’ perceived value through innovative product design and service system construction. The findings can provide valuable insights for promoting the sustainable development of the tourism market and tourists’ continuous purchase intention.
Su embroidery, as an intangible cultural heritage of China, is a treasure accumulated by human civilization, but it has been gradually fading from people’s view in recent years. To handle the problems of slow creative output, high learning difficulty, and low production efficiency, and to promote the sustainable development of Su embroidery, this study builds an automatic generation system of Su embroidery called MasterSu, based on the CorelDraw platform. The system can automate the generation of embroidery sketches through area texture filling and color recognition, which allows users to participate in the design process. Finally, the performance and usefulness of the system are verified through user experiments, and it is confirmed that the system can facilitate novice users to understand the embroidery culture, learn the embroidery techniques, and create their embroidery works through the system.
Background: This study aimed to clarify the effect of music tempo on runners’ perception of fatigue at different exercise intensities and while listening to music of different tempos through running experiments. Methods: This study used a within-subject two-factor experimental design with music tempo (fast music, slow music, no music) and exercise intensity (high intensity, low intensity) as independent variables and the time to fatigue perception (TFP), the difference in heart rate (HR) and the difference in the median frequency (MF) of surface electromyography (sEMG) signals as observation indexes. Eighteen participants completed a total of 108 sets of running experiments. Results: (1) The main effect of music tempo on the TFP was significant (p < 0.001). (2) The main effect of exercise intensity on the TFP was significant (p < 0.001), and the main effect on the difference in HR was significant (p < 0.001). (3) The interaction effect of music tempo and exercise intensity on the TFP was significant (p < 0.05). Conclusions: Exercisers’ subjective perception of fatigue was affected by music tempo and the interaction between music tempo and exercise intensity, and exercisers’ objective fatigue perception was influenced mostly by exercise intensity. The findings of this study provide guidance for runners’ choice of music at different intensities of exercise. Whether it is low-intensity exercise or high-intensity exercise, listening to fast music while exercising can help runners perform better mentally and physically during their runs.
21 January 2022 in CCF Transactions on Pervasive Computing and Interaction