In order to meet industrial demands, some colleges and universities have offered interdisciplinary programs that integrate design, engineering, and business. However, how many changes these programs have brought to students, and whether students participating in these programs have had better interdisciplinary ability than students involved in a single discipline study have always been questions that many researchers want to explore. In a university that offers an interdisciplinary program, we found that there is no significant difference in interdisciplinary integration ability between the students participating in the interdisciplinary program and the students involved in a single discipline study through quantitative comparisons of 91 student questionnaires and analyses of interviews with nine teachers of interdisciplinary courses and other related staff members. This may result from the students’ lack of motivation, lack of prior experience, the influence of individual traits, the increase of learning pressure and academic burden, and the interference of disciplinary factors during interdisciplinary learning. The research finding is intended to improve student interdisciplinary learning effectiveness by facilitating interdisciplinary teachers’ understanding of the influencing factors of student interdisciplinary learning, and by providing a reference for interdisciplinary teaching design.
16 April 2021 in International Journal of Social Robotics
Attention allows us to focus and process information from our environment, and executive function enables us to plan, work, and manage our daily lives. As individuals become older, both of these cognitive abilities decline. It is essential for the elderly to perform more cognitive exercises. Previous studies have shown that arithmetic calculations require attention span and that playing video games requires executive function. Therefore, we developed a serious game involving mental arithmetic calculations specifically for improving attention span and executive functions. Our objective was to analyze the effectiveness of the game and the efficacy of the game’s mechanic factors affecting attention span and executive function in the elderly. Forty elderly volunteers who are over 60 years of age were invited to join an eight-week cognitive training program through an elderly social welfare center. Four assessment tests were used in pre-test and post-test before and after the training period. D-CAT and SAT are used for screening attention span; TMT-A and TMT-B are used for screening executive function. They were instructed to play the game for at least 15 min per day, 5 days per week, for a total of 8 weeks. There were three independent variables (difficulty, pressure, and competition) with two parameters that could be selected. A paired-sample t-test showed the effective results by comparing the pre-test scores and post-test scores of the cognitive training. There were significant improvements in attention span and executive functions. The mixed repeated-measure ANOVA and MANCOVA results showed that two game mechanic factors (difficulty and pressure) had a significant effect and an interaction effect, but the other factor (competition) had a non-significant effect. In conclusion, the game showed a significant enhancement in both attention span and executive functions after training, and the difficulty factor and the pressure factor were shown to have an effect, but the competition factor was shown to have no effect.
Since their development, social robots have been a popular topic of research, with numerous studies evaluating their functionality or task performance. In recent years, social robots have begun to be regarded as social actors at work, and their social attributes have been explored. Therefore, this study focused on four occupational fields (shopping reception, home companion, education, and security) where robots are widely used, exploring the influence of robot gestures on their perceived personality traits and comparing the gesture design guidelines required in specific occupational fields. The study was conducted in two stages. In the first stage, an interactive script was developed; moreover, observation was employed to derive gestures related to the discourse on the fields of interest. The second stage involved robot experimentation based on human–robot interaction through video. Results show that metaphoric gestures appeared less frequently than did deictic, iconic, or beat gestures. Robots’ perceived personality traits were categorized into sociality, competence, and status. Introducing all types of gestures helped enhance perceived sociality. The addition of deictic, and iconic gestures significantly improved perceived competence and perceived status. Regarding the shopping reception robot, after the inclusion of basic deictic and iconic gestures, sufficient beats gestures should be implemented to create a friendly and outgoing demeanor, thereby promoting user acceptance. In the home companion, education, and security contexts, the addition of beat gestures did not affect the overall acceptance level; the designs should instead be focused on the integration of the other gesture types.
This study aims to explore the utilization of user-generated content for product improvement and decision-making processes. In the era of big data, the channels through which enterprises obtain user feedback information are transitioning from traditional methods to online platforms. The original data for this study were obtained from customer reviews of cordless hairdryers on JD.com. The specific process is as follows: First, we used the Python Requests package to crawl 20,157 initial comments. Subsequently, the initial data were cleaned, resulting in 1405 valid comments. Next, the cleaned and valid comments were segmented into Chinese words using the HanLP package. Finally, the Latent Dirichlet Allocation (LDA) method was applied for topic modeling. The visualization of the topic clustering was generated using pyLDAvis, and three optimal topics were identified. These topics were named “User Experience”, “Product Evaluation”, and “Product Features”, respectively. Through data analysis and expert consultation, this study developed product design improvement strategies based on online reviews and verified the validity of the developed cordless hairdryer design index system through a questionnaire survey, providing practical references and innovative theoretical foundations for future product design assessments.