Human Factors and Wearable Technologies

Editors: Tareq Z. Ahram, Christianne Falcão
Topics: Usability & User Experience
Publication Date: 2025
ISBN: 978-1-964867-51-9
DOI: 10.54941/ahfe1005986
Articles
Quiet but not Quite: the Limitations of Active Noise Canceling Headphones in Open Offices
Today’s work environments are becoming increasingly dynamic, with open office spaces gaining popularity due to their cost-effective design and potential for facilitating collaboration and stronger teams. Despite these benefits, open office spaces are often noisy and distracting to employees, especially when they include high levels of irrelevant speech (IS). Literature has shown that the presence of speech unrelated to an individual’s current task has detrimental effects on performance and well-being (Colle & Welsh, 1976). Strategies to mitigate noise in open office workplaces, such as using headphones with active noise cancelation (ANC), have been implemented and are becoming recognized for their effectiveness in reducing general auditory distractions (Mueller et al., 2022). While ANC headphones work particularly well in filtering out lower sound frequencies and consistent noises such as those in an office, the technology has limitations in disrupting higher-frequency sounds like human speech (Beaman, 2005). This interaction results in an auditory experience where IS is clearer than before the implementation of ANC. The presence of IS has been shown to decrease an employee’s ability to write (Sorqvist et al., 2012), accurately recall information (Marsh et al., 2008), and comprehend what they are reading (Sorqvist et al., 2010). Since these tasks are essential to most office jobs, ANC headphones alone might not be enough to effectively mitigate the negative effects of IS. To address this limitation, this paper proposes the addition of a steady masking noise (i.e., white noise) while using ANC headphones. This method would allow the ANC to filter out IS and other complex high-frequency sounds by providing a uniform acoustic environment. This review aims to provide a comprehensive examination of the effectiveness of ANC headphones with and without masking technology in mitigating distractions caused by IS in open office environments. By synthesizing existing research, this review will highlight the theoretical and practical implications of ANC technology, including its potential benefits and limitations for enhancing employee performance, productivity, and well-being.References:Beaman, P. (2005). Irrelevant sound effects amongst younger and older adults: Objective findings and subjective insights. European Journal of Cognitive Psychology, 17(2), 241-265. https://doi.org/10.1080/09541440440000023 Colle, H. A., & Welsh, A. (1976). Acoustic masking in primary memory. Journal of verbal learning and verbal behavior, 15(1), 17-31. https://doi.org/10.1016/S0022-5371(76)90003-7 Jahncke, H., Hygge, S., Halin, N., Green, A. M., & Dimberg, K. (2011). Open-plan office noise: Cognitive performance and restoration. Journal of Environmental Psychology, 31(4), 373-382. https://doi.org/10.1016/j.jenvp.2011.07.002 Marsh, J. E., Hughes, R. W., & Jones, D. M. (2008). Auditory distraction in semantic memory: A process-based approach. Journal of memory and language, 58(3), 682-700. https://doi.org/10.1016/j.jml.2007.05.002 Sörqvist, P., Halin, N., & Hygge, S. (2010). Individual differences in susceptibility to the effects of speech on reading comprehension. Applied Cognitive Psychology: The Official Journal of the Society for Applied Research in Memory and Cognition, 24(1), 67-76. https://doi.org/10.1002/acp.1543 Sörqvist, P., Nöstl, A., & Halin, N. (2012). Disruption of writing processes by the semanticity of background speech. Scandinavian Journal of Psychology, 53(2), 97-102. https://doi.org/10.1111/j.1467-9450.2011.00936.x
Elizabeth Merwin, Brandon Dreslin, Allysa Hayden, Mary Bender, Maissane Aik, Toni Butler, Noah Robbins, Alex Chaparro
Open Access
Article
Conference Proceedings
Industry 5.0 - Human-centered work process design through the psychological measurement of stress, thanks to new wearables
The effects of demographic change are having a clear impact on German companies. There is a growing shortage of workers to perform manual processes, particularly in production companies, which is leading to a long-term decrease in company productivity and an increase in stress levels among employees. In addition, the rising level of customer-specific product diversification intensifies the stress situation for employees due to the greater and faster adaptation to new product configurations, which foster psychological stressors. While the consideration of the physiological stress situation is state of the art and work design uses these results to design workplaces, there is a lack of easy-to-use devices for measuring the psychological stress situation of employees in order to meet the individual needs for recovery. This paper describes an approach that uses a new wearable to determine the mental stress situation of employees by analyzing psycho-physiological parameters and deriving the need for recovery. The connection between the psycho-physiological parameters and the human performance potential is presented and the functionality of the wearable is explained. In addition, the approach is being tested in a laboratory study with six test subjects in a production-like environment. The initial results show a high potential to sustainably improve workforce scheduling.
Florian Beuss, Hans-ullrich Balzer, Paul Edler, Laura Robl, Jan Sender
Open Access
Article
Conference Proceedings
Design and preliminary experimental verification of a passive resistance-type lower limb exoskeleton
Lower limb resistance training is a widely used method in fitness and rehabilitation training. However, existing methods exhibit certain limitations in meeting the synergistic requirements of lower limb joint coordination during human motion. We proposes a passive resistance-type lower limb exoskeleton design and conducts preliminary experimental validation. The exoskeleton employs single-stage or double-stage cylindrical compression spring mechanisms at the hip, knee, and ankle joints as resistance sources, achieving multi-joint synergistic movement through jaw-like structures and chain-like mechanisms.The paper first introduces the overall design scheme and key component designs of the exoskeleton. Subsequently, finite element analysis is utilized to evaluate the device's safety and reliability, followed by experimental validation under actual loading conditions. Results demonstrate that the exoskeleton enables coordinated multi-joint resistance functionality in the lower limbs while maintaining robust safety and comfort under extreme loads.
Bo Han, Shoupeng Huang, Hao Li, Chunhui Wang
Open Access
Article
Conference Proceedings
From Lab to Field: Translating Inertial Motion Capture into Applied Ergonomic Risk Assessment and Intervention
Wearable inertial motion capture (IMC) systems enable biomechanical assessments in environments where traditional optical systems are impractical. This presentation highlights three studies using the Xsens Awinda IMC system. The first validated IMC-based estimates of L5/S1 moments against optical motion capture (OMC) and force plates across varied lifting conditions, finding ~12–13% underestimation and RMSEs of 19–21 Nm. The second deployed IMC in an automotive plant to assess cumulative low back exposure using a fatigue failure-based framework. Cumulative damage estimates, derived from modeled lumbar moments, were significantly associated with self-reported low back pain (OR = 2.16). The third evaluated the Power Hook, an assistive tool for manhole cover lifting. IMC data revealed up to 36% reductions in peak L5/S1 moments and decreases in shear and compressive forces of up to 20% and 30%, respectively. Collectively, these studies illustrate how IMC and biomechanical modeling support ergonomic risk assessment and intervention in both laboratory and field settings.
Iván Nail Ulloa, Michael Zabala, Mauricio Henriquez Schott, Sean Gallagher
Open Access
Article
Conference Proceedings
Improvement of safety in collaborative robotics through prompt detection of abrupt movements
The advent of the Industry 5.0 has reestablished the central role of humans within the production processes, giving robotics a new perspective. Humans and robots can cooperate in shared workspace enhancing their respective strengths. An effective production process is guaranteed because robots execute repetitive tasks with high precision and speed, while humans express their essential decision-making capabilities. To ensure an effective and safe collaboration the robot system must constantly recognize human gestures and promptly react, especially at unexpected state. Indeed, among repetitive standard gestures typical of manipulation tasks in a workshop station, an operator may occasionally perform abrupt movements caused by inattention or external circumstances unrelated to the work task.Due to the still limited attention devoted to abrupt gestures in the scientific community, the aim of this study was to recognize human movements in real-time integrating wearable magneto-inertial measurement units (MIMUs) with deep learning techniques. The final outcome consisted in utilizing data from a MIMU fixed on the human forearm to distinguish between standard and abrupt gestures during a typical industrial task. Specifically, a Long Short-Term Memory (LSTM) neural network was first trained on a previously collected dataset including MIMUs signals from sixty subjects during a traditional pick-and-place task interspersed with randomly induced abrupt gestures. The LSTM training was conducted on MIMUs linear accelerations of the dataset, which were processed removing the gravity component, calculating the norm, and segmenting the resulting signals into overlapping sliding windows of 0.5 s. Various overlap percentages (50%, 75%, 90%, 95%, 99%) were tested to optimize the network performance for real-time applications. Subsequently, the trained network was tested online on data recorded from five new participants. The same task was executed streaming in real-time MIMUs signals and exploiting the fine-tuned system to classify each gesture as standard or abrupt.During the training phase, 90% was identified as the optimal overlap to enhance the network performance, with an average classification time per window of 0.84 ms. In the testing phase, classification performance was evaluated from the comparison between the actual gesture sequences of each participant with those identified by the detection system. Based on the resulting confusion matrix, excellent classification performance of the system were demonstrated, achieving a balanced accuracy of 90.96%, a macro F1-score of 90.11%, a specificity of 96.92%, and a recall of 85%. In particular, the system guarantees a very low number of abrupt gestures classified as standard (less than 2%).. Apart from the MIMUs streaming delay, the pre-processing time (approximately 9 ms) for MIMUs accelerations and the classification time (approximately 260 ms in the actual hardware set up) required to distinguish between standard and abrupt gestures are sufficiently low to assume the system as near real-time.Overall, results demonstrate the effectiveness of a LSTM network trained on forearm-MIMU accelerations in detecting abrupt movements during a typical industrial task under conditions approaching real-time. Current efforts are devoted to improve the signal acquisition and processing procedure in order to minimize streaming delays and hence to detect the abrupt movement at its earliest stage.
Greta Di Vincenzo, Michele Polito, Elisa Digo, Laura Gastaldi, Stefano Pastorelli
Open Access
Article
Conference Proceedings
Improving human‘s spatial information perception in virtual reality through distributed haptic stimulation
Uncertain and insufficient spatial information transfer is a problem with current virtual reality interactions, particularly for those who are hard of hearing and have trouble identifying sound sources. To enhance the interaction experience and foster the inclusive development of virtual reality technology, this article seeks to establish a theoretical design framework for wearable devices that facilitate the transfer of spatial information in virtual reality. First, the article analyzes interaction scenarios in virtual reality to identify the types of spatial data that need to be communicated through haptic feedback. Next, the relevant information is categorized by location, characteristics, and layers, forming the basis for design objectives and evaluation criteria. Finally, suitable haptic feedback methods and stimulation sites are selected, and both hardware and software are developed.
Zhāng Píng, Yu Zhou, Zheng Li
Open Access
Article
Conference Proceedings
The Effect of Pressure Levels on Comfort in Ankle Wearable Devices: A Human-Centered Ergonomics Approach
This study investigates the relationship between pressure levels and user comfort in ankle wearable devices, with a focus on the interplay between pressure levels and individual physiological characteristics. A two-phase experimental design was employed, including a preliminary study to determine pressure thresholds and a formal experiment to evaluate comfort under various pressure levels (350g–750g). Using modified evaluation tools tailored for lower limb devices, we examined nine dimensions of comfort through subjective rating scales. The results revealed that comfort responses to pressure levels exhibit non-linear trends, with specific pressure ranges optimizing attachment and lightness, while others induce discomfort and restricted mobility. Individual factors such as BMI and lower leg circumference were found to significantly modulate these effects, underscoring the necessity of personalized designs for wearable devices. This study provides methodological advancements in comfort assessment and offers actionable insights for optimizing wearable device design in healthcare and rehabilitation applications.
Yuhe Wei, Yuanyuan Liu
Open Access
Article
Conference Proceedings
Exploring the potential of note-taking in mixed reality as applied to field-based learning
This study aims to compare the effectiveness of mixed reality, pen and paper, and digital note-taking in the context of educational excursions. A mixed reality headset was used to take notes in mixed reality, mobile phones for taking notes digitally, as well as pen and paper paired with a clipboard for taking notes in longhand. The study was motivated by the potential affordances that mixed reality brings to note-taking, such as integrating the real world alongside digital note-taking platforms in an immersive manner. However, there are also downsides, such as the bulkiness of the headset. While existing research has covered virtual reality and augmented reality within classroom settings, there remains a gap in current research in understanding the application of mixed reality in contexts outside of the classroom, such as in field-based learning. To address this, this study aims to conduct preliminary research on how note-taking in mixed reality compares with two other traditional methods in a new context to understand the potential of mixed reality and feasibility in note-taking and learning. Educational excursions were chosen as it was surmised that the affordances of mixed reality headsets are suited to contexts of learning during which the note-taking platform needs to be mobile. The modalities of information students could encounter in a field trip were recognised as physical, textual, and video. For physical information in field trips, our data shows that mixed reality note-taking was more effective in both extracting greater amounts of content in note form, as well as improving knowledge retention. For textual information, mixed reality note-taking was also more effective in extracting greater amounts of content in note form, but pen and paper note-taking was the more efficacious method in the organisation of notes. Mixed reality has the potential to be integrated into field trips, but should not entirely replace traditional methods of note-taking, especially as feedback from participants show that the headsets can cause discomfort. As the comfort of wearables improves, more research can be carried out to continue this work on the potential of mixed reality in collaborative learning.
Kenneth Y T Lim, Yuyue Fang, Aaron J C Liang, Bryan Z W Kuok
Open Access
Article
Conference Proceedings
Digital Healing Gardens and Metaverse for Wellness
In exploring the intersection of phygital experiences—where the physical and digital realms converge—this paper investigates the transformative potential of healing gardens within the context of psychological wellness. Healing gardens, traditionally green spaces aimed at promoting mental and physical well-being through interaction with nature, have long been established in urban settings. However, their integration into indoor counselling environments, particularly in educational institutions, remains a largely unexplored territory. This gap in research offers a valuable opportunity to understand how such spaces can be leveraged in digital forms to enhance psychological health.The role of phygital experiences—where physical and virtual spaces are intertwined—is central to this concept. The idea of creating digital healing gardens for university campuses taps into the power of technology, particularly virtual reality (VR), to offer an immersive, multi-sensory engagement with nature. By doing so, this approach aims to extend the restorative benefits of outdoor green spaces to indoor settings where students often seek psychological support, such as counselling centres. The importance of this integration lies in its ability to create therapeutic environments that promote healing and wellness, addressing not only the emotional and psychological dimensions of well-being but also the relational, social, and environmental aspects.The phygital experience is at the heart of these therapeutic digital gardens. VR offers a dynamic, immersive space where users can experience the calming effects of nature in a virtual context, creating a bridge between the physical absence of a garden and the sensory experience of one. This fusion of reality and digital environments helps to deepen the connection between students and nature, thus promoting emotional and psychological healing even in the absence of a physical garden. It is within this framework that the potential of the metaverse becomes apparent—offering a scalable and adaptable solution for various therapeutic settings, particularly in university counselling spaces.By focusing on university campuses, the paper emphasizes the specific benefits for students, a group often under significant psychological stress. The phygital healing garden approach enables students to access nature's healing properties without needing to leave the space they occupy for counselling or therapy. Through the MOEBIUS PRO-BEN project, the research demonstrates how the metaverse, powered by artificial intelligence (AI), can facilitate the creation of virtual environments that are not just passive but also responsive to the needs of the users, offering tailored experiences that optimize well-being outcomes.The exploration of digital healing gardens further emphasizes the role of VR as a tool that can help scale therapeutic experiences, making them adaptable to different institutional and social contexts. The research showcases how VR can be integrated into counselling strategies, allowing for a broader, more accessible reach to students. By processing qualitative data within the metaverse, the design process for these environments becomes more precise, ensuring that each space is personalized to its users, thereby improving the therapeutic efficacy of the environment.In conclusion, the integration of phygital healing gardens into university counselling areas offers a compelling vision for the future of psychological wellness. It highlights the importance of combining the benefits of nature with the latest advancements in digital technology to create environments that nurture students' mental and physical well-being. By harnessing the potential of VR and AI within the metaverse, these digital gardens not only extend the therapeutic possibilities of green spaces but also ensure that they can be accessible, scalable, and tailored to meet the diverse needs of individuals seeking psychological support
Giulia Annalinda Neglia, Annalisa Di Roma
Open Access
Article
Conference Proceedings
Content Forms and Information Presentation in Virtual Reality - Case: Communicating the Sustainability of Cruise Ships
New technologies open new possibilities to communicate with consumers. Virtual Reality (VR) creates an immersive environment using various content types, from audio to multisensory experiences. In this paper, we wanted to deepen understanding on different ways of sharing information in VR and Metaverse environments; how they are experienced and their effectiveness when different information sharing elements are present. We present the test results of the effect of selected aural and visual content types and their effectiveness in communicating sustainability-related themes to consumers.Combining the logged in-game data with the questionnaire answers, we found out that most players value text as least favourable content form to obtain information in VR environments. However, the learning outcome from text was on a par with the results from other content forms. The youngest age group showed a tendency to advance rapidly in the game, while prematurely quitting the game was observed most often within the eldest user segment. Overall results show a positive attitude towards the idea of presenting sustainability-related content in VR.
Kaapo Seppälä, Kaisa Könnölä, Markus Krusberg, Teijo Lehtonen
Open Access
Article
Conference Proceedings
Change in Affective Dynamics and Cognitive State with Time during Multiplayer FPS Games
In the last decade, digital gaming has flourished due to the advancement of computing devices, mobiles and AR/VR. These games are immersive, interactive, cooperative and multiplayer. Different games affect gamer’s cognition, emotions and performance differently. The subjective evaluation such as questionnaires, surveys and standard scales to inspect the gaming experience is based on the retrospective recollection of the gaming experience after the task is complete. Sometimes, the responses from the gamers could be erroneous as it is hard to perceive the gaming experience. The alternative to subjective evaluation is objective evaluation where the real-time collection of the gamer’s behaviour is recorded. This is done by acquiring the heart rate, electrodermal signals or facial expressions of the gamers. Such signals change when subjected to visual stimulations from the immersive and interactive gaming environment. This study investigates emotional and cognitive properties using a facial recognition system and Galvanic Skin Resistance (GSR) while playing mobile-based massively multiplayer FPS game. The game, “Call of Duty: Mobile” was played on iPhone 14 for 15 minutes by each participant. 10 young healthy gamers belonging to the age group of 18-30 years were selected for this study. The GSR activity was analysed based on 4 features; the tonic component, the phasic component, the number of Skin Conductance Response (SCR) peaks and the amplitude of peaks detected during the study. The facial expression analysis (FEA) included emotional and facial parameters. The change in the amplitude of GSR signals with time was observed among all participants. The tonic component and the amplitude of the peaks increased with time. The mean value of the tonic signal increased from 1.782 ± 0.946 to 3.739 ± 1.702. The number of GSR peaks during the task was more than 100 for different participants. However, the number of peaks was constant with time. The peak amplitude of the SCR peak ranged from 0.05-0.5 µSiemens among participants when 100 or more GSR peaks. This indicates that the tonic amplitude and amplitude of the SCR peak can be a better indicator of the cognitive load with time than the number of SCR peaks.The FEA indicated that the change in facial expression was observed only after 8-9 minutes of gaming time. The facial expressions were understood in terms of eye closing and eye-widening, brows raising and attention. Based on the expression, it was found that all participants started gaming with positive valence, higher attention and engagement, indicating that relatively higher critical thinking and focus are required for gaming activity at the start. After 10 minutes of game time, valence, engagement and attention levels decreased. A small increment in negative emotions such as fear, contempt and anger were observed. The correlation analysis between the amplitude of GSR peaks and different emotions strongly correlated with valence, joy and sentimentality.
Salman Md Khan, Swati Pal
Open Access
Article
Conference Proceedings
Gamification Impact on Agile Team Motivation: Theoretical Framework
Contemporary organisations face the challenge of responding to growing requirements and expectations in a modern and dynamic business environment. Moreover, changes in the workforce and modern work culture are leading to an increasing need for complex problem-solving, progressiveness, flexibility and rapid adaptation in the management of organisations. Employees enable the organisation to rapidly sense and respond to unpredicted threats and opportunities through their actions, leveraging them for strategic advantage. Altogether it led to adopting the Agile approach in management, initially created for manufacturing and software development methods. Today the Agile approach helps to improve teamwork, adapt to changes, and achieve goals more efficiently. Moreover, it is becoming more strongly associated with the management of organisations and emerging as a standard in modern business environments. Furthermore, the Agile approach has transformed into a method to organise work in the organisation. So, Agile teams are becoming a critical and central unit in the organisation. This poses new challenges in Human Resource Management (HRM) on how to motivate Agile teams, because not only the individual motivation of the employees within the team becomes important, but also the overall motivation of the team as a whole. One of the well-known and recognised tools for motivating employees is gamification. Researchers and HRM practitioners defined gamification as the application of game elements in non-game environments. Gamification application aims to create stimuli that enrich the work environment by stimulating employee motivation and encouraging employees to achieve their goals in an engaging, novel and fun way. It is known that gamification has been applied in the context of Agile teams. With the growing popularity of Agile teams in organisations, gamification is becoming an integral part of their work environment. Despite gamification and Agile team embedding in organisations, existing research does not provide enough knowledge about Agile team motivation from the collective perspective, specifically, what set of shared needs an Agile team has and how these can be met through gamification. So, this study aims to address theoretical gaps in understanding how gamification impacts Agile team motivation by reviewing existing research and developing a conceptual theoretical model explaining the impact of gamification on Agile team motivation. The systematic literature review examines empirical research on gamification in HRM and analyses peer-reviewed articles on agile teams, their performance and effectiveness published in Web of Science, Scopus, and other databases over the last decade. The literature analysis revealed that an Agile team can be characterised by a set of shared needs that can be met through gamification to increase team motivation. This study contributes to the development of theory on how gamification affects the collective level of a team in general. Moreover, this research can provide insights that can be applied to organisational management practice and policy creation.
Dovile Valantiejiene, Lina Girdauskiene
Open Access
Article
Conference Proceedings
The Role of Environmental Affordances in Game Spaces: Mechanisms of Urban Image Dissemination through Interactive and Immersive Gameplay
With the rapid development of the global digital entertainment industry, video games have become an important vehicle for brand communication and cultural dissemination. This study explores how environmental affordances and brand elements in game spaces influence players' brand identity and cultural identity, and further promote the shaping of city brand image. This study adopts a quantitative research method, using structural equation modeling (SEM) to test hypotheses based on data from 300 valid questionnaires collected from Chinese university student players. The results show that environmental affordances and brand elements in games significantly enhance brand identity, while cultural identity plays a mediating role in the transition from brand identity to city brand image. This study expands the theoretical framework of game-based brand communication and cultural dissemination, providing new strategic recommendations for brand marketers and policymakers. It suggests that games are not only tools for brand promotion but also effective media for national brand shaping, driving the international dissemination of cultural soft power.
Pengyu Liu, Nan Lin, Hui Zhang
Open Access
Article
Conference Proceedings
Analysis of Gamified Museum Exhibition Design from the Perspective of the DMC Model
The gamification of museum exhibitions enhances cultural heritage education and visitor experience by integrating components like points, badges, and leaderboards to boost engagement, mechanics such as challenges and feedback to foster immersion, and dynamics involving emotion and storytelling to deepen emotional connection. Using the DMC model, this paper presents a gamified exhibition design framework demonstrated through case studies from institutions like the British Museum, emphasizing balanced use of technology to maintain cultural authenticity and visitor autonomy. The proposed model aims to create interactive, educational, and immersive experiences that support both engagement and self-directed learning.
Zhaoyu Wang, Xiaoxiao Yan
Open Access
Article
Conference Proceedings
Gaming Immersion and Cultural Representation from the Perspective of Embodied Cognition: A Case Study of Black Myth: Wukong
With the development and popularization of virtual technology, the perception and experience of the subject in games have been extended and enhanced like never before, with the body becoming an important part of communication and interaction in virtual spaces. This article starts from Merleau-Ponty’s research on body and spatial perception, using the role-playing game Black Myth: Wukong as a case study, to explore how the technological body, under the influence of game culture, evolves into a cultural perception of space and a symbol of identity within the game world. By examining the real world and cultural landscape behind the game, the cultural implications of virtual space are extended to the real world.
Weiyi Xu, Zhao Shuwang
Open Access
Article
Conference Proceedings
The Digital Reconstruction of Traditional Chinese Opera: Interactive Innovative Design of Quanzhou String Puppetry
To enhance the ability of task issuers in crowdsourced design to accurately identify and describe design requirements, this study analyzes a large number of online reviews to extract market demands and utilizes large language models to generate more accurate and comprehensive design requirements. Online review texts from e-commerce platforms were collected, and the evaluation subjects within the reviews were identified and analyzed. These subjects were then categorized using spectral clustering, user satisfaction was calculated, and design requirements were generated through dialogue with large language models. This method systematically analyzes user feedback from online reviews, identifies and clusters evaluation subjects, and further understands and generates user requirements. Experiments demonstrate that this method effectively generates crowdsourced design requirements. This research effectively integrates the extraction of design requirements from online review texts with the recognition and generation of these requirements using large models. It achieves precise localization and efficient generation of design needs, providing a new implementation approach for crowdsourced design.
Yue Zhang
Open Access
Article
Conference Proceedings